2014-08-05, 07:02 AM
xlxlxlxl Wrote:Another great thing to test would be jump attacking and how it affects Quintuple Throw's delay. Jump attacking lets NW attack 40% faster according to this video.
http://www.youtube.com/watch?v=Xhvc2Z1ymT8
It took me a few tries to get this to work properly for me. It might be latency, or a property of Quintuple Throw's delay or animation in particular, but performing it is stupidly tedious. The attack performed in midair appears to need you to push the Jump button at the same time, i.e. pretend you're performing a perfect Jump Attack again in midair. Simply using the regular button didn't do anything at all for me. The first attack doesn't need to be a perfect Jump Attack, but it should improve the attack speed if you're attacking on the jump frame rather than after.
I'm getting about 390ms per attack, which is even faster than that person's 450ms though, but if you time it wrong, you end up Flash Jumping forward. The final throw only lasts for a single frame at 60fps, and the first throwing animation for the next set appears immediately after. The basic jump speed with Haste is about 690ms, but due to landing while performing the first portion of Quadruple Throw or Quintuple Throw's animation, you can't jump until it starts the second throwing animation, which cancels its delay. This leads to about 780ms per jump, where you attack twice per jump. This is also performable with Lucky Sevens, which doesn't actually stop your jump speed, meaning you will be able to attack at basically 300ms in 1st job if you time it correctly, and don't actually need Booster unless you're doing something where you need to stand still. In this particular case, you won't want Haste either because it makes your jumps take longer, unless you specifically want to hit higher up.
It might also be possible to do this with Stardust, but I seem to always Flash Jump when I try a second throw in the air. Its stupidly long delay can be canceled by jump attacking though, so with no Haste, you can go at 570~600ms. I tried with the spot in Magatia by the banker where you hit a ceiling, and I could reach 540ms, and using Quadruple Thow, I could reach 480ms.
In theory, I believe what is happening is:
Quintuple Throw (I) Delay = 450ms + Booster = 360ms
Quintuple Throw (II) Delay = 360ms + Cancel = 30ms
360 + 30 + 360 + 30 = 780ms
Haste Jump = 690ms.
90ms is approximately spent landed.
Regular Jump ~= 570ms
210ms is approximately spent landed.
Haste isn't required, but it makes it significantly easier, and there is no deficit because you cannot jump again until the second attack's second throw is completed. The only difference is with a single attack, where you can jump again when you land to cancel the delay of the second throw. In this case, Haste-less is faster since you land faster.
I did a few more tests to see how Mark of Darkness and Shadow Bats work together. You should always generate an extra bat every 3 attacks. I believe if you're full on bats, nothing will happen and you have to wait another 3 attacks. Kind of hard to get 4 hits in with 4 bats active without spending one. My best guess with the extra bats I'm seeing is while Mark of Darkness is active, there is a chance to summon a Shadow Bat equal to its attacking chance, or something similar. I got approximately a 37% chance with my test after factoring out the guaranteed bats from every 3 attacks, which is close to my 40% attack rate. This seems to fit well, and if I get to 4th job, I'll have 45% attack chance and I can retest there at something stronger so I can have a large enough sample size to validate it, as well as use Darkness Omen to mess around with bat count. It's extremely difficult for me to count each individual Lucky Seven, and connecting it with each bat summoned or sent to attack, and I really don't like how complicated this is. It really should just be more clear in the description, because it mentions nothing about summoning more bats, just sending ones you already have to attack.

