Felt appropriate. >_>
Quantification:
For all comparisons we'll assume a probably low estimate of 100 dmg average / hit for simplicity.
At Capped Haste
Scenario 1 - Top Of The Line at Haste Cap + Mythic AM3
No additional DW gear
QA 4
DA 31
TA 8
Store TP + 41
Terpsichore 99 | Twashtar 99
Delay 205 | Delay 176
(133.5 base delay with DWIV)
Base TP /hit: 4.6
TP / Hit with STP: 6.5
Attacks per Round: 3.58
TP per round: ~23.3
Floored Delay: 76.2
Approx. time per round: ~1.27s
Time to use Presto + Box step + Reverse Flourish
4-6 seconds non-melee time
10 TP cost
77 TP return
Gain: 67 TP
3.14 - 4.72 rounds lost
73 - 109.3 TP lost
Net Gain: -43 to -5
-1124 to 1689 damage lost
======================================
Twashtar 99 | Pugiunclus
Delay 176 | Delay 150
(114.1 base delay with DWIV)
Base TP /hit: 4.45
TP / Hit with STP: 6.27
Attacks per Round: 3.31
TP per round: 20.7
Floored Delay: 65.2
Approx. time per round: ~1.09s
Time to use Presto + Box step + Reverse Flourish
4-6 seconds non-melee time
10 TP cost
57 TP return
Gain: 47 TP
3.67 - 5.5 rounds lost
75 - 114 TP lost
Net Gain: -67 to -28 TP
1214 to 1820 damage lost
Time to use Presto + Box step + Box Step + Reverse Flourish
6-8 seconds non-melee time
20 TP cost
100 TP return
Gain: 80TP
55 to 7.34 rounds lost
114 - 152 TP lost
Net Gain: -34 to -72 TP
1820 to 2429 damage lost
=========================================
Terpsichore 99 | Twashtar 99
Delay 205 | Delay 176
NOT HASTE CAPPED
DW+23 STP+46
Haste (150/1024) + Samba(101/1024) + 23% gear (233/1024)
QA: 0 TA: 3 DA: 28
Post DW Delay: 89.5 (hit)
Base TP: 4.24
Post STP TP: 6.2
Attacks per round: 3.31
TP/round: 20.5
Post-haste delay: 94.4
Time/Round: 1.57s
Time to use Presto + Box step + Reverse Flourish
4-6 seconds non-melee time
10 TP cost
77 TP return
Gain: 67 TP
2.55 to 3.82 rounds lost
52.23 - 78 TP lost
844 to 1264 damage lost
Net gain: -11 to +15
+2 average
=================================
Twashtar 9X | Thokcha 99
STP+31
This last one assumes a worst case where you have to sub NIN or something else silly!
QA: 0 TA: 3 DA: 31
Post DW Delay: 86.01 (hit)
Base TP: 4.21
Post STP TP: 5.52
Attacks per round: 2.83
TP/round: 15.62
Haste (150/1024) + Samba(101/1024) + 23% gear (233/1024)
Post Haste Delay: 90.7
Time per round: ~1.51 s
Time to use Presto + Box step + Reverse Flourish
4-6 seconds non-melee time
10 TP cost
57 TP return
Gain: 47 TP
4-6 melee econds lost
2.65 to 3.97 rounds lost
41.4 to 62 tp lost
Net gain: -15 to +5.6
749 to 1123 damage lost
Time to use Presto + Box step + Box Step + Reverse Flourish
6-8 seconds non-melee time
20 TP cost
100 TP return
Gain: 80 TP
3.97 to 5.29 rounds lost
62 to 82.63 tp lost
-2.63 to +18 TP gained
1123 to 1497 damage lost
=============
And the worst case without saber dance
QA: 0 TA: 3 DA: 11
Post DW Delay: 86.01 (hit)
Base TP: 4.21
Post STP TP: 5.52
Attacks per round: 2.45
TP/round: 13.52
Haste (150/1024) + Samba(101/1024) + 23% gear (233/1024)
Post Haste Delay: 90.7
Time per round: ~1.51 s
Time to use Presto + Box step + Reverse Flourish
4-6 seconds non-melee time
10 TP cost
57 TP return
Gain: 47 TP
4-6 melee econds lost
2.65 to 3.97 rounds lost
35.8 to 53.6 tp lost
Net gain: -6.6 to +11.2
Damage lost 649 to 972
Damage Equivalence of net TP assuming no overflow: -132 to +220
Time to use Presto + Box step + Box Step + Reverse Flourish
6-8 seconds non-melee time
20 TP cost
100 TP return
Gain: 80 TP
3.97 to 5.29 rounds lost
53.67 to 71.63 tp lost
+8 to +27 TP gained
972 to 1296 damage lost
Damage equivalence of net TP assuming no overflow: +160 to +540
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Even in the worst case (non SAM subjob, only self-applicable buffs, no saber dance), the benefit of using Reverse Flourish (without No Foot Rise) for raw TP gain is marginal at best because of the forced delay invovled and is only really worth using for a solo skillchain where the additional skillchain damage will overcome the damage loss due to delay.
The only exception perhaps would be if your situation warrants constantly using waltzes and these situations are some combination of a.) extrmely rare or b.) situations where DNC is filling a role it's not designed to fill.
Not entirely sure about jumps, but /supports
I agree with you 100%, and my worry is these soft delays are there for balance, if SE takes those "nerf" elements from the job what will we get in return?
Dnc already hits like a feather duster, just a very FAST feather duster, handy for a tickle fetishest, not so much for a DD. If they get us swinging even faster they'll probably just reduce our attack or ACC, and that's the last thing I want.
Pup, it's a bit annoying but nothing major to me. My pup is already almost as strong as my beast, and with greater all around utility. The only worries I actually have is casting during downtime, slow attacks from Valoredge and shield bash is too slow to actually stun anything short of AM, I can't put any trial buff on a 2nd hand, and that I can't save configurations. Granted, now that it's not in Aby all the time I do use different attachment arrays a bit more.
I don't play drg so no comments there.
Rune, if anything maybe pup has me overconditioned, but since the runes last so much longer than manuvers I tend not to watch them as closely as I do playing pup so I end up not renewing them when they need it, and that affects both my DPS and my defense. Partly a learning curve, but the hit to reapply runes to my DPS is so small (and faster than the Enspells they kind of emulate) that I have no issues with delay. Now, if they upped the enmity enough-and tanking was enough of a part of current gameplay that tank hate was an issue-that I was actively using runes for hate generation despite the duration I would be alot more concerned. But it isn't. However, rune and SoA are still under development (we don't even have merits or JSE yet), so I can definitely see this BECOMING an issue depending on which way they go.
I think it's amusing that you say this is a role DNC wasn't designed to fill. I've done it myself on many occasions (especially in abyssea where you can have essentially unlimited TP and can full time heal on DNC/WHM.The only exception perhaps would be if your situation warrants constantly using waltzes and these situations are some combination of a.) extrmely rare or b.) situations where DNC is filling a role it's not designed to fill.
DNC is more than capable of being a decent DPS, as you demonstrate, but to argue that it it isn't designed to be a hybrid support class when that's exactly what it's supposed to be? uhm.... ?
This has gotten really off topic... I don't think we need an anaylsis of DNC's TP gain to say that these jobs would benefit a lot from curbing JA delay.
Last edited by Alhanelem; 04-18-2013 at 10:28 AM.
Dark Knights have spells but that doesn't mean that it's generally effective to use them - waltzes were effective at 75 but SE has made it apparent that they have abandoned that design paradigm for something else all together. If you're going DNC/WHM and healing fulltime in Abyssea then I really have nothing more to say to you any more than I would someone arguing that a big wheel is an effective means of transportation on the highway.
Last edited by Asymptotic; 04-18-2013 at 10:36 AM.
It would certainly be nice if these changes could be made, but why restrict them only to the jobs you have listed? Why not allow all jobs to reap the rewards of decreased animation delay?
If I had to take a guess at why the system was made the way it is, I would assume it's because they want their (at the time) awesome-looking animation to play fully instead of being interrupted by your character taking another swing.
For the time being... my fellow rune fencers, I strongly suggest popping a rune just before using a WS or spell. Stacking these things together seems to minimize the impact that animation delay holds on your character.
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