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Originally Posted by
Gael
Yes and no because the main point is about the lost we have when we use maneuvers and the gain for the automaton.
(actually this sentense was more for the "20 att" which pop from idk where... when i read it, it was like a bad faith for me)
Yah, I can agree.
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This sound strange for me so right after i read your answer, i went in abyssea Grauberg to see if i had the same thing. On
my normal melee set (click on here to see it), with VV, RR and apoc (+cruor buff), i killed 10 peak pugil. My dmg on normal hit was between 89 and 148, my critical hit was between 230 and 359 dmg (outside a set effect)
w/o maneuver, my automaton did between 85 and 154. 189 and 380 for critical hits.
You were attacking faster yah? But i did specify "in non-haste solo situations its less of a problem" :X This sounds like a Non-hasted Solo-Situation.
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Same test with the rng automaton, 10 fish, same atmas and w/o maneuver : 99-186 for normal hits, and 237-319 for critical hit (every thing outside the bonus added by armor shatterer)
Ok the test was small, but it was enough to see that the dmg is not gimped like you said, it seems pretty close to my damages
I think hit for hit yah, But you were likely attacking much quicker and your WS's will do much more damage than his. over time You > Puppet by a long shot. probably more than double. Which just gets worse the most haste you have.
But i see more or less the point here.
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Again when i read you, i feel like if you you compare your full DPS instead to compare the gain/lost during the few seconds you use a maneuver. Did you try to parse yourself to see the difference even on only 1h of each way ?
10% is going to remain 10% no matter what though... I don't think I'm reading this right, But rather its a 1 minute parse or a 1 day parse, 6 seconds per 60 seconds will remain that :X regardless of length.
This is assuming you're using them in combat... Of course if you're not its more a nil problem.
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Anyway i read somewhere that SE will increase the boost given by attachements so i just hope that it will be enough to convince all the players which think like that.
I wouldn't mind a boost to Attachments too.
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Inhibitor ? that a strange choice, the gain (in any situation) of this attachment is not really good, actually it should kill your DPS a lot (TS 2, attuner and Flame-Holder)
Inhibitor is the Store TP/SKillchaining one yes? Always figured it was one of the better ones based on the TP Gain, thought it was a bit better than 6% Attack (Since i don't know if theres any info at all on an Automatons Base attack, i Can assume ~350 if combat skill works like ours) so 6% with 1 Fire man' up would be about +21 Attack... Suppose i could be doing i wrong. >_>
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ya this attachement sucks suck a bit imo (3/3 = 9% btw) but its a little boost (i mean when you equiped all offenssive attachements, and when you still have some empty room)
I have a hard time evening out my attachments, They should increase the Elemental slot size for some..
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inside abyssea lol ? you tried to see his accuracy w/o it ? (assuming the skill of your maton are capped)
No. Not inside abyssea. Obviously. That would be retarded and i cant even believe you yourself believe that. I don't think Abyssea is a good base line for anything, as it skews so much.
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No its wrong cause based on the fact that you will fight a mob 60 sec w/o interruption, w/o use any ja (like diploy, berserk, warcry, agressor, ws, ...), assuming you ONLY use ja during a fight and not between.
The problem (which is imo the main problem here) is that you are too focus on the theory.
Im not seeing much change from Theory and Practice. 6 seconds is 6 seconds. The Delay is given when you activate the JA, If you want to say the fight lasts 30 seconds? You keep all 3 Maneuvers up you're now losing 6 seconds per 30, which is even worse.
I'm speaking on averages, Its generally the best way. If you're in combat using maneuvers, no matter how long a fight is, On average, if you keep Maneuvers up 3/3 at all times, You lose 6 seconds of Possible attack rounds.
Of course there are some circumstances, I.E Using it before Combat, Using them Inbetween Switching Targets, etc, where this is not applicable.
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yes you didnt understand. You are saying that there is almost no gain from maneuvers so no reason to use it.
No im not, well, If it came off that way sorry i was unclear. I'm saying the Benefit you gain is generally not worth what you would lose in your DPS. which even now i see might be wrong. but im still not entirely convinced..
I also said this is less and less apparent in solo/low haste situations, and becomes a much bigger problem if you're receiving haste/marches.
and also admitted multiple times its not a problem if you use them outside of battle, but also pointed out thats hard to do in some heavy-pulling scenarios, or say, an NM fight, or long battles.
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I'm saying with official numbers, that the lost you have in your DPS when you use a maneuver is compensate. The proof on it is the perception that ppl have about the gain for the automaton : "Adding +20", "mediocre atk", "some DA", "he's hitting for 1/3rd".
Exaggerations, I know, Coulda sworn i said somewhere it was an Exaggeration, I must have been thinking of another post... But the "+20" and "some DA" weren't my words.
In their defense though, +20 is kinda mediocre attack boost in the grand scheme of things. But +~50 like it does add with TS I/II is not that bad.
But +20 Attack is apparenty > Store TP from Inhibitor, so its better than that.
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Again i'm not saying that the attachements are OMFG but it's far away of the perception you have.
You could be right, In fact if you are I have no qualms admitting it, If you wanted to run the parse for me you can.. I have a hard time parsing things because i can never get them to work...
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Yes i saw a pup with vere. I am this pup lol, and i had haste (march is very rare >_<), but again you are talking in theory. Mobs die fast enough to let you the time to cast maneuvers w/o problem,
You keep all 3 Maneuvers active full time in an Exp party situation while seemlessly attacking enemies o.o? You are pretty good if thats the case.
But a problem might arise if you're fighting an NM, no? Ones like ... Deelgeed, or Itzpop, stuff like those that generally last longer than the ~40 seconds your Maneuvers remain up after setting all 3.
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unless you wait the full duration to recast them ? idk for you but i kinda use a maneuver every ~12 sec in pt, the mob doesnt stay alive enough time lol
Usually i recast them before they wear off yes, So i suppose the idea of using a Maneuver every seconds would work. Would that not eventually run risk of Overload however? if i recall overload decays rather slowly, using 1 maneuver in theory every ~36 sames (Same element i mean) would run the risk of overload after about 5 minutes or so yah?
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btw i heard something strange today which join the topic : Someone said me that if we use a ja between 2 punch (on the same att round i mean), you dont have the 2 sec delay, anyone know something on this ?
Newp :X, You still gain that 2 Seconds. basically using a JA adds 120 delay to your next attack round, sometimes it nigh unnoticeable, but its there.
You know, You're rather intelligent in your words and i like how you almost don't result to insults. I can see you love the pup job, and i can see you know your stuff.
I ask you this, Instead of the OP idea, How would you feel about the "Locking" Ability to keep a set of Maneuvers up for a certain duration?