-Current function of Damage Gauge-
Soulsoother [Stormwaker]:
0 Maneuvers: Enh. > Enf. > Cure [Enh. > Enf. > Elemental > Cure]
1 Maneuvers: Enh. > Cure > Enh. > Cure [Enh. > Cure > Enh. > Cure] (Cuts off Enf./Ele. magic from this point onward unless Cure timer down and all buffs are up)
2 Maneuvers: Cure > Enh. > Cure > Enh. [Cure> Enh. > Cure > Enh.]
3 Maneuvers: Cure VI > Cure V > Enh. > Cure V [Cure IV > Cure IV> Cure IV] (Until Masters HP reaches a certain threshold, then returns to using Enh./Enf. again even with 3 Light Maneuvers. This threshold is a lower HP percent for Stormwaker (~50%) than Soulsoother (~75%))
Overrides:
-If the monster can be one shotted Elemental Magic will override everything
-If Cure recast is not ready in time for Global Cast Soulsoother moves on to Enh. (If buff is missing) > Enf. and Stormwaker moves on to Enh. (If buff is missing) > Enf. > Ele. ---- This is most apparent with Soulsoother + 3 Light Maneuvers, Soulsoother will Cure VI > Cure V > then Enh(If buff is missing)/Enf. because Cure V recast is down and master doesn't meet the requirements for Cure VI > then Cure V again.
Suggestions:
1) Force Cure VI, even if master doesn't meet the requirements if Cure V recast timer is down and master is in need of a cure
2) Give Soulsoother access to Cure IV if master doesn't meet the requirements for Cure VI and Cure V recast timer is down.
3) Shift Damage Gauge "up" such that:
0 Maneuvers: Enh. > Enf. > Cure
1 Maneuver: Cure > Enh. > Cure > Enh. (Cuts off Enf./Ele. Magic from this point onward unless Cure timer is down and all buffs are up)
2 Maneuvers: Cure > Cure > Enh. (because of recast timers)> Cure (Cuts off Enh./Enf./Ele. onward unless cure timer is down)
3 Maneuvers: Cure > Cure > Cure > Cure (recast timers short enough for constant cure spamming)
---For those who believe haven't found a use for Cooldown (and I will say I did before also), you will definitely need it as well as other Overload Supressing gear/attachments next update, from testing the new attachment fixes (mainly speaking of Armor Plate I/II for PLD, Drum Magazine for RNG, and hopefully Damage Gauge if it gets fixed WHM and RDM frames), I find that the with 3 maneuvers + whatever attachment, the automaton performs near perfectly (exactly how'd we'd want/expect) and proportionately less with less maneuvers.---
Near Perfect Pet operation:
PLD tanks with near capped PDT-% (with proper gear) [82% to be exact, while cap is 87.5%)
RNG Ranged Attacks with 1-2 sec between the end of one ranged attack and the start of another [5 sec delay between the start of one ranged attack and the start of another to be exact]
WHM/RDM (if damage gauge is fixed) Prioritize Cure over EVERYTHING and have recast times short enough to spam Cures (i.e. Cure > Cure > Cure > Cure > continuing indefinitely or until MP runs out.)

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