you're taking it way out of context, what I meant by free is that you don't need to spend anything for the damage to apply, you compared scathe and pet attacks, when you should have compared scathe vs pet attacks + ruin II
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Except you don't understand that the parser is horribly bugged for SMN. Zero based dots (Bio and Bio II) are EXTREMELY inaccurate. They often report as 2-5x the damage they should, and sometimes only 9-10 damage. Contagion, Bane, and Shadow Flare are also not tracked. More stuff as well, but shrug, it's enough.
And no, the latest update did not fix it. Don't ask. I've spoken to icehunter personally on this issue.
Oh my god can we close this thread already.
We've already established that they do essentially the same dps.
Please either argue the methodology or the math involved, not the goddamn parser.
I'm sick of the parser.
Every mmo in existence has issue with pet classes.
If SMN truly is higher dps than blm, they'll get the nef bat soon enough.
I'm leveling up SMN to do my own testing.
If anything, some simple testing has shown the numbers to be even more skewed. That list of Astral Fire potency is wrong. I went and tested this on my BLM, both with and without gear (it made no difference). I took 10 samples of Fire I without Astral Fire, and under Astral Fires I, II, and III. Averaging the values, these are the potency modifiers I found, slightly rounded to account for variance between min/max damage:
No Astral Fire: x1.0
Astral Fire I: x1.4
Astral Fire II: x1.6
Astral Fire III: x1.8
As that chart listed an incorrect, flat 2.0 modifier for Astral Fire, the calculations for BLM potency should actually be lower than previously stated.
# of Fire1's you can do at endgame... ~5.
Offhand, 638 mana for Fire 1 in AF3, ~3.6k mana, so roughly 5.6 Fires.
Most of the time I will get off 5, and use the remaining MP for Blizz 3, with enough left over for Thunder 2 before a regen tick.
If you have a bard running manasong, then you can probably get off 6, maybe even 7 if you get a few firestarter and thundercloud procs to make room for extra MP ticks... but sometimes that ends poorly as you might lose count of your fires and end up not having enough MP for Blizz 3, then have to transpose, wait for a tick, then throw 2 Blizz 1, or a Blizz 3 for the quick Fire 3 switch.
hmm people think the rotation is hard?
Thunder III.. Fire III... Fire Fire Fire Fire Fire... Bliz III .. Thunder III repeat.... Popping Fire procs and thunder procs when needed. The best is the switch from AF 3 to UI 3 is quick when using Bliz III and Fire III.
Okay, then 5 Fire 1's with a 40% (right?) chance of proccing fire is on average 2 fire IIIs.
So the "burn rotation" is then 5 fire 1's, 2 fire 3's, lasting 7 GCDs, or 17.5 seconds.
Then we Blizz 3 (3.5 seconds) and thunder 2 (3.0 seconds), then fire 3 (3.5 seconds) for a full rotation of 27.5 seconds.
Thunder II lasts 21 seconds so 7 ticks for thundercloud. Chance to proc per tick is 5%, so average # of procs during one burn rotation is 0.35 (its harder if we want to predict the actual expected intervals between thunder IIs, but this suffices). We want an absolute minimum average, so we ignore possible additional procs, and say we increase our dps by 1/3 of a thundercloud proc, as well as increase the duration of our "burn rotation" by 1/3 of a GCD, or ~0.83 seconds. At most, a thunder II proc will grant us 3-4 additional ticks of thunder (since we refresh it anyway to allow blizz 3 to tick, correct me on this if i'm wrong), so we add in 3/3 ~ 1 tick to thundercloud proc.
So now we have
1 Fire III - no astral fire, so it does 220 potency
5 Fire I - full astral fire, so it does 150*5*1.8 = 1350
2 Fire III - full astral fire, does 220*2*1.8 = 792 potency
1 Blizz III - no umbral ice, does 220 = 220 potency
1 Thunder II - 50 potency.
7 ticks of thunder II - 35*7 = 245
1/3 proc of thundercloud: 290?/3 = 97
1 "tick" of thundercloud added thunder = 35
Total: 3009 potency over 28.33 seconds, or ~106.21 pps.
Yes that does seem low doesn't it. I did not add in Raging strikes, because i was too lazy to do the analysis over 3 minutes.
Consequently, if we remove raging strikes altogether from the summoner rotation, it does 120.5 pps.
So on the low end of BLM dps, it does 88% of the dps of summoner, or ~13.5% lower dps. Again this is the lowest end BLM dps, with procs it shoots up and down much more. Enough to maybe warrant a buff, but not the 30-50% lower dps that people are claiming with parsers.
The sad thing is that we do less damage and we can't move. They really ought to give BLMs something to balance that out.
Apparently people are so dense that they believe ilvl60 can outdamage ilvl90. Assuming equal base, the difference between ilvl60 and ilvl90 gear is like 20-30 primary stats. So yea, keep on dreaming.
Nice math attempt but ultimately it is flawed. Your numbers are heavily skewed towards SMN.
To be continued.
The first problem with your math arrises when you think Bio 2 can tick for 60 times in a 180 seconds marathon. Your assumption is false. Bio 2 has a 2.5 seconds recast time. In actual reality, you can only get it to tick for a MAXIMUM of 55 times assuming the only thing you cast is Bio 2.
Cast bio 2, 177.5 seconds left. Cast Bio 2 again @147.5 seconds interval etc. This will give you a MAXIMUM of 55 ticks. Not 60 ticks as you assumed.
Problem 2: In a perfect fight, you can keep your dots up everytime they fall off. In actual fight, you cannot keep dots up 100% of the time. Fights are dynamic. You are running, evading, healing, raising, avoiding, lagging, interrupted and what not.
Problem 3: There is no way to tell when your dots are about to fall off. You cannot keep track of your dots from dots by other pcs. Before people start whining: THIS IS HOW THE JOB IS INTENDED. IT IS INTENDED FOR YOU TO NOT KEEP DOTS UP 100% OF THE TIME.
Problem 4: the maximum amount of ticks per dots starts to drop once your cycle is composed of more than 1 spell. Let us take simple rotation 2 Bio 2 --> miasma. It is a far cry from your Bio2->miasma->bio1->thunder->sflare opener rotation but bare with me for a moment.
Start. Cast Bio 2. 177.5 seconds left. Cast Miasma, 175 seconds left. Here, we arrive at problem 5: YOU CAN ONLY GET THE MAXIMUM TICKS FOR MIASMA, IF YOU BREAK YOUR ROTATION CYCLE AND CAST MIASMA AS SOON AS IT FALLS OFF. Because Miasma lasts for 24 seconds while Bio 2 lasts for 30 seconds. If you keep your steady rotation of Bio 2 --> miasma, you can never get the maximum amount of ticks possible for Miasma. Never.
@180 seconds interval. Cast Bio 2, 177.5 seconds left. Cast Miasma, 175 seconds left. Total ticks (Bio 2: 10 ticks, Miasma: 8 ticks)
@145 seconds interval. Cast Bio 2, 142.5 seconds left. Cast Miasma, 140 seconds left. Total ticks (Bio 2: 10 ticks, Miasma: 8 ticks).
@110 seconds. Cast Bio 2, 107.5 seconds left. Cast Miasma, 105 seconds left. Total ticks (Bio 2: 10 ticks, Miasma: 8 ticks).
@75 seconds. Cast Bio 2, 72.5 seconds left. Cast Miasma, 70 seconds left. Total ticks (Bio 2: 10 ticks, Miasma: 8 ticks).
@40 seconds. Cast Bio 2, 37.5 seconds left. Cast Miasma, 35 seconds left. Total ticks (Bio 2: 10 ticks, Miasma: 8 ticks).
@5 seconds. Cast Bio 2, 2.5 seconds left. Cast Miasma, 0 seconds left. Total ticks ((Bio 2: 1 ticks, Miasma: 0 ticks)
Grand total ticks possible: Bio 2: 51 ticks, Miasma: 40 ticks.
A far cry from your original assumption that Bio 2 ticks 60 times and Miasma ticks 59 times.
As you use more spells and dots, like in your original rotation (Bio2->miasma->bio1->thunder->sflare opener), you start to lose more ticks.
Suffice to say that you are no where near dealing 10517 potency from DoT ticks.
Blm really do outdamage Smn.
DoT's tick based on the game's internal clock. You can refresh your dot at 10 seconds remaining or 1 second remaining and not lose any ticks.
You don't know what you are talking about. Especially when one of your problem's with his analysis is movement/interruption/dynamics of a fight, which affect a BLM more so than a SMN
Umm. . .Yes, yes you can. I freely admit to being horrible at it, because I don't think it's obvious enough, but the color of your dots is different from the color of everyone else's. Your own dots will be a very sickly green, and everyone else's will be white.
Keep on dreaming then.
My analysis is based on pure math. Seems like I bursted some people's bubbles today.
@viridiana. Even if that were true, it is incredibly hard to keep all your dots up and running all the time.
@pandabearcat, my personal guess is that you real dot potency is somewhere between 70k-80k rather than your original 105k. Ofc, I havent done any real calculations for that. It is getting too complicated for me and Im too lazy to continue the math.
First of all, you can edit your post to go beyond the 1000 character limit so you don't have to chunk a single post into 3-4 others.
Second of all, how am I supposed to know?
Third of all, you do, because there is always time to have your DoTs rolling.
Uh, yeah? If you go for a period of 2.5s where your DoT is missing, you could potentially miss a tick. Do you even know how DoTs work?
From your post, you finish Bio II at 177.5.
Why are you finishing the next at 142.5? that's 5 seconds where bio II is not on the target. That's potentially 2 DoT ticks. You want to be finishing/applying at 147.5.
No it isn't.
Guy/ girl. Because Bio 2 dont stack. You can cast Bio 2 @160 seconds interval for all I care. Guess what? You just wasted 2.3 or 2.5 seconds casting Bio 2 which you could have used for something else like Ruin and all it did was extend Bio 2 back to 30 seconds. It didnt add 30 seconds. In other words, you lowered your potential damage output.
The more you cast Bio 2 in a 180 seconds marathon, the more seconds are lost. It doesnt matter how many times you cast it, it doesnt add more ticks to your game. You are only losing casting time.
Good game, but game over.
..wat.
This has to be a troll.
They don't stack.
You overwrite them(if non RS'd to non RS'd) at the last possible second, or you re-apply them right after they drop off.
Under no circumstances should you go 2.5-5s with the DoT not present.
Also, it does add ticks.
If you re-apply Bio II at the 15s mark, for whatever reason, you had the initial 5 ticks + the new 30 second timer(10 ticks). Over the initial duration, you added 5 ticks.
Just to make it clear.
You don't wait until the DoT falls off, or is at 0 timer, to re-cast it. You recast it between 1-2.5s left on the timer, depending on if you're waiting for it to fall off or just clip at the last possible second.
You time it for right before it falls off/right as it falls off. If it's going to fall off in 2 seconds, you cast it again, because then it will land just as it falls off. This way you don't lose any tics. Neither do you lose casting time, because you were going to be casting that spell anyway. I really have no idea why you don't get this. >_>
You call yourself level 50?
It does NOT add more ticks. Keep on dreaming. In the 180 seconds marathong and doing simple rotation Bio 2 --> Miasma, you get a maximum of 51 ticks for Bio. MAX, 51 ticks. It does not matter whther you cast Bio 2, twenty times or forty times. Youre still only getting MAX 51 ticks.
In 180 seconds you get a maximum of 60 ticks. Miasma gets 59 max, period, because it finishes past the first 3s threshold, but before 6s.
Period.
Assuming perfect server clock -
0s - Cast Bio II
2.5s - Apply Bio II
3s tick
6
9
12
15
18
21
24
27
30 - Tick - Cast bio II.
32.5 Bio II is applied
33 Tick
Repeat on to 180.
For some reason I think you two are trying to say the same thing but serverly missunderstand each other... What I think Kevee says is that you put in 5 more ticks to the original duration which is true as you have used 5 ticks of ten, then you have 5 ticks left. Then when you reapply you add 5 ticks, which becomes 10 ticks as expected.
Cast at 0 seconds
Lands at 2.5 seconds, will fall at 32.5 seconds
Ticks at 3, 6, 9, 12, 15, 18, 21, 24, 27, 30 seconds (10 ticks so far)
Cast at 30 seconds
Lands at 32.5 seconds, will fall at 62.5 seconds
Ticks at 33, 36, 39, 42, 45, 48, 51, 54, 57, 60 seconds (20 ticks so far)
Cast at 60 seconds
Lands at 62.5 seconds, will fall at 92.5 seconds
Ticks at 63, 66, 69, 72, 75, 78, 81, 84, 87, 90 seconds (30 ticks so far)
. . .Do I have to continue?
Haha, nice try. Dots tick every 3 seconds, that is every 3 seconds AFTER YOU APPLIED THEM. It doesnt start ticking as from the 3rd second lol.
0s - Cast Bio II
2.5s - Apply Bio II
6s tick
9s tick
12s tick
15s tick
30s tick - Cast Bio II
32.5 second Bio II is applied. Bio II extended back to 30s. Final tick lost.
Grand total ticks: 9
You have no clue how DoTs work.
To even be more exact, they can tick as early as .000000~1s after being applied, or up to 2.9999999~s after being applied.
It's the same for the last tick, too. It can come "early", or at the end of the timer.
DoTs tick on the SERVER's internal clock. You can have dots tick a second after they applied, you can have it tick 3 seconds after they are applied.
Mana regen ticks are also based on the server's internal clock. I've gotten mana ticks immediately after applying Umbral Ice III, other times I have to wait a few seconds before I get the first mana tick.
Lets look at Touch of Death.
Delivers an attack with a potency of 20.
Additional Effect: Damage over time with potency of 25 for 30s.
So I apply ToD, 20 potency initial attack.
And then it is supposed to do 25 potency EVERY 3 seconds. Not as from the 3rd second.
So if I applied it at 2.5 seconds, in theory, the first tick 25 potency, is at 5.5 seconds. But dots are on global server and more likely than not, starts ticking as from interval 6, ie every 3 seconds.
I am not arguing when the dot is applied. It is applied at 2.5 second interval. Im arguing when it ticks. It starts ticking 3 seconds after it is applied, meaning 5.5 seconds interval. And not, as you argue, @ interval 3 second (which is only 0.5 seconds after it is applied).
Internal clock just means all dots run every 3 seconds. That means that when ToD is applied at 2.5, it starts ticking 3 seconds after that. It does not start ticking as from interval 3 second.
Edit: so lets take ToD again. It deals initial damage when applied, potency 20 at interval 2.5 seconds. And then after, each tick (every 3 seconds) it deals more damage. The tick is every 3 seconds. Meaning 2.5+3= 5.5 is the earliest you get the first tick. And not as you claim on interval 3 second (which is 0.5 seconds after applying ToD).
The internal clock is always running.
Always.
Not when you start an encounter, not when someone tags a monster.
Always.
Click on the clock on the top right. It cycles between "Local time," "Server Time," and "Eorzea Time."
Every minute in "Eorzea Time" is when everything is applied. DoTs, mana regen ticks, etc. Every minute in "Eorzea Time" is 3 seconds in real life.
http://www.youtube.com/watch?v=7HKIQTeKs_s
And you're wrong.