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Message par Invité Ven 12 Fév - 5:17

UN guide à jour mais malhaeureusement en anglais --> ICI

Un guide valide jusqu'au level 50 mais qui précise des bases fondamentales sur les skills prioritaires --> ICI
Même s'il est obsolète (ARR), la lecture du second vous aidera vraiment à comprendre la base de la classe.

Je continue mes recherches et mes tests.

Nab


Dernière édition par Nabaara le Ven 19 Fév - 21:26, édité 4 fois

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Message par Invité Dim 14 Fév - 18:20

Dans les posts suivants, je vais mettre des éléments traduits d'un site en anglais : (c) LordTiberiusREX (traduction d'un site)

Ce site complet décrit les bases et principes des combos ninja pour la 3.1

Je reprends le même sommaire que celui proposé sur le site de LordTiberiusRex :

WORK IN PROGRESS -> C'EST PAS FINI

Table of Contents

I. Introduction


  •    A. Terminology
       B. Enter: The Ninja


II. Abilities


  •    A. On-GCD
       B. Off-GCD
       C. Ninjutsu
       D. Cross-Class

       1. Pugilist
       2. Lancer

   E. Heavensward Abilities: Details

  •        1. Smoke Screen
           2. Armor Crush
           3. Shadewalker
           4. Duality
           5. Dream Within a Dream


III. Ninja R&D

  •  A. Theorycrafting!
           1. Mathematical Formulae
           2. Enemy Level
           3. Attack Min/Max Range
           4. Potency
           5. Auto-Attack


   B. DoT Effects

  •    1. Shadow Fang
           2. Mutilate
           3. Doton
           4. What about clipping?


   C. BiS Loadout
   D. Goad!

  •      1. Do
           2. Don’t
           3. Please Don’t


   E. Rotations!

  •  1. Main Combos
           2. Base Rotation (Single-Target)
           3. Example Rotation (Multi-Target)

   F. General Tips, Tricks, and Extras


  •    1. Single Target Extras
           2. Multi-target Extras (>= 3 enemies)
           3. Huton
           4. Raiton vs Fuma Shuriken


   G. PvP
   

  •  1. Where do I fit in as a ninja?
           2. Strafing
           3. Crowd Control
           4. PvP Abilities
           5. Tactics: Communication is Key


IV. Credits and Sources
V. Changelog Section


Dernière édition par Nabaara le Ven 19 Fév - 21:26, édité 5 fois

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Message par Invité Dim 14 Fév - 18:25

(c) LordTiberiusREX (traduction d'un site)

WORK IN PROGRESS -> C'EST PAS FINI

I - Introduction

Contenu en cours de traduction


Dernière édition par Nabaara le Ven 19 Fév - 21:27, édité 2 fois

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Message par Invité Dim 14 Fév - 18:30

(c) LordTiberiusREX (traduction d'un site)

WORK IN PROGRESS -> PARAGRAPHE EN COURS DE TRADUCTION

II - Compétences

A. Compétences dépendant du GCD

Niv1-L1:Lame Tournoyante : Délivre une attaque de puissance 150.

Niv4-Tourbillon tailladant: Délivre une attaque de puissance 100. Si en combo avec “Lame tournoyante” la puissance est de 200.

Niv8-:Attaque mutilante : Délivre une attaque de puissance 60. A une puissance de 30 en dots qui dure 18 seconds (30 au niveau 44 et au delà)

Niv15-Dagues de jet : Délivre une attaque de puissance 120. Portée de 15 yards. Une des seuls attaques à distance.

Niv26-Lame éolienne : Délivre une attaque de puissance 100 (180 lors-qu’exécutée l'arrière de la cible).  A combiner avec “Tourbillon tailladant” pour avoir une puissance de 240 (320 par dierrière).

Niv38-Lame dansante: Délivre une attaque de puissance 100. A combiner avec “Tourbillon tailladant” pour avoir une puissance de 260. Effet additionnel : réduit la résistance de la cible aux armes tranchantes de 10% et réduit les soins reçus par la cible de 20% pour 20 secondes. C'est similar à la compétence de Guerrier “Storm’s Eye” et remplace son effet quand utilisé.

Niv42-Death Blossom: Delivers an attack with a potency of 60 (increase to 100 at level 48) to all nearby enemies. Radius of 5y. This is your spammable AoE skill.

Niv46-Shadow Fang: Delivers an attack with a potency of 100. Combo action with “Spinning Edge” to have a potency of 200. Combo bonus is a DoT with 40 potency over 18 seconds.

L54:Armor Crush: Delivers an attack with a potency of 100. 160 when executed from a target’s flank. Combo Action with “Gust Slash” to have 220 potency and 280 potency from flank. Extends Huton duration by 30 seconds to a maximum of 70 seconds.

B. Compétences "Hors-GCD"

L2:Shade Shift: Create shadows that nullify damage up to 20% of maximum HP for 20 seconds. Cooldown of 120 seconds. Bubble Shield ability. Currently, this ability only blocks physical attacks.

L6:Kiss of the Wasp: Increases physical damage dealt by 5% (20% at level 36). Additional effect at level 36 changes “Jugulate” to stun. Cooldown of five seconds and shares cooldown with Kiss of the Viper.

L10:Hide: Makes you undetectable to enemies, but reduces movement speed by 50%. Cannot be executed in combat and does not work against enemies 10 levels higher than you. Does not work against bosses!

L12:Assassinate: Delivers an attack with a potency of 200. Can only be used on enemies with less than 20% HP. Warriors have Mercy Stroke and Ninjas have Assassination.

L15:Mug: Deliver an attack with a potency of 140. Additional effect includes an increase in items dropped if used as or right before the finishing blow. With Kiss of the Viper active, 50% of Mug’s damage is returned to you as HP.

L18:Goad: Refreshes TP of a single party member for 30 seconds. Cooldown of 180 seconds. This cannot be used on yourself!

L22:Sneak Attack: Delivers an attack of potency 100; 300 potency if in front of target. Changes to 300 and 500 potency at level 32. Can only be used while under the effect of Hide or Suiton and shares recast timer with Trick Attack. Cooldown of 60 seconds.

L30:Kiss of the Viper: Increases physical damage dealt by 10% (20% at level 40). Additional effect at level 40 changes Mug to return 50% of its damage as HP. Cooldown of five seconds and shares cooldown with Kiss of the Wasp.

L34:Jugulate: Deliver an attack with a potency of 80. Additional effect is a one second Silence. Wasp Venom changes the Silence effect to a two second Stun.

L50:Trick Attack: Deliver an attack with a potency of 240; 400 potency if behind target. Rear bonus increases targets damage taken by 10% for 10 seconds. Can only be used under the effect of Hide or Suiton and shares recast timer with Sneak Attack. Cooldown of 60 seconds.

L52:Smoke Screen: Creates a wall of smoke, reducing enmity of a single party member. Range of 25 yalms and cooldown of 180 seconds. Similar to Quelling Strikes, where it reduces the enmity you generate, rather than a reduction of current enmity.

L56:Shadewalker: Grants target party member the effect of Silhouette, diverting 80% of all enmity generated to your doppelganger. No effect when target is under the effect of Shadewalker. Duration of 15 seconds, range of 25 yalms, and cooldown of 120 seconds.

L58:Duality: Doubles the number of non-critical strikes for a single-target weaponskill. Combo bonuses and additional effects will only be applied once. Duration of 10 seconds and cooldown of 90 seconds.

L60:Dream Within a Dream: Delivers a threefold attack, each hit with a potency of 100. Cooldown of 90 seconds.

C. Ninjutsu

Ninjutsu requires an entry sequence of “mudras,” Ten, Chi, and Jin, to create a particular action which you then click on to use. A ninjutsu action costs no MP or TP, but all mudras share a recast timer of 0.5 seconds and all ninjutsu actions have a cooldown of 20 seconds once used or exhausted. Mudras and ninjutsu actions are all off-GCD. 1M, 2M, and 3M to the left of the ninjutsu action will state how many mudras you must cast in order to use it. Each mudra, Ten, Chi, and Jin, will be unlocked at 30 (1M), 35 (2M), and 45 (3M) respectively along with the ninjutsu actions that use them in their sequences. Each of the mudras has a duration of five seconds. If a mudra timer runs out, the ninjutsu 20 second cooldown kicks in.

L30:Ninjutsu: Executes a specific ninjutsu coinciding with the mudra sequence made beforehand. If any other ability, spell, or weaponskill is used while in the process of making a ninjutsu skill, the ninjutsu will fail and, if casted, create a cute bunny that sits on top of your head for a bit doing nothing.

L40:Shukuchi: Move quickly to the specified location. Cannot be used while bound. Cooldown of 60 seconds. Range of 20y. Click once to ready, then click again on the ground to cast. Independent of Mudras.

L50:Kassatsu: Resets the ninjutsu recast timer and ensures the next ninjutsu action is a critical hit. Duration of 15 seconds and cooldown of 120 seconds. Independent of Mudras.

Fuma Shuriken (1M): Any one of the Ten, Chi, or Jin mudra to cast. Delivers a ranged ninjutsu attack with a potency of 240. Imagine Hadouken with a giant throwing star as the projectile and that’s a pretty accurate description.

Katon (2M): Chi -> Ten or Jin -> Ten. Delivers fire damage with a potency of 180 to target and all enemies near it. Black Mages aren’t the only ones who can Fire II now. A way to remember: Katon = Molten.

Raiton (2M): Ten -> Chi or Jin -> Chi. Delivers lightning damage with a potency of 360 to target. Be careful with kites while using this action. A way to remember: Lightning = Lychee = Light Chi.

Hyoton (2M): Ten -> Jin or Chi -> Jin. This is an exception to our 2M designation as this action is unlocked at level 45. Delivers ice damage with a potency of 140 to target. Binds for 15 seconds. This will probably be your least used ninjutsu action in PvE combat. A way to remember: Hyoton = Frozen = Ten-Jin.

Huton (3M): Jin -> Chi -> Ten or Chi -> Jin -> Ten. Increases attack speed by 15%. Duration of 70 seconds. Works for both weaponskills and auto-attack. A way to remember: Jackie Chan = Jin-Chi-Ten.

Doton (3M): Ten -> Jin -> Chi or Jin -> Ten -> Chi. Creates a patch of corrupted earth dealing damage with a potency of 30. Also inflicts heavy on enemies inside of the circle. Summoners bet with a Shadow Flare? Ninjas raise with a Doton. A way to remember: Got your feet = Jin-Ten-Chi.

Suiton (3M): Ten -> Chi -> Jin or Chi -> Ten -> Jin. Deliver water damage with a potency of 180 and grants Suiton for 10 seconds. Suiton lets you use Sneak Attack or Trick Attack outside of Hide. Where Gatorade fails, Suiton succeeds. A way to remember: The song from Mulan, of course! We must be swift as a coursing river! “BE A MAN!” = “Ten-Chi-Jin!”

D. Cross-Class

         D-1. Pugilist

L4:Featherfoot: Increase evasion by 15% for 15 seconds. Cooldown of 90 seconds.

L8:Second Wind: Instantly restores own HP at a cure potency of 450. Cure potency varies with your attack power.

L10:Haymaker: Deliver an attack with a potency of 170. Can only be used immediately after evading an attack. Additional effect includes a 20% Slow for 12 seconds.

L12:Internal Release: Increase critical hit rate by 10% for 15 seconds. Cooldown of 60 seconds.

L42:Mantra: Increases HP recovery via curing magic by 5% for self and nearby party members for 15 seconds. Cooldown of 120 seconds.

         D-2. Maître d'hast

L2:Feint: Deliver an attack with potency of 120. Additional effect is a 20% Slow for 10 seconds. This weaponskill is on GCD.

L6:Keen Flurry: Increase parry rate by 40% for 20 seconds. Cooldown of 90 seconds.

L22:Invigorate: Instantly restores 400 TP. Cooldown of 120 seconds.

L34:Blood for Blood: Increases damage dealt by 10% and damage received by 25%. Cooldown of 80 seconds.

E. Détail des compétences Heavensward

Earlier, I only provided tooltips for the new abilities in Heavensward. Down here, we’re going into more detail on just what they’re capable of.

1. Smoke Screen
There’s a Summoner in your group, who’s putting DoTs left and right on enemies making your parsers jump from all the AoE damage. Perhaps there’s a White Mage who’s stuck on “Overheal” mode and is trigger-happy. With great damage or healing comes great threat. This is where Smoke Screen comes in. Using this ability on a party member decreases the enmity they generate, so they’ll be able to damage or heal more with fewer enmity gains.

2. Armor Crush
In 2.0, we originally had 3 combos and Mutilate. With Armor Crush, there’s a new 3-action combo in the fold we consider in our rotation. As Huton is equivalent to Greased Lightning, we place Armor Crush first on the priority. Huton no longer needs a re-cast, as Armor Crush adds to the existing Huton timer on your ninja. Instead of wasting a mudra on Huton, we can use that mudra to cast a different ninjutsu.

3. Shadewalker
Inexperienced tanks--or tanks that cannot generate threat quickly enough--are likely to lose threat on a mob to a DPS or healer. With Shadewalker, 80% of the enmity you generate is transferred to whomever you placed the buff on. The skill is like you handing someone an airhorn in an airport; you provide them the means to generate enmity quickly.
This is only the enmity you generate, not the entire party’s enmity generation. You should only place this skill on tanks as they’re the person keeping the mob’s attention off the rest of the group.

4. Duality
Only applies to single-target weaponskills. As of Heavensward, you have the following single-target weaponskills: Spinning Edge, Gust Slash, Shadow Fang, Armor Crush, Mutilate, Aeolian Edge, Dancing Edge, and Throwing Dagger. This ability grants two, non-critical strikes for any single-target weaponskill.
I ran ANOVA with a Tukey comparison test on my spreadsheet for Dancing Edge + Duality, to see if the second strike benefits from Dancing Edge’s resistance debuff applied from the first. The result? If the debuff is down, both strikes are treated as it being down; if the debuff is up, both strikes are treated as it being up. Additionally, using Duality with skills such as Shadow Fang and Mutilate do not apply a second DoT along with the first; only the first strike’s DoT goes into effect.

5. Dream Within a Dream
Going to a level 50 Ninja, we gained two Off-GCD abilities we could spam whenever they were up. Dream Within a Dream is another one of these abilities. If Mug is a damage/self-healing Off-GCD and Jugulate is a stun/silence Off-GCD, then DWaD is our high damage Off-GCD that we can spam whenever it is up. The ability does exactly as the tooltip says: it delivers three back to back 100 potency strikes--all of them hitting the target about the exact same time.
As DWaD, like Mug and Jugulate, is affected by Dancing Edge’s slashing resistance, rotations tend to place DWaD after DE. DWaD’s strikes have critical hit chances independent of each other; you can make anywhere from 0-3 critical hits from DWaD.

Contenu en cours de traduction


Dernière édition par Nabaara le Ven 19 Fév - 21:44, édité 9 fois

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Message par Invité Dim 14 Fév - 18:31

(c) LordTiberiusREX (traduction d'un site)

WORK IN PROGRESS -> C'EST PAS FINI

III - Ninja R&D

    A. Theorycrafting!

          1. Formules mathématique:
Chance de touché critique : ((CRT-354)/(858*5))+0.05
Dégât lors d'un toucher critique : ((CRT-354)/(858*5))+1.45
Depuis la 3.0, In 3.0, critical hit damage and chance are
now affected by your critical hit rating.
Vitesse d'attaque (Refresh du GCD) : 2.50245-((VIVACITE-354)*0.0003776)
Vitesse d'attaque des dots : ((VIVACITE-354)/7722+1)
Note, this fits into “BUFFS” for damage calculation
          2. Enemy Level
          3. Attack Min/Max Range
          4. Potency
          5. Auto-Attack

Contenu en cours de traduction.


Dernière édition par Nabaara le Dim 21 Fév - 13:56, édité 3 fois

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Message par Invité Dim 14 Fév - 18:34

(c) LordTiberiusREX (traduction d'un site)

WORK IN PROGRESS -> C'EST PAS FINI

IV. Credits and Sources


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Message par Invité Dim 14 Fév - 18:35

(c) LordTiberiusREX (traduction d'un site)

WORK IN PROGRESS -> C'EST PAS FINI


Dernière édition par Nabaara le Dim 14 Fév - 19:19, édité 2 fois

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Message par Invité Dim 14 Fév - 18:35

Appendice A - Essais personnels (Nabaara) sur mannequin d’entraînement

CONTENU BIENTÔT EXPLOITABLE

A-1 Importance du "Fûton"

Pour une séquence de base identique :

  • Avec fûton : 100% (référence du test)
    Sans fûton : 90%

Conclusion L'effet Fûton est LA compétence a avoir up en permanence.

A-2 Importance de l'effet lame dansante.


  • Enchainement de la combo Lame dansante sur 2 minutes : 100 % (référence du test)
    Enchainement de la combo Lame éolienne sur 2 minutes : 96%
    Enchmt successif des combos Lame dansante et lames éolienne sur 2 minutes : 102%

Conclusion : Toujours avoir l'effet Lame Dansante actif. C'est la deuxième priorité

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