Feel free to add whatever, I consider my posts public domain.
The fact of that matter is that in a static fight, there are 4 rotations that have been identified that are worth mentioning. The two without Fracture are the highest DPS and most TP-efficient. That said, the simplest rotation does include fracture.
You seem to be pretty hung up on Fracture as a 1-GCD dump, even though 0.1 DPS is not really worth discussing to any degree -- the complexity of the HPF rotation with offset IDCs is really what's worth discussing when the DPS you're getting is nearly identical to both simple rotations.
In addition, the numbers I've been seeing recently for the DE debuff point to it amplifying damage closer to 15%, although I haven't done enough testing on enough bosses to really find a number I'm comfortable with. Needless to say, a high DE buff skews numbers away from DOTs in general.
Regardless, I just did a manual analysis of when it would be useful to actually use FR as a "one last GCD before I lose contact" ability (because in several spots you'd clip the prior FR, so it becomes less efficient than ID or even True Thrust in various situations). The result is that it'd be a DPS gain in only 8/27 GCDs in your rotation -- for 19 of 27 GCDs, it would be equal or better to continue to attack in the normal pattern, rather than throwing in the FR.
Overall, I don't think it's really worth discussing. The main reason I would recommend against your rotation has nothing to do with FR -- it has to do with the fact that you're gaining no meaningful DPS over the two simple rotations. If you're going to deal with a more complex rotation, then use the IDC one to pick up a few % more DPS (and even then we're talking on the order of 2.3%).
The facts lie as they are, and I'm currently more interested in modeling BRD and MNK dps against DRGs. I've upgraded my model to handle dynamic GCD timing (using skill speed %; I don't know what the rating -> % conversion is), as well as automatically adjusting for looped buffs (fewer manual errors).
The results are actually pretty interesting.
Many claim that MNK DPS is "zomg the highest in the game if they get a static fight". This seems to be true to an extent, but not by very much -- in a basic priority rotation, I'm seeing MNKs at roughly 8% higher sustained DPS without MNK Perfect Balance (similarly, the DRG rotation with 0 Jumps). In my opinion, the brutal 20s ramp-up for the MNK really takes a crap on their viability, nevermind the frequent alternating position requirements.
Edit: I wasn't planning on speculating, but after thinking about it a little longer, I suspect that Perfect Balance is not much of a DPS increase for MNKs, unless you get Oppo form credit for Bootshine spam, which I don't think happens. This means that DRG jumps would narrow the gap (har har) slightly.
BRD is showing up as higher ST DPS by a small margin against DRG, but that does not include (a) BRD's lower WD, or (b) BRD's much larger and more significant array of cooldowns. I also need a good baseline crit% to use in my model (not sure if 15% is realistic). BRDs scale well off crit. DRGs are average. MNKs are poor.
Thanks! Just to clarify, I didn't post the simple rotation. The HP IDC TTT / HP TTT TTT was posted by the R-dude on a prior page. The 4th rotation I mentioned (HPF IDC TTT) was posted by a guy on gamefaqs.


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