SAM DMG update Theory Skillchain Testing

Takumifujiwara

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Takumifujiwara
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For the longest time I have played SAM with capped merits and whatnot. With almost every setup imaginable, those that know me understand that I have attained most gear save relic gkt and usukane gear.

Anyway, I also have always been a fan of my soboro in exp. I tend to do it more than Hagun for shear fun factor and with my gear and merits, it seems to at times beat out my Hagun even with my 7% DA. Also for reference I only party in exp as /nin on SAM. Well what im trying to get at is im going to test my skillchain theory as a soboro SAM tommorow and see if these skillchains that I self do consistently make the difference. I want to see just how much stronger they are, and if I viably do more DMG as soboro SAM now because of it. As most know doing it with Hagun isnt as consistent because of the lack of the possible triple attack.

I know they gimped SAM as of this last update in straight DMG but they did say they were boosting skillchains, and since I do them solo in exp extremely often as well as with MNK WAR yada yada, I think I might actually do the same DMG as before this update with this technique if not more.

But again, this all depends on just how much they boosted the skillchain DMG.

Baja, Skaw, Mistra, and Ikari should probably know what im trying to figure out here. Thanks guys, lemme know what your thoughts on this is.
 
If the skill chain damage got a good boost, soboro could start outdamaging Hagun, since Hagun didn't do that much better damage than soboro did. The problem is that a soboro would feeds an unreal amount of TP to the mob; so while it might outdamage a Hagun now, it's not as effective for fast-paced exp.

Soboro is still infinitely more fun than Hagun though, so it's definitely worth keeping around for the fun factor.

kelyon said:
Why did PUP get to even use usukane?
To make them feel like they might not be such a joke after all.
 
For what it's worth I just finished up a quick merit party at the Nyzul Isle bird camp fighting Mamools there. Skillchain damage never exceed 150.
 
Yeah, same at Mamool Ja staging point. We were making Light and Darkness chains, and damage was around 150-ish pretty much every time. Looks like they didn't change SCs yet.
 
Thanks for the heads up on the SC dmg. It might not take effect yet im guessing.
 
Well last night i got a party on my 61 now 62 SAM and honestly i couldnt telle much of a diffrence from how it was. My Soboro hits were on average about 10-15 points less than they use to but i was still ripping hate of a PLD quite easily.

I did notice a big diffrence with my pole arm damage. Which was alot less than what it was before. I dont havea parser so i cant really bring up hard numbers
 
SE Tom Cruise'd Samurai

bamboo-film-last-samurai08.jpg


Where I once did a WS for 1300 has been reduced to 1000 it is like they practically removed overwhelm
 
I havent played yet, any changed noted from Dark Knights? I know if Sam and Drg got fixed (slightly gimped) Drk probably went with them since its the whole 2handed "fix". I really dont understand why they did this. Things were so much better, and they go and screw it up. :/
 
I havent played yet, any changed noted from Dark Knights? I know if Sam and Drg got fixed (slightly gimped) Drk probably went with them since its the whole 2handed "fix". I really dont understand why they did this. Things were so much better, and they go and screw it up. :/

Because they're SE.
 
SAM got fixed... you were overpowered lol..
 
I havent played yet, any changed noted from Dark Knights? I know if Sam and Drg got fixed (slightly gimped) Drk probably went with them since its the whole 2handed "fix". I really dont understand why they did this. Things were so much better, and they go and screw it up. :/

I was doing 700-1k guillotines in dyna-beau using mithkabobs.
 
I played on my SAM 63 the other day, and when we were fighting crawlers and diremites in aydeewa I seemed to average with about 450 dmg on weaponskills, where as in the past I had easily done over 600 dmg on average. So the difference was noticeable to me.

I just wish SE would actually TEST things before they make the changes. It never seems to be the case with them.

I'm curious though, with this new update how has it affected the WAR class? Is GA still doing more dmg than Axe? Has anyone been able to parse this?
 
Pretty soon, SE will home in on the damage range they're looking for. It seems they just don't understand subtle, if only in reference to job adjustments. The two handed buff in august was by all accounts excessive, but I don't think bringing it back down nearly to where it was (some people claim it's worse than august, but it doesn't seem that way), doesn't seem right either. A happy medium between weaker than one-handers and ridiculously overpowered is what things should be. When SE said they were once again readjusting their 2h adjustment, I figured it'd be a nerf on par with the "blm nerf" against impossible to gauge mobs, which was so insignificant, noone would have noticed if SE didn't declare it. Actually, that's how SE should do adjustments - just chip 10 damage here, 15 damage there - whittle it up or down till it's just right.
 
:/ I think 2handed jobs should be as strong as they were, we needed that good fix. Hell i was really looking foward to leveling up Drg after I finished Sam. I really don't think it made us 'over powered' more than it made us as strong as we should be.

I am sad my Sam wont be doing the same damage it did a week ago. ; ; I was so happy to finally be doing decent damage with Yukikaze ; ;
 
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