So doing PB>DK>SPx3 after IR and BFB is ideal way of starting PB.? And also doing PB does it jump u to GL3 right away?
So doing PB>DK>SPx3 after IR and BFB is ideal way of starting PB.? And also doing PB does it jump u to GL3 right away?


On review, I realize I didn't incorporate the +% damage from each step of GL--not that it matters, since more +% damage is going to pay off more anyway. But just for completeness sake:
DK>Twin>Snapx3 looks like this: 150 > (140+10%) 154 > (180+20%) 216 > (180+27%) 228.6 > (180+34%) 241.2 = 989.8 net potency
Twin>Snapx3>DK looks like this: 140 > (180+10%) 198 > (180+17%) 210.6 > (180+24%) 223.2 > (150+31%) 196.5 = 968.3 net potency
So the initial difference is about 31 rather than about 53. Still insignificant, but now it's Mathemagically™ insignificant!
No, but since you can chain attacks of any form, you can use Coeurl form moves to gain stacks of GL one after another. eg. Snap>Snap>Snap will give you GL1, then GL2, then GL3 in six short seconds.
As I said, after many Sims, there's no much difference in the PB opening in terme of damage done (the damage you lose somewhere will be recover later on, that's how our "rotation works"). But, the ideal in term of buff keeping and easy to use rotation, is :
PB > SP > SP > SP > TW > DK cause if you apply DK at first, the buff will fall down before recovering any Coeurl stance (cause of PB not bringing you to stance after it expires, you lose one entire cycle, so > 6 sec and since PB last 10 sec, you will lose a bit on DK).
I simed many opening on 60 sec duration and this one brings the most. Also, you're not able to put 4 skills during PB with the BiS Crit / Det if you don't start with SP (or DS but my sims showed that this is not optimal to do DS right here cause it doesn't benefit from Buffs and cooldowns and the delta between first DS loss and DS under all buffs is catched up very fast with DoTs under effects shortly after PB).
Last edited by Naalya-Deix; 10-26-2013 at 05:34 PM.
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Since we're opening and trying to use cooldowns/DoTs asap (yenno, for the damages, instead of waiting another rotation or two to do it), why not use BfB after the first snap, IR after the second snap, and replace the third snap with Demolish > Fracture + Steel Peak > ToD + Howling Fist > normal rotation. Sure, the Demolish won't gain the benefits from that last stack of GL but I'd bet that that's pretty insignificant, and you get to pop your CDs and apply DoTs much sooner.On review, I realize I didn't incorporate the +% damage from each step of GL--not that it matters, since more +% damage is going to pay off more anyway. But just for completeness sake:
DK>Twin>Snapx3 looks like this: 150 > (140+10%) 154 > (180+20%) 216 > (180+27%) 228.6 > (180+34%) 241.2 = 989.8 net potency
By the way, really glad I found your opener post. The one I was doing before today was much worse. Thanks for that.
Last edited by Kotose; 10-26-2013 at 07:32 PM.
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