Samurai Gear Guide: By Ashmada

Samurai : a gear discussion
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==0. Why this guide ?==
- Because over and over again, I see Samurai making poor gear choices.
- Because, although there are many gear guides around, most are based on opinions more than facts.In this guide, I will try to back up all my statements by maths (which I'll produce on the talk page if asked).
- Because some guides have a very limited scope.
- Because most guides tell you either to "use this" or "not use this", but with little detail. This does not mesh well with all the situational gear we have.
- Because it's pretty fun for some of us, to look at gear stats and map out the possible uses :P.
==1. Subjobs.==
Although this is strictly a gear guide (your playstyle's entirely up to you), I need to have a quick word about subjobs, as some require SJ-specific gear.
I'll be brief, and I won't include ability lists with comments about each ; I loathe those and you don't need my help to know, for instance, that /NIN is mainly about Utsusemi, not Stealth.
This section is, by nature, partly opinionated.
==1.1 SAM/WAR.==
An old staple, /WAR is useful from level 30 all the way to 75. At 75, /DRG should usually be used with GKs, /WAR with Polearms; although there are exceptions to that rule.
No SJ-specific gear.
==1.2 SAM/DRG.==
/DRG is useful from level 20 all the way to 75. 
At some levels it falls behind /WAR. As I said above, by the time you're 75 and meritted, this is the main GK sub.
SJ-specific gear : Wyvern Earring.
==1.3 SAM/NIN.==
This sub is frankly overused. 
It's very useful to absorbs nasty AoEs from some endgame NMs, but it's a common mistake to use it in :
- EXP (/WAR or /DRG)
- merits (/WAR, spam Penta)
- Nyzul (/WAR, spam Penta, have a Fanatic's Drink for the boss) 
- The Puk ISNM (Utsusemi won't buy you much time against that many Puks : if you don't trust your BRD to be quick enough go /PLD for Sentinel; otherwise /WAR+Penta again)
SJ-specific gear : none.
==1.4 SAM/THF.==
Mostly obsolete, /THF is still used for some specific endgame fights, depending on LSes.
SJ-specific gear : none.
==1.5 SAM/DNC.==
Mainly a solo/Campaign sub, /DNC grants great survivability.
SJ-specific gear : Soboro grants more TP to cure with, better returns from Drain Samba.
Also getting some VIT gear to macro for Curing Waltz can extend the mileage you get from them. Don't expect great returns, though.
==1.6 SAM/RNG.==
The core principle is using Soboro for quick TP gain and a high D bow+Sidewinder for strong weaponskills.
The sub is mostly obsolete now because you can easily reproduce that with a 5-hit Polearm build, /WAR and Penta Thrust.
SJ-specific gear : Soboro, Shigeto Bow, tons of STR/Racc/Ratk gear for Sidewinder.
==2. Lexicon.==
Let's all speak the same language, these are a few common abbreviations I use:
- DoT : I use this exclusively to refer to the part of your damage that comes from TPing. WS and instant-effect JAs (Jumps, Chi Blast...) are not included.
- WS frequency/WS freq : how often you can theoritically use a weaponskill.
- WS damage/WS dmg : the damage your individual weaponskills do.
- DPS : D/Dly*60.
- Haidate : Byakko's Haidate. None other.
- Abjuration gear : first letter of the abjuration+slot it goes in : Shura Haidate is Dlegs, Crimson Finger Gauntlets is Whands, Armada Hauberk is Ebody+1,...
- Overal damage : self-explanatory, equal to DoT+WSfreq*WSdmg+JAfreq*JAdamage.
==3. Weapons.==
==3.1. Great Katana.==
==3.1.1. Full list.==
Low-level Great Katana are dependent on availlability. Don't wait for a specific weapon to become availlable at low levels, it's not too bad to use the next best thing.
The "TP Gain" columns are the time it takes to generate 100 (or more) TP, in seconds, for that weapon. The first one without any Store TP gear (but with level-appropriate traits), the second one with traits+Rajas, the third one with sufficient Store TP to make a standard 450 Delay GK 6-hit build (not always resulting in a 6-hit!).
Speed of TP gain is very important to a 2-handed DD. For this reason, some HQ weapons can be worse than their NQ counterpart.
Note that the listed numbers are from 0 TP, not after WS.
The "Wrank" column is mainly useful at higher levels, it determines the fSTR cap.
Because of the symbolic nature of the GK for SAM, I'll list them all, except event ones and incomplete Relic/Mythic/Magian stages.
Color scheme :
Don't use this GK, under any circumstances.
Default option, good for everyone.
Recommended for Rajas users.
Recommended for non-Rajas users.
Viable endgame options, object of discussion lower.
The Rajas/non-Rajas distinction will be abandonned around lv70.
By then, you're serious about SAM and you kinda need the ring. It's that pivotal to the job.
Yeah, I know. Those colors be eye-destroying... if anyone has suggestions of better ones, I'm all ears :P.
Level	Name 	Damage	Delay	DPS 	TP gain	TP gain (Rajas)	TP gain (6-hit)	Stats 	Wrank	Notes
1 	Mumeito 	12 	420 	1.71 	70 	N/A 	N/A 	 	1 	Not much choice but to use what's been given to you.
8 	Tachi 	21 	450 	2.8 	67.5 	N/A 	N/A 	 	2 	Upgrade ASAP.
8 	Tachi +1 	22 	437 	3.02 	72.83 	N/A 	N/A 	 	2 	The first example of an HQ you shouldn't use.
10 	Katayama Ichimonji 	28 	450 	3.73 	60 	N/A 	N/A 	STR+1 DEX+1 	3 	Very nice for the level.
12 	Uchigatana 	24 	420 	3.43 	63 	N/A 	N/A 	 	2 	
12 	Uchigatana +1 	25 	407 	3.69 	61.05 	N/A 	N/A 	 	2 	If you have Katayama, skip this, otherwise get this. Not the NQ!
16 	Nodachi 	30 	450 	4 	60 	N/A 	N/A 	 	3 	Marginally better than Katayama.
16 	Nodachi +1 	31 	437 	4.26 	65.55 	N/A 	N/A 	 	3 	
20 	Gunromaru 	33 	450 	4.4 	60 	N/A 	N/A 	 	3 	Basic damage upgrade.
23 	Okanehira 	38 	450 	5.07 	60 	N/A 	N/A 	 	4 	Another basic damage upgrade.
26 	Kanesada 	36 	420 	5.14 	63 	N/A 	N/A 	 	4 	Keep Okanehira. The slight DPS increase is not worth the slower TP gain and lesser D.
27 	Kotetsu 	40 	450 	5.33 	60 	N/A 	N/A 	 	4 	Another small damage upgrade.
30 	Mokusa 	39 	420 	5.57 	63 	56 	N/A 	Add : Wind. 	4 	
34 	Homura 	47 	463 	6.09 	61.73 	54.02 	N/A 	Add : Fire. 	5 	
34 	Koen 	47 	463 	6.09 	61.73 	54.02 	N/A 	Add : Fire. Enchant : Fire. 	5 	
34 	Homura +1 	48 	450 	6.4 	60 	60 	N/A 	Add : Fire. 	5 	
36 	Ashura 	45 	420 	6.43 	63 	56 	N/A 	 	5 	
36 	Ashura +1 	46 	407 	6.78 	61.05 	61.05 	N/A 	 	5 	
37 	Hosodachi 	51 	428 	7.15 	57.07 	57.07 	N/A 	 	5 	
37 	Tsurugitachi 	51 	428 	7.15 	57.07 	57.07 	N/A 	Enchant : TP+10 	5 	No one ever bothered to make this, at least on Lakshmi
37 	Hosodachi +1 	52 	414 	7.54 	62.1 	55.2 	N/A 	 	5 	
40 	Kagehide 	54 	420 	7.71 	63 	56 	N/A 	VIT+2 	6 	If you have Rajas, this is a slight upgrade, if you don't hang on to your Hosodachi for 2 more levels.
42 	Magoroku 	56 	450 	7.47 	60 	60 	N/A 	 	6 	AF Weapon.
44 	Mikazuki 	58 	450 	7.73 	60 	60 	N/A 	 	6 	I highly recommend going with the HQ on this.
44 	Mikazuki +1 	59 	437 	8.1 	58.27 	58.27 	N/A 	 	6 	Yes, you read that TP gain number right : between level 30 and 70, 437 delay Great Katana are faster than 450 delay ones, due to StoreTPII.
48 	Odenta 	63 	450 	8.4 	60 	60 	N/A 	 	7 	Mikazuki+1 and this are pretty close in performance, and if memory serves me well, this is somewhat expensive. Not to mention that 2 great options open up at 50.
50 	Koryukagemitsu 	67 	450 	8.93 	60 	52.5 	N/A 	STR+1 Acc+2 	7 	Do I really need to tell you to get this ?
50 	Soboro Sukehiro 	40 	450 	5.33 	60 	52.5 	N/A 	"Occasionally attacks 2-3 times." 	4 	At 50, this is a monster. Keep a higher D GK on you for 2HR, though.
50 	Kiku-Ichimonji 	66 	450 	8.8 	60 	52.5 	N/A 	 	7 	I'll never understand why this used to sell. Damage just under Koryukagemitsu, no stats and more expensive.
54 	Jindachi 	69 	450 	9.2 	60 	52.5 	N/A 	 	7 	Slight upgrade from Koryukagemitsu.
54 	Jindachi +1 	70 	437 	9.61 	58.27 	58.27 	N/A 	No. 	7 	
55 	Dotanuki 	65 	420 	9.29 	56 	56 	N/A 	Add: impairs evasion 	7 	
56 	Raikiri 	69 	437 	9.47 	58.27 	58.27 	N/A 	Acc+3 Thunder weather: Atk+10 Decreases movement speed 	7 	Rajas users, keep your Jindachi. Others, keep your Dotanuki.
57 	Amakura 	71 	450 	9.47 	58.27 	58.27 	N/A 	Latent effect: Store TP+10 	7 	Non-Rajas : Keep Dotanuki.
59 	Daihannya 	72 	450 	9.6 	60 	52.5 	N/A 	STR+3 	8 	Get.
60 	Omokage 	66 	420 	9.43 	56 	56 	N/A 	DEX+4 Store TP+2 	7 	
60 	Gold Musketeer's Uchigatana	66 	399 	9.92 	59.85 	53.2 	N/A 	Acc+4 Atk+4 Add: earth. 	7 	This is very nice, but short-lived.
61 	Zanbato 	73 	464 	9.44 	54.13 	54.13 	N/A 	 	8 	
61 	Zanbato +1 	74 	450 	9.87 	60 	52.5 	N/A 	 	8 	
63 	Kanesada +1 	68 	450 	9.71 	56 	56 	N/A 	 	7 	
63 	Shinkanesada 	69 	407 	10.17	61.05 	52.27 	N/A 	 	7 	
65 	Onikiri 	74 	450 	9.87 	60 	52.5 	N/A 	Vs demons: crit+5% 	8 	Unless you're fighting demons, it's just a Zanbato +1.
66 	Sukesada 	69 	399 	10.38	59.85 	53.2 	N/A 	Atk+7 DA+1% 	7 	Slightly better than Onikiri, slightly worse than Kazaridachi.
67 	Kazaridachi 	76 	450 	10.13	60 	52.5 	N/A 	CHR+2 	8 	Rajas : get NQ. Others : get HQ.
67 	Messhikimaru 	76 	450 	10.13	60 	52.5 	N/A 	CHR+2 Enchant : Arcana Killer. 	8 	Kazaridachi's CHR wasn't pointless enough for SE, they had to add a pointless enchantment.
67 	Kazaridachi +1 	77 	437 	10.57	58.27 	58.27 	N/A 	CHR+3 	8 	
69 	Mukademaru 	74 	420 	10.57	56 	56 	N/A 	Subtle Blow+2 Brillant Earring 	8 	
69 	Namioyogi 	80 	450 	10.67	60 	52.5 	N/A 	Enmity+5 Supremacy Earring 	8 	Good for a few levels, but the 2 RARE/EX options below are better.
70 	Kamewari 	79 	450 	10.53	60 	52.5 	N/A 	Acc+5 Vs Arcana : crit+7% 	8 	Get if you can.
70 	Kumokirimaru 	80 	450 	10.67	60 	52.5 	N/A 	Enhances Zanshin Crit+5% Vs Vermin : crit+8% 	8 	Very low appraising rate.
70 	Honebami 	68 	420 	9.71 	56 	56 	N/A 	Does Blunt damage. 	7 	VERY situational. If you need non-Slashing damage, it's usually better to just switch to a Polearm, so this is only for when you specifically need Blunt damage (Temperance comes to mind).
70 	Kosetsusamonji 	76 	420 	10.86	56 	56 	45 	StoreTP+2 Assault: D79 	8 	Nice DPS, but the akward 6-hit kills this.
70 	Murasame 	72 	420 	10.29	56 	56 	N/A 	HP-5% VsFire+15 Add: Water 	8 	Junk.
71 	Tachi of Trials 	76 	450 	10.13	52.5 	52.5 	45 	Latent Effect: HP +20 VsIce+10 VsDark+20 	8 	I don't need to tell you what this is for.
71 	Hotarumaru 	78 	420 	11.14	56 	56 	N/A 	Depending On Day: Increases Elemental Weapon Skill Damage 	8 	Great DPS, but the akward 6-hit kills this.
71 	Shirogatana 	72 	420 	10.29	56 	56 	N/A 	STR+2 INT+2 	8 	Junk.
71 	Shirogatana +1 	73 	407 	10.76	61.05 	54.27 	N/A 	STR+3 INT+3 	8 	Junk +1.
72 	Hagun 	75 	450 	10 	52.5 	52.5 	45 	TP Bonus 	8 	There's a reason for the pricetag on this : Yukikaze, Gekko and Kasha are a lot stronger at 200TP.
72 	Kotetsu +1 	78 	450 	10.4 	52.5 	52.5 	45 	 	8 	Junk.
72 	Shinkotetsu 	79 	436 	10.87	58.13 	50.87 	N/A 	 	8 	Even worse than NQ.
72 	Shinsoku 	80 	450 	10.67	52.5 	52.5 	45 	STR+5 AGI+1 INT-1 Add: TP Drain 	8 	NO!
72 	Michishiba 	65 	420 	9.29 	56 	56 	45 	Latent : D78 Crit+6% 	7 	
72 	Nanatsusaya 	77 	420 	11 	56 	56 	45 	STR+7 DEX+7 Enhances "Zanshin" effect 	8 	Supposedly makes Zanshin 100% proc. More on this later.
73 	Onimaru 	77 	450 	11 	52.5 	52.5 	45 	Latent: D83 Hidden: Acc+5 Atk+18 	8 	Decent and cheap.
73 	Ushikirimaru 	82 	450 	10.93	52.5 	52.5 	45 	HP+15 STR+2 Enmity+2 VsBeast : Acc+7 	9 	Decent and easy to obtain.
73 	Butachi 	80 	450 	10.67	52.5 	52.5 	45 	HP+10 DEX+2 VIT+2 VsFire+8 	8 	Junk
73 	Kagiroi 	80 	450 	10.67	52.5 	52.5 	45 	HP+10 DEX+2 VIT+2 VsFire+8 Enchant : Fire 	8 	Enchanted junk.
73 	Butachi +1 	81 	437 	11.12	58.27 	50.98 	N/A 	HP+11 DEX+3 VIT+3 VsFire+9 	9 	Junk +1.
73 	Nukemaru 	77 	450 	10.27	52.5 	52.5 	45 	STR+2 Firesday: D87 VsFire+15 	8 	On firesday, pretty strong. Rest of the time, very weak.
73 	Namikirimaru 	60 	420 	8.57 	56 	56 	N/A 	Add : TP Drain 	6 	This must have some sort of hidden effect we don't know yet about. Seriously. Everything about this sucks. It would've sucked at lv50 already.
73 	Unshomaru 	81 	450 	10.27	52.5 	52.5 	45 	 	9 	The strength of this depends entirely on whether the rumored TP Bonus is confirmed or infirmed.
74 	Hacchonenbutsu Dangozashi 	70 	378 	11.11	56.7 	50.4 	N/A 	Acc+4 	7 	Junk.
75 	Radennotachi 	89 	450 	11.87	52.5 	52.5 	45 	 	9 	High potential. Maths pending.
75 	Kurodachi 	68 	464 	8.79 	54.13 	54.13 	46.4 	"Occasionnally attacks twice" 	7 	High potential. Maths pending.
75 	Efunotachi 	65 	450 	8.79 	52.5 	52.5 	45 	Various 	7 	
75 	Futsuno Mitama 	84 	480 	10.5 	48 	48 	40 	DEX+8 Store TP+8 Latent : STR+8 	9 	Easy 5-hit build, 6 Acc, second strongest YGK (behind Hagun), Futsuno is made of equal parts win and unobtainium. The "6-hit" column is actually a 5-hit.
75 	Amanomurakumo 	88 	437 	12.08	58.27 	50.98 	50.98 	Acc+20 "Tachi: Kaiten" Add : Weakens attacks Hidden : Attacks can deal 2.5*damage.	9 	Kaiten is great, so is Acc+20 and the 437 dly is no problem because anyone that can afford this can afford Usukane Haramaki.
75 	Pachipachio 	82 	480 	12.08	56 	48 	50.98 	Acc-6 Atk+12 Store TP+2 	9 	
75 	Rindomaru 	77 	450 	10.27	52.5 	52.5 	45 	Various 	9 	
75 	Kogarasumaru 	81 	450 	10.8 	52.5 	52.5 	45 	Enhances "Third Eye" effect "Tachi: Rana" Mythic Aftermath 	9 	
==3.1.2. Endgame GK discussion.==
==3.1.2.0. Weaponskills considerations.==
- Tachi: Yukikaze. The only reason to use this over Gekko is the added effect.
- Tachi: Kasha. There are two reasons to use this over Gekko : the added effect and for the purpose of making Light.
- Tachi: Gekko. Gekko comes packed with a higher Attack bonus than Yuki or Kasha and as a consequent is the most commonly used GK WS.
- Tachi: Rana. It doesn't have the Attack bonus of YGK, so it's not advised in situations where your Attack is low compared to your target's Defense.
On the other hand, when your Attack is higher than the enemy's Defense, Rana will outperform Gekko with some GKs (e.g. Onimaru), but not with some others (e.g. Hagun) ; thus I'll include a comment about Rana on all GKs.
==3.1.2.1. Benchmarkmaru.==
Benchmarkmaru
(Great Katana)
DMG: 75 Delay: 450 
Lv. 75 SAM
Self-explanatory : going to compare every GK with this, with a summary of:
DoT : X% increase over Benchmarkmaru.
WS frequency : Y% increase over Benchmarkmaru.
WS damage : Z% increase over Benchmarkmaru.
Assumed stats :
TP gear : 95 STR,...
WS gear : 135 STR,...
Mob stats : 75 VIT,...
==3.1.2.2. GK Analysis.==
==3.1.2.2.1. Hagun.==
Let's start with olde Hagun.
- Rana. Hagun is the least Rana-friendly GK, you'll only use Rana to open self-Darkness and on lowbie mobs if for some reason you can't Penta them.
- TP Bonus :
Gorget, 100TP : 1.975/1.6625=~18.8% increase in WS damage over Benchmarkmaru.
No gorget, 100TP : 1.875/1.5625=20% increase in WS damage over Benchmarkmaru.
Gorget, 200TP : 2.6/1.975=~31.65% increase in WS damage over Benchmarkmaru.
No gorget, 200 TP : 2.5/1.875=~33.33% increase in WS damage over Benchmarkmaru.
300TP : 2.5/2.5: 0% increase in WS damage over Benchmarkmaru.
Summary: 
DoT : 0% over Benchmarkmaru.
WS frequency : 0% over Benchmarkmaru.
WS damage : 18.8% over Benchmarkmaru (in the most common case). 
==3.1.2.2.2. Amanomurakumo.==
Let's get the big one out of the way.
- Rana. There's absolutely no reason to use Rana over Kaiten, unless you absolutely need to provide a Gravitation WS for a SC/MB.
SekkaRana->Gekko=Darkness can be replaced by SekkaKasha->Kaiten=Light.
- Kaiten. Kaiten lacks the Attack boost of YGK, therefore it won't always beat them... but usually, it will. STR60 mod, fTP of 3.0 even at 100TP,... it's really good. 
I wouldn't rely on the Aftermath effect, though.
- D88 :
DoT : (88+(95-75+4)/4)/(75+(95-75+4)/4)=16.25% increase over Benchmarkmaru.
WS damage : (88+(135-75+4)/4+floor(135*.75*.83))/(75+(95-75+4)/4+floor(135*.75*.83))=~7.43% increase over Benchmarkmaru.
- Dly437 : 
DoT : 450/437=~2.97% increase over Benchmarkmaru.
WS freq : 450/437=~2.97% increase over Benchmarkmaru, assuming 6-hit is kept (Usukane Haramaki instead of Haub +1, for instance)
- Acc+20 :
DoT : 10% more hitrate=10% increase over Benchmarkmaru, unless capped.
WS freq : 10% more hitrate=10% increase over Benchmarkmaru, unless capped.
- Hidden : procrate is ~5% from BG reports, so:
DoT : 2.5*.05=.125% increase.
WS damage : 2.5*.05=.125% increase.
- Kaiten : Using Kaiten instead of Gekko :
Gekko : (88+(135-75+4)/4+floor(135*.75*.83))*1.5625=293.75
Kaiten : (88+(135-75+4)/4+floor(135*.6*.83))*3.0=513
WS damage : 513/293.75=~74.64% increase over Benchmarkmaru, assuming Kaiten caps pDIF (not very realistic, so the increase is more likely to be around 45-50%).
Summary :
DoT : +29.345%
WS freq : +12.97%
WS damage : +82.195%
Comment : No GK can touch Amano, at least not currently. Also, this is without the Magian upgrades.