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So I had a quick observation in terms of raw potency calculation and when we should use GK for best optimization with blood for blood, etc.
My calculation of a rough estimate for a current rotation would be something like this:
1 [B4B, botd, GK, 16] 2 [19]
3 [GK, 12] 4 [15]
5 [18] 6 [GK, 11]
1, 2, 3, 4, 5, 6 referring to the combos and the two "halves" of a sort to our rotation. Then, in brackets, I note whether BotD, GK, and/or B4B is triggered then. I did just some adding up of the raw potency (unbuffed) of the GCD's and the GK's during this period, assuming a fourth GK is thrown in before triggering BotD again, and got this:
(Continued in next post)
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170 + 170 + 710 + 650 + 400 = 2,100 (170 * 2 for HT and Phleb. 710 for TT combo, 650 for ID combo, 400 for the two 4th combo skills in the rotation).
2100 + 2100 + 2100 + 400 = 6700 (Adding up 3 rotations, plus 400 for 4 GK's)
6700 / 30 = 223.3333 (Total divided by the number of GCD's for the rough average potency per GCD).
Notice, however, that B4B will roughly fall somewhere on the 4th combo out of the 6 in the rotation, if held for a moment, which will become important in a second, then should be back somewhere around 1 when it comes back off CD again. The problem here being that we get 2 GK's on the first B4B and only about 1 on the second. (Maybe 2 with the calculations in the main post in this thread). (continued in next post)
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So what if we modify this a little?
Consider this:
1 [B4B, botd, GK, 16] 2 [19]
3 [22 ] 4 [GK, 15]
5 [GK 8] 6 [Fit in one more GK before buff runs out, no 4th proc]
We have not achieved necessarily MORE GK's, but we have rearranged how they are organized. We have three within close proximity to each other, then only one near BotD's activation. In addition, we purposefully consume the rest of the buff on the rotation before we will reactivate it.
Why? Well, first, let's just look at the numbers really quick. Average as I did before, sans buffs:
2100 + 2100 + 1900 + 400 = 6500 [Total potency, 200 less as one less 4th proc]
6500 / 29 = 224.1379 [One less GCD though...higher potency per GCD! Whoa!] (Continued in hopefully last post)
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Okay, last post:
In addition, it allows something neat. When B4B comes off CD somewhere before the 4th combo, we can actually activate it in such a manner as to fit in three gierskoguls. We can consume the fourth GK whenever, we don't need BotD anymore until we reactivate it in the 1st combo when it all starts over.
I admit, I haven't done much math/theorycrafting around before, and I know my numbers aren't quite as perfect (I am assuming a 2.4s GCD, but I haven't made a perfectly timelined thing for you guys...yet). But am I missing something, or is this possible/an alternative?
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Aaaand crap. Resurrected before reading above post and realizing I was in the wrong thread. Reposting over there, sorry forum mods.
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Hello!
I'm wondering which would be better to meld on all the new Dragoon gear that is i220 and above. I have heard that there has been changes to Det and Crit stats and now I'm not sure which I should be prioritizing on my slots?
For the A5-A8 gear I have taken a rounded approach of adding Crit to the gear the only has Det and Det to the gear that only has Crit and if the gear does not have either I'm going with adding one of each. However, I'm doing this with IV's since they are much cheaper / easier to obtain (kind of a test run) but with the i230 and i240 I'm planning to use V's and want to make sure I'm not going to waste anything.
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Quote:
Originally Posted by
Skyler_Hawkins
Hello!
You want to maximize stats in a general order of Crit > Det > Skill Speed. It's important to note that, with the new stat weights, the Quickarm IV materia is more additional weight than the Savage Might IV materia, since 9 SKS > 6 DET. Also important to note that you wanna be rocking ~600+ Skill Speed before worrying about Crit and Det.
That said, you wanna be posting here, since this thread is dead.