Total potencyDoT's damage per second
- Bio II: 0 initial potency + 350 potency over 30 seconds = 350
- Miasma: 20 initial potency + 280 potency over 24 seconds = 300
- Bio: 0 initial potency + 240 potency over 18 seconds = 240
- Thunder: 30 initial potency + 210 potency over 18 seconds = 240
- Shadow Flare: (0 initial potency + 250 potency over 30 seconds) / (3.0/2.5 corrective for cast time) = 208
- Aero: 50 initial potency + 150 potency over 18 seconds = 200
- Miasma II: 20 initial potency + 50 potency over 15 seconds = 70
- Energy Drain: 150
- Ruin II/Ruin: 80
Considerations:
- Bio: 240 / (18 sec duration + 2.5 sec cooldown) = 11.7
- Thunder: 240 / 20.5 = 11.7
- Miasma: 300 / 26.5 = 11.3
- Bio II: 350 / 32.5 = 9.9
- Aero: 200/20.5 = 9.8
- Shadow Flare: 300 / 30.5 = 7.5
- Miasma II: 70 / 17.5 = 4
When you don't have global cooldowns to spare, use the total potency chart to pick your spell.
- Bio, Aero, Miasma II, and Ruin II have instant cast times on the global cooldown.
- Miasma II is AoE across 5y, so it beats Ruin spam at 2 targets and is a viable DoT at 3 targets.
- Shadow Flare can inflict a Slow effect, and will replace Sacred Soil if it is in effect.
- Bane will generally yield higher damage for your aetherflow charge than Energy Drain as long as Bio/Miasma/Bio II have more than 6 seconds remaining.
When you can afford to apply DoTs back-to-back and time is an issue, use the damage per second chart.
* This thread was inspired by the WHM DPS spell thread. I could not find any of this same information from the SMN threads, so please let me know if anything is incorrect.