|Posted by [email protected] on April 27, 2015 at 9:50 AM||comments (0)|
So our static monk, who brings great numbers, tells me that he sees a dps loss when using this ability. Though I'm curious if anyone has a number breakdown on it?
Is Touch of Death only something to apply when your moving from a target?
Short answer is use it. A longer answer is as follows Final Fantasy XIV Gil:
Basic rotation without ToD is: DK-Twin-Demo Boot-True-Snap DK-Twin-Snap Boot-True-Demo DK-Twin-Snap Boot-True-Snap.
GL3 and FoF are taken as a given in the below calculations. The true effect of critical hit rate makes things too complicated for this demonstration, so we'll consider some nubcake who thinks Bootshine is a flank attack unusually often but is otherwise okay.
Total potency: 3x150 (DK) + 3x200 (Boot) + 3x140 (Twin) + 3x190 (True) + 2x310 (Demolish, full duration) + 4x180 (Snap) = 3380
Potency per GCD (until skill speed is somewhere in the 490s and clips Demolish): 187.777778
ToD potency (full duration): 270
Two major problems that people see when trying to compare the effect of DoTs in the monk rotation: (1) since it's inserted rather than replacing anything, it makes the main rotation a weaker contribution to the complete rotation and (2) ToD is only more potency than the main rotation if you get 7 ticks (21 seconds) out of it and even then just barely. But it's obviously got a higher potency than the average in the main rotation. When considering limited-time buffs like Blood for Blood and Internal Release, having a high potency for a single GCD is a serious advantage. That you can have Internal Release for every other ToD under ideal conditions is pretty sweet.
What if we add ToD a very lazy way, slipping it after every other Demolish or something? That will be 19 steps and 3380 + 270 potency = 3650, making 192.11 potency per GCD.
What if we use ToD so that it is always applied right after it falls off? That's 14 steps of the main rotation (we'll use the average GCD figure here) for 2628.88889 potency + 270 potency = 2898.88889. In 15 steps, that's 193.26 potency per GCD.
What if we clip ToD a little bit every time? That will change a little depending on skill speed, but at 400 skill speed (clip every 29.078s) we can estimate the average potency of ToD as 262.316667. 13 steps of the main rotation for 2441.11111 + 262.316667 = 2703.42778. In 14 steps, that's 193.10 potency per GCD.
Bonus: If you have the spare TP, how do you use Fracture? One lazy way is: ToD, 9 steps, Fracture, 9 steps ([3380 + 270 + 220]/20 --> 193.5). Another lazy way is to alternate Snap Punch and Demolish in the main rotation (taking it down Buy FFXIV Power leveling to 12 steps) and clip the hell out of Demolish and ToD. At 400 skill speed:
2x150 (DK) + 2x200 (Boot) + 2x140 (Twin) + 2x190 (True) + 2x263.875556 (Demolish) + 2x180 (Snap) + 220 (Fracture) + 262.316667 (ToD) = 2730.06778 in 14 steps --> 195.00 potency per GCD.
Fracture can conceivably be used less rigidly but that's too JFM to be confined by mortal mathematics.
|Posted by [email protected] on April 26, 2015 at 10:55 PM||comments (0)|
SE this quest is becoming rediclus i heard horror story of people runing aurom vale 47 times. i am stuck with noob players trying to get the last one done now, its sunken temple hard. these players are new to game i find many FFXIV Gil of them here and we wiped on the 2nd boss so many times i tried to explain, but i am just a healer, i can barly heal myself in there let alone dps while i am usualy tanking most of the mobs . plz SE Do something about this silly quest, how many times do i need to run this dungen for a stupid drop , please do something nerf it next patch, this is redilcus....
i had this quest since the release of zodiac quest all my friends have finished one or even 2 of them and i still can't get it done, the RNG is just errible, and why the hell we must help new players to get a new weapon? shud not the weapon be linked to some end game challange? is the duty finder system not working SE? is it too boring for people to run the same dungen and again unlesss it's for a relic?
why don't get new ideas in the game, these dungrens are clearly boring people out,. the hunts are also no challange. we love the graphic in this game and atmpophere and raiding cotnent. other than that, why dont u introduce a challanging system for relic or other weapon, that does not involved grinding sillly dingens like that, make it a boss fight, or colllection of some drops that will pop NM to be beaten by a proper team or something like we had in ffxi.
please do something, this is crazy,.. i hate FFXIV Power leveling this dungen, why do i have to keep redoing it for this sillly quest