THF/NIN and THF/WAR

This is only partly beating a dead horse.

No partly to it. If I had 1 gil for every time I've seen the thf/war vs thf/nin pop it's head up over the years, I'd have my Mandau by now. XD

Personal playstyle is what it all ultimately boils down to. Each sub brings it own advantages and disadvantages. That versatility is what makes this game more interesting to me than other MMORPGs. Unfortunately, it's also the same thing that tends to spin off all these arguments. Let's just say that both have their uses and call it a day.

Personally, I usually go /nin due to the fact that survivability and self sufficiency is more important to me than busting out epeen numbers. I have done all the others as well (/war, /drk, /sam, /rng, even /dnc lately) but they just aren't as comfortable to me as /nin.

Now let's move on to something really worthy of debate: What's best dagger setup for 75?

LOLOLOL J/K
 
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Doesnt thf get a wee smidge less out of double attack then other jobs?
If you have 10% triple attack with full merits, it means you can only double attack on 15% of 90% of the attacks. Or something like 12%?

Also, since triple attack can procc on both main and offhand, dont you gain a smidge more triple attack with dualwield?
 
Doesnt thf get a wee smidge less out of double attack then other jobs?
If you have 10% triple attack with full merits, it means you can only double attack on 15% of 90% of the attacks. Or something like 12%?
Sounds right D:

Also, since triple attack can procc on both main and offhand, dont you gain a smidge more triple attack with dualwield?
You'll see more triple procs since you're hitting faster, I'm sure.
 
From what I understood, Triple attack was a 10% boost, adding 20 extra hits per 100, and Double attack was a 15% boost, adding 15 attacks per 100. Was I off?

And yeah, there's some blending in the numbers, I could show the math for how I dithered the two traits, but they are "blended".
 
Personal playstyle is what it all ultimately boils down to.

This. In regards to the OP's experiences, I'd label them more as "encounters with bad THFs" than "reasons /WAR > /NIN". Because, ya know... there are one hell of a lot of bad THFs out there. I bet you'd have better explanations of their poor performance if you described more about their actions than just their subjob or WS numbers.
 
dead horse

Yes.


I like playing THF with a variety of subs as much as the next guy, but when you are told to /NIN, it's for a reason. Generally speaking, damage negation, or the expectation that you will be pulling at least some hate (and pulling your weight), thus, damage negation.

We can split hairs about TP gain on any build. If you optimize for one versus the other, it will be close, but /NIN will come out ahead, technically.


THF/NIN has parsed THF/WAR (all things, and skill, being equal). If we're to parse average or crappy THFs, yes, the THF/WAR should come out ahead simply due to the damage gained from berserk, warcry, and higher attack. If you consider that both builds are played differently to be optimal, and that the THF/NIN has more flexibility and options to perform various /JAs, or to dump TP without stacking TA or SA, things tend to even out considerably. And /NIN can even parse /WAR. omg, I know, right...

Add to that, the raw ability to tank via grabbing hate with damage and/or Accomplice/Collaborator, you're then pulling your weight in that department, easing the strain from DDs who aren't as adept at tanking. This allows their timers to cool down, and gives them the option to set up something big if they wish. Without Master Caster Mitts, I'm at 304 evasion skill, plus Evasion bonuses, plus evasion gear, plus AGI gear, with high parry...Most of the time, that's not even necessary, but if it is, you've got to believe THF can tank. And don't forget your 2 hour. Haven't you Dumped a big SA+WS, Accomplice, PD, etc.? It's great for that Hundred Fisting MNK MOB you don't have Sentinel for. Cater to XP MOBs, which seems to be more what you're talking about, and you don't need all that. /NIN can hold it's own, and even surpass /WAR, so to say /WAR unless the duty calls for damage mitigation seems silly to me. It is /WAR and other subs that are the lesser used, more situational subs. Why? Flexibility and options, not just damage mitigation. But it boils down to what style of play you enjoy. It also boils down to what you bring to the party. Both of those reasons dictate that I come /NIN 9/10 times.
 
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on anything with aoe blinkable by shadows or that you expect to pull hate on use /nin
if it has high defense and no shadows wont turn you into an MP sink /war.
It's a pretty basic idea there.
 
Ok, I haven't read the new responses before posting this. I promise to get to them in time. I've been running some numbers and actually going out and testing to verify the formulas available on FF Wiki. So, this won't be a direct response to any post; but it's a mathematical argument, so it really does stand alone. I found the results enlightening, and I'll be completely forthright and transparent about the determinations.

First off, here are the sources. As I said, I've actually put them to the test, since you shouldn't assume that something on the internet is true then copy/paste it.

Regarding TP: http://wiki.ffxiclopedia.org/wiki/TP
Regarding Delay: http://wiki.ffxiclopedia.org/wiki/Delay
Regarding Dual Wield: http://wiki.ffxiclopedia.org/wiki/Dual_Wield
Regarding Haste: http://wiki.ffxiclopedia.org/wiki/Haste_(Status_Effect)
Regarding Attack rating (pdif): http://wiki.ffxiclopedia.org/wiki/Maximizing_Physical_Damage_Guide

If I have to go over every bit of the above links, this long post will be overly long indeed. So if I don't spell it out entirely, check one of the above to clarify.

I'm going to be comparing a THF/WAR with a Blau to an THF/NIN using the top-notch gear. I'll compare the Holy Grail of Thiefdom to what I'm sure many of you have disparaged or at least argued against, because I want to give YOU the utmost edge in your arguments. Assume that the only difference in gear is Blau +shield (I didn't even give a shield with bonuses) for /war and Blau/SK + Suppanomimi for /nin. (Again, I could have replaced the Suppa with a useful earring for /war, but I didn't.) Accuracy is taken to be 100% because they would have the same Accuracy, and it's a needless calculation to multiply both sets of numbers by an arbitrary percentage.

THF/NIN
Dual Wield adds together the delay of both weapons, then subtracts a percentage based upon the level of the Job Trait/enhancing items. In this case it's 20%, the best a THF/NIN can get.

178+150= 328; 328 x .80 = 262.4 effective delay

The TP formula isn't that hard, but there's a table associated with it; so I'll just post the result here as 4.5 TP per dagger hit. (It's 4.59 by the formula, but this is another time where the game *always* rounds down and so you lose the 0.09 TP.)

Weapon Delay/60 = number of seconds between attack rounds. Divide that number into 60 seconds to get the number of attack rounds per minute.

262.4/60 = 4.37 seconds/round; 60/4.37 = 13.73 rounds/min
Because you get 2 swings per round with DW, we have to multiply it by 2, getting 27.46. But remember the number of rounds/min, it's important later on.

27.46 attacks/min x 4.5 TP/attack = 123.57 TP/min

THF/WAR
Now that you have the basic idea, I'm going to speed up.

178 delay = 4.9 TP per hit

178 delay/60 = 2.97; 60/2.97 = 20.20

20.20 attacks/min x 4.9 TP/hit = 98.90 TP/min

Now that looks like an impressive difference, but looks are deceiving. Unfortunately many people stop at this point, but the story is less than half over. As they say, the devil is in the details. You forgot Double Attack (DA) and Triple Attack (TA). (I will not use TA to denote Trick Attack here.)

THF/NIN
DA and TA have a chance to trigger with the main-hand each ROUND of attack, not with each dagger swing. Ridil and KC work differently, but that's another story. So, when you slow down your attack rounds, you are gimping DA and TA even if only a little bit.

DA 0% = 0 additional attacks
TA 5% x 13.73rounds/min = 0.69 additional TA events/min; You get 2 extra swings with TA so, 0.69 x 2 = 1.38 additional attacks

27.46 + 1.38 = 28.84 Total attacks; 28.84 x 4.5 = 129.78 TP/min

THF/WAR
DA 10% x 20.20 = 2.02
TA 5% x 20.20 = 1.01
20.20 + 2.02 + 1.01 = 23.23; 23.23 x 4.9 = 113.83 TP/min

So THF/NIN wins the TP war with an extra 12.3% TP. So I was certainly wrong about it not giving any bonus, but the issue is of course damage. Can the extra Attack Rating make up for this? The answer happens to be, "Yes and then some," but I'll cover that at the end.

Adding in Brutal Earring (5% DA), Homan Body (2.5% TA), and 5 TA merits.

THF/NIN

DA 5% x 13.73 rounds = 0.69 attacks
TA 12.5% x 13.73 rounds = 1.72 events x 2 = 3.44 attacks
27.46 + 0.69 + 3.44 = 29.98; 29.98 x 4.5 = 142.16 TP/min

THF/WAR

DA 15% x 20.20 = 3.03
TA 12.5% x 20.20 = 2.5 events; 2.53 x 2 = 5.06
20.20 + 3.03 + 5.06 = 28.29; 28.29 x 4.9 = 138.62 TP/min

So as we add in some of that elite gear, DW still has an advantage at +2.49% TP/min. That brings it down almost to Chiv. Chain Store TP+1 ratings. If you don't think an extra 13 Attack 100% of the time, then +106 Attack 60% of the time (Berserk) and another +22 Attack 10% of the time (Warcry) will benefit you far more, then you are nuts.

I'm not done, I still have to add in haste gear and the haste spell, but I simply must do some other stuff right now. Spoiler: yes, DW starts to soar in TP again with +haste, but then we get to pdif.....
 
Ok, I haven't read the new responses before posting this. I promise to get to them in time.

Please do.

osse said:
I'm not done, I still have to add in haste gear and the haste spell, but I simply must do some other stuff right now. Spoiler: yes, DW starts to soar in TP again with +haste, but then we get to pdif.....

Yes, please add haste gear to the discussion. As you say, TP gain soars with haste, especially with max triple attack merits. Let's not forget how Double Attack and Triple Attack function with each other. Each swing has the possibility to Double Attack OR Triple Attack. It cannot do both. To simply add a THF's theoretical Triple Attack rate with with the THF's theoretical Double Attack rate produces false numbers. You've mentioned that you are giving the THF/NINs the benefit of the doubt, yet, when presenting the figures falsely in favor of THF/WAR, I'm not following how you're giving THF/NIN the benefit.

Just as we will get to pdif, we will return to a discussion of flexibility and overall use. Understanding what THF is, and can or cannot do, should also be part of this discussion since the presentation lacks in that area. Nobody would contest that THF/WAR puts up the bigger numbers per swing, so the only thing to discuss is the flipside. THF/WAR can be parsed by THF/NIN, as mentioned. How? Efficient and immediate use of abilities and TP. While the THF/WAR worth a damn is required to wait for the appropriate moment to unleash, the THF/NIN is at least half way to the next weapon skill, with /ja timers already counting down. Besides all that, the THF/NIN can easily and readily take hate and deal with the MOB, while the THF/WAR cannot.

And speaking of things that benefit the party, the THF/WAR would need a certain party setup to perform optimally, ultimately sacrificing the overall output of the party to make the accommodation. There are many reasons /NIN is popular for THF, and it's not all about damage negation and faster TP. PDIF is not everything, especially with this job. This is a very one dimensional discussion pertaining to a very multi dimensional job. That doesn't work for me.
 
602__image_09.jpg


That is all.
 
THF/NIN
DA and TA have a chance to trigger with the main-hand each ROUND of attack, not with each dagger swing.

Not entirely true as you have it stated. Triple Attack has a chance to trigger on both main and off hand as /nin on each round of attack, for up to 6 attacks total per round. So in reality, thf/nin Triple proc is not 5% x 13.73 attacks/min, but 5% x 27.46 attacks/min in your base calculation w/out merits/gear, further skewing the numbers towards /nin for TP gain.

As for attack, between /nin and /war, I have a difference of about 7 attack base (w/out Berserk/Warcry) in favor of /war with my gear set ups. That's not enough difference in damage to justify my being a MP sink for the mages.

BTW, has anyone tested out anchovy pizza yet as an alternative food for thf? Here are stats:

Dex +1% (notice % sign, would be +11 DEX on my SAWS build)
att +20

Wanting to test it out, but haven't seen it on AH yet.
 
BTW, has anyone tested out anchovy pizza yet as an alternative food for thf? Here are stats:

Dex +1% (notice % sign, would be +11 DEX on my SAWS build)
att +20

Wanting to test it out, but haven't seen it on AH yet.

You have 1,100 DEX? and sup kabobs/HH pie.
 
Meh, fail at basic math. Yeah, kinda sucks, unless someone got stats on wiki wrong. I may still pick one up just to see what the stats really are. I can always go die in Campaign to drop the effect if needed.
 
Continuing the math

OK, I'm finally back and I'm going to add in the haste gear. I'm going to do two different calculations, one with 15% Haste from the spell and no merits/exceptional gear (because that will reflect the situation prior to commonly available haste gear), and another situation with capped haste gear of 25% and the Haste spell.

Haste spell: 15%

THF/NIN

Delay: 328 x (1.00 - .20 - .15) = 213
TP/hit = 4.5 (unchanged by haste)
213/60= 3.55; 60/3.55= 16.9 rounds/minute and 33.8 attacks/min (base)
TA= 16.9 x 5% = 0.85 events; 0.85 x 2 = 1.7 extra attacks
33.8 + 1.7 = 35.5 attacks/min; 35.5 x 4.5 = 159.75 TP/min

THF/WAR

Delay 178 x (1.00 - .15) = 151
TP/hit = 4.9
151/60 = 2.52; 60/2.52 = 23.8 attacks/min (base)
DA= 23.8 x 10% = 2.38 extra attacks
TA= 23.8 x 5% = 1.19 events; 1.19 x 2 = 2.38 extra attacks
23.8 + 2.38 + 2.38 = 28.56 attacks/min; 28.56 x 4.9 = 139.94 TP/min

So, /war is 12.4% TP less than /nin. Surprisingly, this isn't much different than with no haste ( and no +DA/TA gear). Again, the attack bonus from /war can more than make up this difference.

Haste 40%: 25% gear + 15% spell
This will be done with merits and bonuses from gear to reflect an end-game elite THF.

THF/NIN

Delay: 328 x (1.00 - .20 - .25 - .15)= 131
131/60=2.18; 60/2.18= 27.52 rounds; 27.52 x 2 = 55.04 attacks/min
DA: 27.52 x 5%= 1.38 extra attacks
TA: 27.52 x 12.5% = 3.44 events; 3.44 x 2 = 6.88 extra attacks
55.04 + 1.38 + 6.88 = 63.3 attacks/min; 63.3 x 4.5 = 284.85 TP/min (Even if you don't like THF, you have to admit that's pretty damn cool.)

THF/WAR

Delay: 178 x (1.00 - .25 - .15) = 107
107/60= 1.78; 60/1.78= 33.71 attacks/min
DA: 33.71 x 15% = 5.06 extra attacks
TA: 33.71 x 12.5% = 4.21 events; 4.21 x 2 = 8.42 extra attacks
33.71 + 5.06 + 8.42 = 47.19 attacks/min; 47.19 x 4.9 = 231.23 TP/min

Here, /war gains 18.8% less TP than /nin. Can the attack bonus from /war make up the difference? I'll have to let you know in the next post, lol.

I'm seriously not trying to drag this out, I'm just busy the last few days. I should be able to finish this tonight when my kids are in bed.
 
I second the motion that each sub has merit, but /NIN tends to stand over the others with higher generally TP rates and survivability.

/WAR or even /DRK is better for times you're looking to get the one big ass SATA in so that you have no reason to even be concerned with taking hate.


If I could get more people to EXP with me, i'd be happy to go and parse my THF with folks. I focus mostly on an ACC/Haste build for TPing (All homam minus head, Denali Bonnet, Fire Bomblet, PCC(or Chiv, mostly PCC), Suppa, Brutal, Rajas, Ulthalam's Ring, Ammemet's +1, Potent Belt (I have Swift, but pref the STR/ACC), Blau/SK. With this build I've managed ~83% ACC on Colibri w/o food. I preffer ATT food to supliment, usually I'll just go Subs or Miths on Colibri.


I've only gotten the chance to parse a few times on THF against well equipped (not best riddle/burk or w/e crap) and each time I've managed to keep up if not beat them. In one party I fell short only because the WAR got haste and I had a RDM who didn't believe in hasting THFs.


edit: oh, and I found my self agreeing with Necrosis far too much on this post D: I feel dirty...
 
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THF/NIN
DA and TA have a chance to trigger with the main-hand each ROUND of attack, not with each dagger swing. Ridil and KC work differently, but that's another story. So, when you slow down your attack rounds, you are gimping DA and TA even if only a little bit.

DA 0% = 0 additional attacks
TA 5% x 13.73rounds/min = 0.69 additional TA events/min; You get 2 extra swings with TA so, 0.69 x 2 = 1.38 additional attacks

27.46 + 1.38 = 28.84 Total attacks; 28.84 x 4.5 = 129.78 TP/min

THF/WAR
DA 10% x 20.20 = 2.02
TA 5% x 20.20 = 1.01
20.20 + 2.02 + 1.01 = 23.23; 23.23 x 4.9 = 113.83 TP/min

So THF/NIN wins the TP war with an extra 12.3% TP. So I was certainly wrong about it not giving any bonus, but the issue is of course damage. Can the extra Attack Rating make up for this? The answer happens to be, "Yes and then some," but I'll cover that at the end.
as somone currently lvling thf I see this calculation as probably the most usefull

as a 55 thf I have access to very little haste and so it would apear /war might be better damage as I rush to 75 so I can put my assassin's armlets to work.
 
First, let me just bring this all together for the sake of convenience. To skip to the new stuff, scroll down to the first bolded text.

Ok, I haven't read the new responses before posting this. I promise to get to them in time. I've been running some numbers and actually going out and testing to verify the formulas available on FF Wiki. So, this won't be a direct response to any post; but it's a mathematical argument, so it really does stand alone. I found the results enlightening, and I'll be completely forthright and transparent about the determinations.

First off, here are the sources. As I said, I've actually put them to the test, since you shouldn't assume that something on the internet is true then copy/paste it.

Regarding TP: http://wiki.ffxiclopedia.org/wiki/TP
Regarding Delay: http://wiki.ffxiclopedia.org/wiki/Delay
Regarding Dual Wield: http://wiki.ffxiclopedia.org/wiki/Dual_Wield
Regarding Haste: http://wiki.ffxiclopedia.org/wiki/Ha...atus_Effect)
Regarding Attack rating (pdif): http://wiki.ffxiclopedia.org/wiki/Ma...l_Damage_Guide

If I have to go over every bit of the above links, this long post will be overly long indeed. So if I don't spell it out entirely, check one of the above to clarify.

I'm going to be comparing a THF/WAR with a Blau to an THF/NIN using the top-notch gear. I'll compare the Holy Grail of Thiefdom to what I'm sure many of you have disparaged or at least argued against, because I want to give YOU the utmost edge in your arguments. Assume that the only difference in gear is Blau +shield (I didn't even give a shield with bonuses) for /war and Blau/SK + Suppanomimi for /nin. (Again, I could have replaced the Suppa with a useful earring for /war, but I didn't.) Accuracy is taken to be 100% because they would have the same Accuracy, and it's a needless calculation to multiply both sets of numbers by an arbitrary percentage.

THF/NIN
Dual Wield adds together the delay of both weapons, then subtracts a percentage based upon the level of the Job Trait/enhancing items. In this case it's 20%, the best a THF/NIN can get.

178+150= 328; 328 x .80 = 262.4 effective delay

The TP formula isn't that hard, but there's a table associated with it; so I'll just post the result here as 4.5 TP per dagger hit. (It's 4.59 by the formula, but this is another time where the game *always* rounds down and so you lose the 0.09 TP.)

Weapon Delay/60 = number of seconds between attack rounds. Divide that number into 60 seconds to get the number of attack rounds per minute.

262.4/60 = 4.37 seconds/round; 60/4.37 = 13.73 rounds/min
Because you get 2 swings per round with DW, we have to multiply it by 2, getting 27.46. But remember the number of rounds/min, it's important later on.

27.46 attacks/min x 4.5 TP/attack = 123.57 TP/min

THF/WAR
Now that you have the basic idea, I'm going to speed up.

178 delay = 4.9 TP per hit

178 delay/60 = 2.97; 60/2.97 = 20.20

20.20 attacks/min x 4.9 TP/hit = 98.90 TP/min

Now that looks like an impressive difference, but looks are deceiving. Unfortunately many people stop at this point, but the story is less than half over. As they say, the devil is in the details. You forgot Double Attack (DA) and Triple Attack (TA). (I will not use TA to denote Trick Attack here.)

THF/NIN
DA and TA have a chance to trigger with the main-hand each ROUND of attack, not with each dagger swing. Ridil and KC work differently, but that's another story. So, when you slow down your attack rounds, you are gimping DA and TA even if only a little bit.

DA 0% = 0 additional attacks
TA 5% x 13.73rounds/min = 0.69 additional TA events/min; You get 2 extra swings with TA so, 0.69 x 2 = 1.38 additional attacks

27.46 + 1.38 = 28.84 Total attacks; 28.84 x 4.5 = 129.78 TP/min

THF/WAR
DA 10% x 20.20 = 2.02
TA 5% x 20.20 = 1.01
20.20 + 2.02 + 1.01 = 23.23; 23.23 x 4.9 = 113.83 TP/min

So THF/NIN wins the TP war with an extra 12.3% TP. So I was certainly wrong about it not giving any bonus, but the issue is of course damage. Can the extra Attack Rating make up for this? The answer happens to be, "Yes and then some," but I'll cover that at the end.

Adding in Brutal Earring (5% DA), Homan Body (2.5% TA), and 5 TA merits.

THF/NIN

DA 5% x 13.73 rounds = 0.69 attacks
TA 12.5% x 13.73 rounds = 1.72 events x 2 = 3.44 attacks
27.46 + 0.69 + 3.44 = 29.98; 29.98 x 4.5 = 142.16 TP/min

THF/WAR

DA 15% x 20.20 = 3.03
TA 12.5% x 20.20 = 2.5 events; 2.53 x 2 = 5.06
20.20 + 3.03 + 5.06 = 28.29; 28.29 x 4.9 = 138.62 TP/min

So as we add in some of that elite gear, DW still has an advantage at +2.49% TP/min.

OK, I'm finally back and I'm going to add in the haste gear. I'm going to do two different calculations, one with 15% Haste from the spell and no merits/exceptional gear (because that will reflect the situation prior to commonly available haste gear), and another situation with capped haste gear of 25% and the Haste spell.

Haste spell: 15%

THF/NIN

Delay: 328 x (1.00 - .20 - .15) = 213
TP/hit = 4.5 (unchanged by haste)
213/60= 3.55; 60/3.55= 16.9 rounds/minute and 33.8 attacks/min (base)
TA= 16.9 x 5% = 0.85 events; 0.85 x 2 = 1.7 extra attacks
33.8 + 1.7 = 35.5 attacks/min; 35.5 x 4.5 = 159.75 TP/min

THF/WAR

Delay 178 x (1.00 - .15) = 151
TP/hit = 4.9
151/60 = 2.52; 60/2.52 = 23.8 attacks/min (base)
DA= 23.8 x 10% = 2.38 extra attacks
TA= 23.8 x 5% = 1.19 events; 1.19 x 2 = 2.38 extra attacks
23.8 + 2.38 + 2.38 = 28.56 attacks/min; 28.56 x 4.9 = 139.94 TP/min

So, /war is 12.4% TP less than /nin. Surprisingly, this isn't much different than with no haste ( and no +DA/TA gear). Again, the attack bonus from /war can more than make up this difference.

Haste 40%: 25% gear + 15% spell
This will be done with merits and bonuses from gear to reflect an end-game elite THF.

THF/NIN

Delay: 328 x (1.00 - .20 - .25 - .15)= 131
131/60=2.18; 60/2.18= 27.52 rounds; 27.52 x 2 = 55.04 attacks/min
DA: 27.52 x 5%= 1.38 extra attacks
TA: 27.52 x 12.5% = 3.44 events; 3.44 x 2 = 6.88 extra attacks
55.04 + 1.38 + 6.88 = 63.3 attacks/min; 63.3 x 4.5 = 284.85 TP/min (Even if you don't like THF, you have to admit that's pretty damn cool.)

THF/WAR

Delay: 178 x (1.00 - .25 - .15) = 107
107/60= 1.78; 60/1.78= 33.71 attacks/min
DA: 33.71 x 15% = 5.06 extra attacks
TA: 33.71 x 12.5% = 4.21 events; 4.21 x 2 = 8.42 extra attacks
33.71 + 5.06 + 8.42 = 47.19 attacks/min; 47.19 x 4.9 = 231.23 TP/min

Here, /war gains 18.8% less TP than /nin.

Picking up on new material here.

Let's just take the last scenario above and use it for comparison of pdif. This is a bit hazier, since you really need to know what you are fighting to make damage calculations. Plus it is a pain in the ass. In one of the links had someone kindly figured out the increase in DPS for each point of attack increase against Greater Colibri and against Kirin. I'll use that.

With gear, a courel sub and 8 dagger merits, a Lv 75 Hume THF/NIN would have an attack rating of about 415 for his TPing set up. The same character as THF/WAR would have an attack rating of about 426 without any attack buffs up. Berserk will give +105 attack 60% of the time; 105 x .6= +63 on average over time. Warcry will give +22 10% of the time; 22 x .10 = +2.
So for the average additional attack above what /nin has: 11 + 2 + 63 = 76 attack.

Looking for 415 on the chart vs. G. Colibri we see that it's just above 409 and therefore each point of attack will give +0.257% DPS.
76 x 0.00257 = 19.5% over and above /nin

With /nin, you'll get a whopping 34% more dagger hits. Half of those hits will be with a dagger that has 20% less base damage than the Blau that /war is using. I honestly can't think of a perfect way of reconciling this, but the best I can think of would be:
34/2=17; 17 x .8= 13.6; 17% + 13.6% = 20.6%

At a 20.6% actual damage increase just from extra dagger hits, /nin can overcome the Attack rating advantage of /war. That doesn't even take into account the TP increase or the added damage from the SK. (But you should remember that an additional 1% of TP gain does not mean an additional 1% of DPS. For Warriors it's about a .5% increase, and a bit more than .5% for THF and SAM.)
However, that is just on a mob with relatively weak defense. Referring to the same table, if the mob checks just normal DEF (not high or low, pdif somewhere in the range of .6 to .7), /war's advantage rises to 29.9% from higher attack. I don't think this catches up either, but it's pretty close. If the mob checks as high def, then the attack give an advantage of 46.7%, which is certainly going to overcome the advantage of DW's faster attacks and even the added effect of the SK.

To summarize, I'll admit I was impressed at just how much of an advantage /nin could get at the high end. However, if you look back at the lower end of the gear and haste spectrum, you'll see a definite advantage for a warrior sub (and of course on high defense targets). As I said before, you can't let people think that they can just slap on a ninja sub and eat a meat dish and they'll be uber. It takes quite a bit of gear and merits to make that work. Haste gear and the SK dagger don't fall from the sky. I'd even say that thf/nin before you get access to haste gear is not the best option when talking strictly about damage. For those without that gear, or too low of a level to access that gear, /war is going to be superior in many xp situations. But if you do have the right gear, I admit it looks like /nin is going to be better more than half the time and at least viable the rest of the time.

Finally, DA and TA cannot process on both the main-hand and off-hand at the same time. I know Wiki says it can and that Alla has an old debate in the posts beneath the description of TA; but it is not true. I've played around with thf/nin even more than thf/war just due to soloing and farming. I've gotten NIN/WAR to lv 74 now. I'm not the kind of person who watches TV or goes afk while partying, I'm staring at the screen. I've never seen my character or anyone else get 4 attacks/round as nin/war or war/nin (other than with a Ridil) and I've never seen 6 attacks from a thf/nin. What you are seeing is back-to-back DA or TA, or you were just fooled by lag. Watch closely and you'll see that only the main hand gets more than one swing. Am I the repository of all knowledge? Hell no, but if you want to prove me wrong then fraps it and post it. But I think you'll spend the rest of your life making home movies of your character beating up EP mobs without getting the video you want.
 
I've never seen my character or anyone else get 4 attacks/round as nin/war or war/nin (other than with a Ridil) and I've never seen 6 attacks from a thf/nin.

Can't speak for THF but on my WAR and NIN I've gotten 4 attacks in one round plenty of times. It doesn't happen often due to needing 2 DAs back to back in the same attack round but it does happen. And no I don't have a Ridill. I know MNKs can get 4 attacks in and I'm pretty sure 5 (Kick attack) in one round as well.
 
With /nin, you'll get a whopping 34% more dagger hits. Half of those hits will be with a dagger that has 20% less base damage than the Blau that /war is using. I honestly can't think of a perfect way of reconciling this, but the best I can think of would be:
34/2=17; 17 x .8= 13.6; 17% + 13.6% = 20.6%

Don't forget to factor in something that helps make up for lower base damage in the SK. 100% wind effect proc. On most MOBs it is beneficial.

Osse said:
At a 20.6% actual damage increase just from extra dagger hits, /nin can overcome the Attack rating advantage of /war. That doesn't even take into account the TP increase or the added damage from the SK. (But you should remember that an additional 1% of TP gain does not mean an additional 1% of DPS. For Warriors it's about a .5% increase, and a bit more than .5% for THF and SAM.)
However, that is just on a mob with relatively weak defense. Referring to the same table, if the mob checks just normal DEF (not high or low, pdif somewhere in the range of .6 to .7), /war's advantage rises to 29.9% from higher attack. I don't think this catches up either, but it's pretty close. If the mob checks as high def, then the attack give an advantage of 46.7%, which is certainly going to overcome the advantage of DW's faster attacks and even the added effect of the SK.

Minuet changes this. Since BRD is a party accommodation, this is not a special need for the THF, but only a benefit to the entire party. Don't leave home without it.

Osse said:
To summarize, I'll admit I was impressed at just how much of an advantage /nin could get at the high end. However, if you look back at the lower end of the gear and haste spectrum, you'll see a definite advantage for a warrior sub (and of course on high defense targets).

This is the dead horse that was mentioned. This is why people come /WAR, /DRK for Kirin. And because people can and do eventually achieve a high end /NIN build, they will eventually use this combo for the vast majority of tasks when they bring out their THFs. It's easier to accommodate any shortcomings of a high end /NIN build and gain all those benefits, as opposed to making accommodations to allow a THF to come /WAR. Something the numbers don't capture is overall output. Output that is allowed by flexibility or lack thereof.

Osse said:
As I said before, you can't let people think that they can just slap on a ninja sub and eat a meat dish and they'll be uber. It takes quite a bit of gear and merits to make that work. Haste gear and the SK dagger don't fall from the sky. I'd even say that thf/nin before you get access to haste gear is not the best option when talking strictly about damage.

Agreed. Once you do have the gear and merits, eat your meat, etc., it does work. If we are talking about what a THF can do, rather than what they cannot do, then that's fair enough. Speaking strictly about damage is really all these numbers are pointing to. While not accounting for every situation, they paint a fairly accurate, and obvious picture, that /WAR will hit harder. Again, dead horse.[/quote]

Osse said:
For those without that gear, or too low of a level to access that gear, /war is going to be superior in many xp situations. But if you do have the right gear, I admit it looks like /nin is going to be better more than half the time and at least viable the rest of the time.

Agreed. This is why I went /WAR when, efficiently, I could. At low levels, without gear, merits, etc. to make /NIN shine, more attack is, well, more attack. If it was more of a detriment to the overall speed of the party, or my output, I would come /NIN. It depends on what jobs the rest of the party bring.
Once you do have an appropriate /NIN build, it is better way more than half the time. Unless you log in/out in Dragon's Aery and never do anything else.

Osse said:
Finally, DA and TA cannot process on both the main-hand and off-hand at the same time. I know Wiki says it can and that Alla has an old debate in the posts beneath the description of TA; but it is not true. I've played around with thf/nin even more than thf/war just due to soloing and farming. I've gotten NIN/WAR to lv 74 now. I'm not the kind of person who watches TV or goes afk while partying, I'm staring at the screen. I've never seen my character or anyone else get 4 attacks/round as nin/war or war/nin (other than with a Ridil) and I've never seen 6 attacks from a thf/nin. What you are seeing is back-to-back DA or TA, or you were just fooled by lag. Watch closely and you'll see that only the main hand gets more than one swing. Am I the repository of all knowledge? Hell no, but if you want to prove me wrong then fraps it and post it. But I think you'll spend the rest of your life making home movies of your character beating up EP mobs without getting the video you want.

Go here: http://ffxi.allakhazam.com/journal.html?user=313276;mid=1098983087963206342;num=0;page=1
Select the top link, from 2004...There's your video. I can't access it from work, but iirc it will show triple attack in both hands. It's not a video I have. No FRAPS on 360, but triple in both hands is possible. It's rare, but it happens. It can also happen on WS. 14% SB, 18% DE.
Those are always fun. :biggrin:
 
Can't speak for THF but on my WAR and NIN I've gotten 4 attacks in one round plenty of times. It doesn't happen often due to needing 2 DAs back to back in the same attack round but it does happen. And no I don't have a Ridill. I know MNKs can get 4 attacks in and I'm pretty sure 5 (Kick attack) in one round as well.
Yeah it's definitely possible but rare (obviously), even with max triple merits and homam body it's .125*.125 likely of happening.
 
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