Because super transform requires transform 20, if you meant why max super transform, I agree it's best left at 11 until you've gotten literally everything else.
Has anyone tested different bucc combos? I'm not sure if I'm just recording the timing wrong, but orb looks to be worse than snatch surprisingly even for 2-3 mobs. Edit: Bucc probably shouldn't be doing melee on CWKPQ bosses at all though unless the rest of your party is range. Bucc mobbing seems to be far inferior to warrior. Spoiler: Code where you can view estimated durations and damage: Code: #This script compares the optimal combo for different amounts of damage. #Housekeeping. clc clear all close all #The duration in seconds for each combination. durationBarrageDS = 2.68; durationBarrageDemo = 4; #Check these durations. durationSnatchOrb = 0.925+0.725; durationDSOrb = 1.825; durationSnatchDS = 1.63; durationOrbSpam = 0.925; durationBrandish = 0.63; #Ju #The number of targets that we are considering. numTargets = 1:6 #The damage for each skill without SE for various numbers of targets. damageNoSEBarrageDS = 3300 + 900.*numTargets; damageNoSEBarrageDemo = 3300 + 4000 + 0.*numTargets; #Orb loses 10% damage for each hit. damageNoSESnatchOrb = 600.*numTargets; for i=1:6 damageNoSESnatchOrb(i) = damageNoSESnatchOrb(i) + (900*i)*(0.9)^(i-1); endfor damageNoSEDSOrb = 900.*numTargets; for i=1:6 damageNoSEDSOrb(i) = damageNoSEDSOrb(i) + (900*i)*(0.9)^(i-1); endfor damageNoSESnatchDS = 600.*numTargets + 900.*numTargets; damageNoSEOrbSpam = 0.*numTargets; for i=1:6 damageNoSEOrbSpam(i) = damageNoSEOrbSpam(i) + (900*i)*(0.9)^(i-1); endfor #Find the damage for each skill with se. damageSEBarrageDS = (330*.85*10+470*.15*10) + (900*.85+1040*.15).*numTargets; damageSEBarrageDemo = (330*.85*10+470*.15*10) + 500*8*.85 + 640*8*.15 + 0.*numTargets; damageSESnatchOrb = (600*.85+740*.15).*numTargets; for i=1:6 damageSESnatchOrb(i) = damageSESnatchOrb(i) + (900*i*.85)*(0.9)^(i-1) + (1040*i*.15)*(0.9)^(i-1); endfor damageSEDSOrb = (900*.85+1040*.15).*numTargets; for i=1:6 damageSEDSOrb(i) = damageSEDSOrb(i) + (900*i*.85)*(0.9)^(i-1) + (1040*i*.15)*(0.9)^(i-1); endfor damageSESnatchDS = (600*.85+740*.15).*numTargets + (900*.85+1040*.15).*numTargets; damageSEOrbSpam = 0.*numTargets; for i=1:6 damageSEOrbSpam(i) = damageSEOrbSpam(i) + (900*i*.85)*(0.9)^(i-1) + (1040*i*.15)*(0.9)^(i-1); endfor #Find the dps of each combo. dpsNoSEBarrageDS = damageNoSEBarrageDS./durationBarrageDS; dpsNoSEBarrageDemo = damageNoSEBarrageDemo./durationBarrageDemo; dpsNoSESnatchOrb = damageNoSESnatchOrb./durationSnatchOrb; dpsNoSEDSOrb = damageNoSEDSOrb./durationDSOrb; dpsNoSESnatchDS = damageNoSESnatchDS./durationSnatchDS; dpsNoSEOrbSpam = damageNoSEOrbSpam./durationOrbSpam; dpsSEBarrageDS = damageSEBarrageDS./durationBarrageDS; dpsSEBarrageDemo = damageSEBarrageDemo./durationBarrageDemo; dpsSESnatchOrb = damageSESnatchOrb./durationSnatchOrb; dpsSEDSOrb = damageSEDSOrb./durationDSOrb; dpsSESnatchDS = damageSESnatchDS./durationSnatchDS; dpsSEOrbSpam = damageSEOrbSpam./durationOrbSpam; #Plot the values for no se. figure subplot(1, 2, 1) plot(numTargets, dpsNoSEBarrageDS, "--*", numTargets, dpsNoSEBarrageDemo, "--*", numTargets, dpsNoSESnatchOrb, "--*", numTargets, dpsNoSEDSOrb, "--*", numTargets, dpsNoSESnatchDS, "--*", numTargets, dpsNoSEOrbSpam, "--*") legend("Barrage + DS", "Barrage + Demo", "Snatch + Orb", "DS + Orb", "Snatch + DS", "Orb Spam", "location", "southeast") title('No SE') xlabel('Number of Targets') ylabel("Percent/Second") #Plot the values for se. subplot(1, 2, 2) plot(numTargets, dpsSEBarrageDS, "--*", numTargets, dpsSEBarrageDemo, "--*", numTargets, dpsSESnatchOrb, "--*", numTargets, dpsSEDSOrb, "--*", numTargets, dpsSESnatchDS, "--*", numTargets, dpsSEOrbSpam, "--*") legend("Barrage + DS", "Barrage + Demo", "Snatch + Orb", "DS + Orb", "Snatch + DS", "Orb Spam", "location", "southeast") title('SE') xlabel('Number of Targets') ylabel("Percent/Second")
Hm, I will check those and update the plot over the next couple of days, I guess it would be useful ToT mobbing and such. I just started with this because I don't think bosses can be stunned (I was mainly interested in how good bucc was at cwkpq, and bucc should probably always start mage unless you don't have a warrior). I was mainly surprised how much better warrior is at 3 targets (note that this is %/s and warriors have higher range too).
Honestly, i just love how Buccaneers have such a huge variety of combos and skill combinations. I am playing a Shadower myself, however im not even close to the amount of combos i use compared to Buccs. So glad to see Buccs now being able to compete with other Classes and also being viable at Major Bosses (DPS wise) such as Horntail. Also the effort put into this guide from everybody and especially @Buccaneer . I really wished you'd not be banned.. must've been great playing Royals with a folk like you
Yeah, it's pretty nice that all the skills seem to have a place where they are useful. I'm thankful that the bucc changes didn't end up overcentralising skill choice: Barrage + Demo: Single target dps at very close range or not concerned about getting knocked off plat. Demo: Single target where you either can't hit with barrage (ht arms) or when bubble stance is down and you might get knocked off (ht head c). Barrage + Dragon Strike: Zak body 2 / 3 when only melee and need to clear for ranged. Dragon Strike + Snatch: Best mobbing dps and 100% uptime due to infinite trans. Dragon Strike + Energy Orb: Clearing mobs at longer range / more vertical range (clearing flying things). And both backspin and corkscrew allow you to reposition forwards or backwards when stance goes down and you're getting knocked around in bosses. Even the hp / mp restore skills are relevant in dojo. I still hope dojo gets adjusted to reward doing complete runs with a group over though.
Hey I got a question for your HP washing section. When I apr -str +hp then use another apr for -mp +hp. It says I get -16mp +18hp? What am I doing wrong and how do I get -16 mp +40hp? Awesome guide btw!
Your 2nd job skill "improve max hp" gives you an additional 20hp on top of each point put into HP, but it isn't shown in the confirmation screen.
Freshly applied AP gives a range of 36~40 HP randomly, however AP that's reset out of MP into HP always gives a static 38.
I've been doing some scarga runs recently, and it's pretty annoying getting knocked back while using dragon strike + snatch and messing up the pin for everyone else. I've switched to dragon strike + energy orb / dragon strike + shockwave, damage is not that much worse and doesn't break pin. Shockwave also gets points for looking super cool.
If you don't have any ranged attackers or they are lower level, I start on the top right ranged arms with demolition. If you do have strong ranged attackers, you should start on the bottom so that you can hit 2-4 arms with barrage + dragon strike. After that, if you have melee members hitting multiple of the remaining arms at a time and there is a single arm, you'll of course want to barrage + demo the single arm. And likewise, if you have all ranged members, and there are grouped arms, you can do your best mobbing combo (depends how many arms you can reliably hit, here is a comparison of common mobbing combos on bosses). Keep in mind if you're doing multiple arms with a melee member who is doing the same dps to both, you'll want to balance your dps and avoid barrage + mobbing combos.