You can't do those things on BRD+PLD because you can't wear Instruments and Shields, but more specifically because you can't wear instruments and PLD monsters are a hack-job of MNK ones.
BRD - With the exception of Joachim, there are no BRD NPCs/monsters that have instruments. Thus BRD monsters can only give one song each and have a limited casting range (17ish yalms) even though they'll attempt to start casting at normal casting range (20ish yalms, AI glitch that has existed since the first BRD mob).
PLD - Paladin monsters were originally a MNK hack-job. They gave them guard (the adamantoise animation you're referring to) instead of shield blocks, removed counter for the most part (except for Genbu, where they left it in probably-accidentally), changed the SP to Invincible, removed kicks (again, for the most part, Genbu can multi-attack iirc) and limited them to one swing per round. So you don't have blocks on PLD because you don't have the Guard skill that PLD mobs probably do.
Still silly. Even the gimpest players have at least some shield/instrument. Also don't beastmen have instruments? Could swear I remember a sahagin pulling out a harp before.
Thorough explanation, but just because it "is" doesn't mean it "should" be. This is just another example of SE's hack n' slash approach to content. SE Asked for feedback and we are giving it in the form of; Don't keep adding stuff until you have fixed the broken stuff and it is broken. SE put enough time into creating a two tier fighting system for the Gnole I fail to see how they couldn't have spent a little while fixing the broken aspects of the MON's already available before throwing a new bunch of broken mobs in the game.
Also, having not even unlock Colibri, can you "reflect" magic as the mobs can??
![]()
:O Destiny's Child Reformed!
There is also a huge difference in nuke dmg for me between rdm and blm mobs. But anyone who says no to 2 song bard mobs will prolly change their tune when party play is added to monstrosity.
I did misread your post; sorry about that. I thought you said Convert, not Composure, and since nuking was the only way to blow enough MP to need to Convert, I assumed that's how you were playing it. My assumption about Buburimu came from the fact that L. Roc's nukes can't do anything worthwhile past Buburimu.
Regarding Composure: I didn't feel Legendary Roc needed enspells, barspells, or phalanx for 50-75. I cut those buffs out pretty quickly. He's immune/nearly immune to so many statuses and his spells seem to be impossible to interrupt, so there's nothing a couple Cure IVs can't fix. Now that EXP isn't double anymore, though, the levels will drag more, so that would make things like Composure + Phalanx more useful.
I find Berserk useful for increasing my attack by 25% in monstrosity while harmlessly lowering my defense, because I'm fighting monsters who expect their targets to have 1/10th of my monter's HP. Same goes for Aggressor: the evasion penalty is a nonissue, and accuracy is always helpful against VT/IT targets.
Admittedly I have most monsters to 60, the amount of Instincts I have is insane by compare to what most likely have and because of it my Accuracy is always capped on my targets, my Attack normally sits at around double my original, so the buffs from WAR are of very little importance to me, but I am sure I may be an exception to the rule due the setup I am able to use.
That being said, in all honesty I would think most people wouldn't get much from them anyways on that monster.
Firstly, the fact you do not need to recast Haste every few minutes cuts down the downtime between kills fairly nicely, and eliminates the chance it falls during a fight with links or additional aggro if used properly, which means that you are able to keep up your kill speed and attain higher kill chains, resulting in a generally faster XP cycle.
Secondly, the fact you can keep up things like En-spells, Phalanx without needing as much additional cast time also means you can make up for some of the damage lost from being RDM main rather than WAR main with Berserk, due to En-spell damage, and Phalanx can cut down on your need to heal, again, helping to keep up your kill speed and attain higher chains.
Thirdly, I bring up Bar-spells because they can easily help out with resisting Paralyze, and assuming you level in Uleg at 50~53+, where the most common monsters use it commonly, and as WAR/RDM or RDM/WAR you lack a way to remove it so every chance at resisting it helps.
Lastly, Composure itself gives you an Accuracy boost you can full time without ever needing to reapply it except once every couple hours, while not as much as Aggressor gives you, it is a nice bit of Accuracy and since it stays active at all times whereas Aggressor can only be used a max of 60% of the time it can end up benefiting you even more than Aggressor depending on your Accuracy.
Well the point isn't so much capping accuracy as switching an accuracy instinct out. And double your original attacks sounds very suspiciously like leaving out haste instincts. Thought not necessarily depending on selection with belligerence.... that said ulle is a horrible zone to level in even with the extra points and for all but the early levels you can do better elsewhere unless you need get infamy past 10k of course. Though buburimu is much better for that too....
But ok let's try to math out your answers which really the first 3 are the same ones. For this I will assume level 60 and no fast cast instincts so 20% fast cast. Composure triples duration so basically means you cast once vs 3.
Haste has a base duration of 3 minutes and a base cast time of 6 seconds. That comes out to 4.8 seconds casting with composure vs 14.4 seconds without every 9 minutes.
Enspell 3 min duration 3 second cast so 2.4 with 7.2 without every 9 minutes.
Phalanx same as enspell.
Barblizzard 8 minute duration with .5 second cast time. So .4 with 1.2 without every 24 minutes.
Barparalyze 8 min with a 2.5 second cast time. So 2 with 6 without every 24 minutes
So that means with composure you spend on average of 1.43 seconds casting a minute without 4.3. That means you spend a litte more than 5% more time fighting therefore dps.
Now I don't have stats on mobs there but stuff you would be fighting at 60 in ulle would probably have a little less def of greater lolibri since they are only 81 and have low def mob type. So 300 seems like a fair assumption. Now it's going to vary a bit with innate attack bonuses but most my war type mobs useful 25% haste and the rest mostly into attack are usually around 450-500 att unbuffed. Mind you I too have a lot to chose from. Namely all the buyable instincts and 95 of the species ones. Now since berserk works additively with innate bonuses it wont give a full 25% assuming the mobs innate bonus is 20% and we are 500 unbuffed that means with berserk you'd have 708. The mobs should be around 68-70 well say 70 and supposedly level correct factor has been halved in non SoA areas since SoA came you. For simplicities sake I will just assume normal melee dmg as a model for overall dps increase.
That would mean without berserk you're ratio would be 1.6666 and Cratio would be 1.41666. Which would put your pdif at ~1-1.77.
With berserk your ratio would be 2.25 (actually higher but you hit a cap) and Cratio of 2.0. Which would put your pdif at ~1.56-2.375
So while it's up berserk increases your dps ~34-56%. Of course it's not up 100% of the time and I chose a level that doesn't get merit reductions yet so that's only 20-33% increase in dps over time.
Side notes: This doesn't count planning your down time to be when you are resting or healing. In all reality if you are paying attention berserk should be up more than 60% of the fights.
As your level rises new tiers of fast cast will lower the differences between with and without composure and you will start getting to use those nice berserk reduction merits.
Also seeing as seems like you will be capping ratio with Berserk up you could always take out some attack for either more offensive stats or you could just load up so much fast cast that you actually end up spending about the same amount of time casting as with composure and more attack instincts instead.
Also might be noted something against my calculations is I forgot dia and based on leveling alot of monsters thru there and having some really high attacks including sometimes having a mob with berserk and it's own attack buff dmg still seems to increases suggesting that I am not capped at that amount which either suggests decently higher defense on the mobs (though I kinda doubt it) or they use pet/mob pdif which has much higher caps and is relatively unmapped so hard to really do math on it. This was just a sorta best fit I could do
tl;dr berserk does a lot unless you are fighting EMs or lower I guess
Last edited by dasva; 01-17-2014 at 11:38 AM.
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |