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  1. #21
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    To evaluate the 4.~% in terms of relative DPS increase. I could calculate a factor with the knowledge of my AA DPS and my GCD abillities DPS at 100 potency multiplied by an guessed value based on my average potency on GCD abillities I use while fighting. That guessed value would be dependent on the used rotation and the conditions of the fight (interrutions etc.).
    Hum, you don't need to go to that level of detail. Basically, get a copy of someone's relatively decent parse and:

    1. Find what % of total DPS is on-GCD (susceptible to SS), then increase that by 4.2%.
    2. Add that to the remainder that is not modified by SS and subtract by 1.0.

    E.g. if AAs are 29%, and OGCDs are 15%, then your on-GCD damage is 56%. 56% * 1.042 = 58.352. 58.352 + 29 + 15 = 102.352. Minus 100 is 2.35% increase in total DPS from the 100 SS.

    Didn't understand exactly what you meant with the effects of speed on DOT's.
    (Is it that you can "miss" a tick depending on the length of timegap between reapliing the DOT?)
    Yes. DOT ticks happen every 3s on the server's timing. It doesn't track how much time you have left on the DOT debuff, only that the mob has your debuff on them.

    Theoretically, adding SS will reduce the gap between DOTs, increasing the likelihood of covering the missed server ticks.

    Sidenote: needs to be validated through simulation or advanced modeling.

    For DRG specifically I think you could get an additional action in the timeframe of an Heavy Thrust
    buff at about 585 base skillspeed and using speedfood.
    The issue is that the Dragoon "good filler" is a 3-part TTT chain. No reasonable amount of SS will allow you 3 additional GCDs in a normal sequence of attacks. High SS will result in injecting a Fracture into the rotation, but that's about it, unless you get to really crazy amounts of SS.

    Either way, it's not worth stacking even in the 585 range. All the way up to 585 the points would be better invested in CRT/DET, and after that, still CRT. And that doesn't factor the higher TP/s cost -- you'd be burning about 6-8% more total TP (or ~20% more TP after regen is removed).
    (0)

  2. #22
    Player
    xod's Avatar
    Join Date
    Aug 2013
    Posts
    34
    Character
    Rarch Skystrike
    World
    Diabolos
    Main Class
    Pugilist Lv 50
    he's right though. I use skill speed.. it's vital to my rotation. and my damage boost off of my rotation and all monk's rotation's greased lightning is 21 pct damage and 1/2 second skill speed buff.
    (0)

  3. #23
    Player
    Yiell's Avatar
    Join Date
    Sep 2013
    Posts
    61
    Character
    Yiell Lavande
    World
    Tonberry
    Main Class
    Gladiator Lv 50
    same here. I would use skill speed so that I have better chances in keeping up grease lightning even while dodging AOEs or switching target to adds.
    (0)

  4. #24
    Player
    raikage's Avatar
    Join Date
    Oct 2013
    Posts
    58
    Character
    Balanar Highborn
    World
    Faerie
    Main Class
    Pugilist Lv 50
    Skill speed gives very low returns (0.01 decrease per 10 points) and in you are TP capped in any fight that goes longer than 2 minutes. 491 Skillspeed (at this point you can comfortably swap between Twin Snakes and True Strike) and then crit after that.
    (0)

  5. #25
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by raikage View Post
    Skill speed gives very low returns (0.01 decrease per 10 points) and in you are TP capped in any fight that goes longer than 2 minutes. 491 Skillspeed (at this point you can comfortably swap between Twin Snakes and True Strike) and then crit after that.
    I like how you say Skill Speed gives very low returns, and then you mention a 150 skill speed breakpoint.
    (1)

  6. #26
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Quote Originally Posted by EasymodeX View Post
    I like how you say Skill Speed gives very low returns, and then you mention a 150 skill speed breakpoint.
    I think his point is stacking it is useless, but you want a certain amount to do a certain thing.

    aka value is terribad until hitting the breakpoint.
    (3)

  7. #27
    Player
    Thotor's Avatar
    Join Date
    Aug 2013
    Posts
    205
    Character
    Faeldi Chantelune
    World
    Moogle
    Main Class
    Archer Lv 50
    As long as TP regen is not affected by Skill Speed, it will remain a terrible stat.
    This will be even more true when SE increase the uptime of melees on boss fight.

    Also you must consider that Skill Speed is only an increase IF you have constant contact with your target. As soon as movement is required, Skill Speed become nearly obsolete.
    (1)

  8. #28
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    That's a fallacy. Monks aside, having 100 SS (going from 2.5s to 2.4s GCDs) will enable you to finish the last attack that you would have otherwise been unable to execute, [4.2% * # of prior attacks] of the time.

    E.g. if you have 10 attacks before the boss mechanics on your head, then there's a 42% chance that you gain an extra attack while leaving the boss due to skill speed.

    It's funny to see people demand a 100% chance of a full new GCD from skill speed before it's worth anything, when they value crit so much even though it only gives a 7% chance for half of an attack.
    (0)

  9. #29
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Or by the same token you could increase the chance of those 10 attacks to do significantly more damage far outstripping a single extra swing (and conserving TP in the process).

    Skill/Spell speed really ought to affect TP/MP recovery as well, then they might be competitive - especially if SE ever decides to bring back +crit damage which I was sad to see leave the game. Or if skill/spell speed affected auto-attack speed as well. It needs *something* to really be competitive, as it's nowhere near as good as Haste was in FFXI (not that I want it to be - Haste was entirely too strong in XI, but SS is far too weak in XIV).
    (0)

  10. #30
    Player
    kysulli's Avatar
    Join Date
    Aug 2013
    Posts
    40
    Character
    Leky Vanillus
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by EasymodeX View Post
    That's a fallacy. Monks aside, having 100 SS (going from 2.5s to 2.4s GCDs) will enable you to finish the last attack that you would have otherwise been unable to execute, [4.2% * # of prior attacks] of the time.

    E.g. if you have 10 attacks before the boss mechanics on your head, then there's a 42% chance that you gain an extra attack while leaving the boss due to skill speed.

    It's funny to see people demand a 100% chance of a full new GCD from skill speed before it's worth anything, when they value crit so much even though it only gives a 7% chance for half of an attack.
    You are making skill speed simpler than it is.

    Every attack you make at a GCD lower than 2.5 is time banked equal to the difference between the two GCDs. For every 24 hits a 2.5 GCD makes, a 2.4 GCD will make 25. It will take 60 seconds of uninterrupted fighting to guarantee that extra hit; assuming you are executing abilities on time, not using off GCD abilities, and not pausing for positional changes. Every millisecond you waste not fighting after the GCD resets will mean an equal amount of banked time lost, which will have to be built back up again before you benefit from a guaranteed extra hit.

    Like you said, banked time for an extra attack can be cashed in if you disengage before your higher GCD self has caught up. However, this is entirely based human error and boss mechanics. Assuming no human error and constant boss mechanics, the extra attack will either be hit or missed when disengaging, with no in between. SS would have to be adjusted on a boss by boss basis to benefit from it. If not and you end up missing your extra hit every time you disengage, then you end up with a situation where banked time depletes every time you disengage longer than GCD reset, and that guaranteed extra hit could end up happening as late as 2 minutes instead of 1 minute.

    Is a guaranteed extra hit every 2 minutes with 100 more SS worth it? I think the 2 minutes is an exaggeration, but it is possible if you lose all your banked time every time you disengage. Again, entirely based on boss mechanics and human error.
    (2)
    Last edited by kysulli; 10-23-2013 at 07:28 AM.

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