Spineshatter is 60 seconds, not 40. I'd punch a baby to get spineshatter on a 40s CD.
Printable View
pls...You should read tooltip again...Foe Requiem
Reduces all enemy magic resistance by 10%...is not equal to "Increases magic damage by 10%"...
Please address the part where I asked if adding 100-200 DPS is still small in your eyes. Is that small. I'd like to think that adding that tiny little percentage you call small is actually extremely useful in not hitting the enrage on these Savage fights. You're proving my point entirely when you argue that it's a small increase. If it was so small my group wouldn't use it at all.None of the other groups deep into Savage would use it at all.
Foe Rec doesn't equal some massive DPS boost, you're right. You can't just put it up and all of a sudden make your caster(s) gods. It's on them to be good with it. But I'm saying in actual practice, as Sleigh has even given a couple numbers on, it's bigger than what you think it is. It adds a lot more on to the actual DPS numbers of a caster(s) than you think it does.
White Mage i196;
Foe Requiem Off, BV Off:
16 Stone III = 1655 average damage with 1 crit.
Foe Requiem On, BV Off;
16 Stone III = 1761 average damage with 2 crits. (aprox +6.55% damage)
Foe Requiem On, BV On;
16 Stone III =1891 average damage with 0 crits. (aprox +14% damage).
I have the three fights in my parser, I can not post here for obvious reasons, but I can send it to You.
slash/blunt/pierce debuffs do the same than Foe, + 6-7 % damage increase for every damage tipe.
I play like BRD/MCH and with DRG in my party, my damage like BRD is increased by 6% aprox since BRD's damage is not all piercing (DoTs are not piercing damage) and like MCH my damage is increased by +7% aprox (only one skill of MCH is not Piercing, Lead Shot DoT).
Your sample size is ridiculously low, and I'm not just saying that because you're making a strange claim. There is a +/- 5% variance in min to max damage, roughly. You cannot take a very small sample size, then take the average damage of that sample size, then look at the +%. That's almost as skewed as if I'd take one attack from each type and compare them.
Here's how you test. You look at damage ranges, which can be ascertained when you eventually get a min/max after 100s of attacks (it will be that +/- 5% variance, an easy way to know you've found it is when you have a min damage that's almost exactly 10% lower than your highest hit). You will then get the median damage of your sample type. Disregard crits, they are equal for all tests since it's a static value that has no impact on a test except to round strangely with varying CHR values. Compare that median damage to other median damages, based on facts unrelated to the variance you'll get in a short sample size.
You'll get the very 10% I'm talking about. Also, yes Storm's Eye/Dragon Kick/Disembowel are also roughly 10%. They do not translate to a pure 10% DPS increase because of DoTs, as you said, but the skills they do impact, it is indeed a roughly 10% straight increase. I can get you damage medians if you don't believe me. Fortunately for DoM, all their damage type sans auto attacks are magical so for them it will be a 10% increase while it's active.
Pretty much all the requests for changes to dragoon in this thread are completely unnecessary.
Unlock animation lock as soon as Jump makes contact with a target, this way you can at least strafe left or right while hopping back to your starting position to avoid aoes.
Scholar
Can we look into Fey Wind? 3% boost that doesnt affect DoTs.
Say you're at about 2.43 global cd on most skills.
-3% is 2.43-.07=2.36
So yes you get almost a tenth of a second breathing room to cast your skill or push in a final hit before your reduce resistance/buffs drop, kinda.
But overall the skill doesn't increase anyone's damage or healing, because it takes 33 GCDs to get your free GCD from the buff, but if stop even once, you've already lost that freebie. Food for thought. ;-;
the concept of this thread is pretty lol but i'll bite
nin - mudra lag
mch - make rapidfire not clip gcd if you use an oGCD with a ping higher than 70
Been ask before and I'll ask. Meditation for mnk lower it to 3 or make an Ogcd that is all.
The uptime doesn't matter whether its 1 or 8 people. It will still take each individual 33 gcds. You can't share GCD speed. xD(or about 1:20 to get the freebie... ._. it takes almost 3 times of Selene casting fey wind) It really is just a very soft rotation helper.
Ninja
- Take Mudra off GCD, so you're not lag depending.
Summoner
Add Bahamut Wings Animation to Dreadwyrm Trance that last for the duration of Trance.
Casting a fire/ice spell during Enochian refreshes the Astral/Umbral debuff buuuuut three seconds longer. Just, you know, random thoughts while contemplating how much I suck at this job now. One day I'll git gud again, I promise it.
Warrior
Remove Storm's Path debuff effect and give it to BRD and MCH(Does not stack with eachother).
Retool Storm's Path.
Suggestions without much forethought of Balance:
-100% of damage dealt is returned as a Barrier(Storm's Shroud?) that lasts 10 seconds.
-Gain a Barrier that equals to 10% of current Health Points for 10 seconds. (Oh wait, this kinda goes against what I'm saying below. Hur dur)
What does this achieve?
WAR retains its position as the damage tank without being borderline equal to the other two in term's of mitigation.
Utility is simmered down to just: Slash Resist Down (Which can still be replaced by a Nin) while the other two have their respective Stat Down debuffs.
I feel that WAR is more than just being in a Good Place right now considering they're in a Good Place in almost all statics. Throw in your QoL changes for PLD and DRK and we might see that Tank Balance Utopia.
I have only played for a week and a half so not gonna try and act like I am very knowledgeable on the inner workings of bards, but the things I'd like to see changed is the behavior of Straighter Shot procs.
Having the proc happen a lot sooner and Straighter Shot procs under WM be off the global cooldown would help a lot with the responsiveness of the class at least for me.
Another thing would be for the proc rate to be 50%, though this I'm thinking mostly off to make the class more interesting to play at low levels. How this would affect overall dps in end game content would probably be something that would have to be monitored if such a change were to happen.
Of course I'd love for a lot of the animations to be tweaked to make the class feel a lot more fluid, though that seems to be the case for a lot of classes.
Bard: Less cast time on songs. ( Mage's ballad/Army's Paeon/Foe Requiem )
Bards just need their own ammo system... make that quiver more than decoration. Store up SS/Bloodletter procs up to 2 or 3.
Paladin:
-Replace Flash with holiest of holy's and add 50-100 potency
-put shield bash ogcd
-make riot blade a cone aoe and increase enmity
-increase shield oath enimty
-change sword oath to either increase potency by 50 or have a slashing buff by 10%
-change shield bash animation to a larger smashing effect
Monk:
-increase Grease lightning to 16
-gain a stack of chakra every time you enter courel form after obtaining gease lightning 3
-increase arm of the destroyer potency to 100-120 or change it to a long range single target orb or blast wave ogcd or just out of form shifting.
Bard:
-Reduce casting time to 0.5
-increase proc rate in general
-reduce barrage cooldown to 60 sec's
-reduce raging strikes to 90 sec's
-either increase quick nock potency to 150 or reduce tp to 120. Or make it a seperate ogcd with a proc from wide volley
Machinist
-improve proc rate to anywhere above 65%
FYI, Shield Oath and Defiance Enmity mods were increased from 2.0x to 2.3x in HW.
I'd only really like to see the second point implemented, the other 2 will be a nice bonus. Another thing I'd like to add is make some other oGCD moves grant a stack too, like Elixir Field and Internal Release for example. And make Meditation grant 5 stacks immediately and be on a cooldown, like Warriors Infuriate.
SMN
-change deathflare animation so it shoots out of your ass.