View Full Version : Helix question
Rambus
03-09-2011, 07:46 PM
When you see that pretty number in log what do i Multiply it by to tell yeah i did xxxx damage with 79 mp, oneshoting worms in abyssea makes me grin >XD
I forget if its 9 or 10 or if it has been changed.
best is 711 luminohelix so that total would be 7110 if all tics kicked in?
Agarak
03-09-2011, 08:22 PM
Standard Helix duration is about 60 secs. Each tic occurs at approximately 9~10 secs. So you can multiply it with 7.
hideka
03-11-2011, 08:04 AM
yep, helix tics suck and are three times as long. so you really did about 4.2k damage, which is about what a properly geared Aero V can do on sch... Helicies are in dire need of fixing.
Rambus
03-11-2011, 08:15 AM
yep, helix tics suck and are three times as long. so you really did about 4.2k damage, which is about what a properly geared Aero V can do on sch... Helicies are in dire need of fixing.
I would just request helix II going that far, you have to remember the mp used, the mp for damage like that is sick though abyssea makes mp a lol isssue.
I also like the suggestion i heard about in a different thread on MV, make it like 60 seconds or something so it has an apperate recast to be used on common mobs, since its useless on NMs. Doing that is buffing helix in a way when you consider merits.
Delvish
03-11-2011, 10:03 AM
There are several parts that make helix spells so worthwhile (at least on NMs lasting more than 60 secs. long).
1. Damage to MP ratio is enormous. Like Hideka said, it is just about equal damage output to Tier V spells but tier V spells cost 3 times as much.
2. Nothing (beyond enmity) stops you from casting nukes while helix is ticking down. Can usually get off about 2-3 spells throughout that duration for 3k each. 4000x3+4000 helix = 15000 damage in 60 secs. Good job! (and get ready to die if mob isn't).
3. Enmity gain is minimal compared to the damage delt. Like casting a very potent tier II or a feeble tier III.
4. Kiting fights don't really allow you to stop and cast massive spells without using alacrity and even then you'll usually get smacked if he isn't gravitied. Helix allows for constant damage while kiting.
So I wouldn't say helix's are in dire need of fixing. Modus Veritas needs a fix more like, and certainly won't oppose Helix II spells. It's sad though, that people don't fully realize the potential damage output of helix spells because they only see the initial lackluster damage.
Rambus
03-11-2011, 11:58 AM
There are several parts that make helix spells so worthwhile (at least on NMs lasting more than 60 secs. long).
1. Damage to MP ratio is enormous. Like Hideka said, it is just about equal damage output to Tier V spells but tier V spells cost 3 times as much.
2. Nothing (beyond enmity) stops you from casting nukes while helix is ticking down. Can usually get off about 2-3 spells throughout that duration for 3k each. 4000x3+4000 helix = 15000 damage in 60 secs. Good job! (and get ready to die if mob isn't).
3. Enmity gain is minimal compared to the damage delt. Like casting a very potent tier II or a feeble tier III.
4. Kiting fights don't really allow you to stop and cast massive spells without using alacrity and even then you'll usually get smacked if he isn't gravitied. Helix allows for constant damage while kiting.
So I wouldn't say helix's are in dire need of fixing. Modus Veritas needs a fix more like, and certainly won't oppose Helix II spells. It's sad though, that people don't fully realize the potential damage output of helix spells because they only see the initial lackluster damage.
I agree , thats why i made my comment about helix II
711 times 7 is 4977 and more if you use MV with MV merits for 79 mp
Agarak
03-11-2011, 05:43 PM
Yeah MV really needs some fixing. I love that JA. I always activate that when i can and it lands pretty good. Even on Abyssea-NM´s. But the recast time really sux.
Ohhh... and the helix with fully merited MV would do approximately = 711 + ( 4 * ( 711 * 2 ) ) = 6399 DMG
And that for only 79 MP and rediculous low enmity.
hideka
03-11-2011, 09:52 PM
the thing is, helicies can cause bind to break early, and prevent the target from being slept. a shortened MV would really help us out on that front, as not being able to bind or sleep a monster for 60 seconds can be quite hazardous to your health. id personally like to see the damage tics for helicies proccess in the chatlog as well.
Sotek
03-11-2011, 10:52 PM
the thing is, helicies can cause bind to break early, and prevent the target from being slept. a shortened MV would really help us out on that front, as not being able to bind or sleep a monster for 60 seconds can be quite hazardous to your health. id personally like to see the damage tics for helicies proccess in the chatlog as well.
That's the point? Helices being DoT spells is their drawback. Way back when, Ancient Magic used to deal more damage at a higher MP cost and enmity gain. Helices have the best damage/mp ratio in the game and are virtually hate free. Having the spell deal its damage via DoT is pretty much the only way they can balance the spell out, if it deals that damage faster as with Modus, you've effectively halving the spells only drawback as well as increasing their damage with merits. There's no reason to have Modus on a lower recast. Though if it's never going to work on anything ever again, they might as well put it on a one second recast.
If you're having problems with Sleep/Bind, you're doing it wrong. Helix spells are near worthless on any mob that you can kill in less than a minute, since you're using Sleep/Bind I can't imagine you're doing it on NMs. Even if you want to continue wasting time with Helices on NQ mobs, Break pretty much ignores DoT and does the same thing as Sleep/Bind.
Rambus
03-12-2011, 07:42 AM
you can sleep or bind them in between the tics, it being 10 seconds long makes it worth noting
Agarak
03-12-2011, 09:14 AM
I really cant remember a helix-tic ever broke my bind. The initial dmg... sure. But not a single tic.
hideka
03-12-2011, 09:44 AM
unless they fixed it, they ninja changed it so that helicies can break bind with a very low chance like right after 80 cap. also, i was refering to bind/gravity killing things outside of abyssea, which is still an effective stratagey outside of abyssea.
and this is about what a decent sch's damage should look like outside of abyssea atm.
http://i106.photobucket.com/albums/m254/Hideka/ffxi_20110310_171949.png
oh wow you cant put direct images into posts? gay >_>!
AJ_Anyia
03-15-2011, 04:05 AM
Helix's are an interesting spell that do DOT damage that are under the elemental skill and paired off with a good RDM can cause pain. The issue is one that everyone here has already stated, they're old and either need tier II or tweaking. My vote goes to Tier II Helixes, I would love to see those.
hideka
03-15-2011, 06:01 AM
indeed. even implementing T2 storm spells, or hell a way to change your day effect would make SCH's helicies all the more potent. (id die for the ability to manipulate moonphase & day of the week)
AJ_Anyia
03-15-2011, 06:06 AM
(id die for the ability to manipulate moonphase & day of the week)
Oh now that's just wrong XD