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  1. #15
    Player
    Genesiser's Avatar
    Join Date
    Aug 2013
    Posts
    115
    Character
    Flig Neldajoa
    World
    Goblin
    Main Class
    Blacksmith Lv 50
    You guys are looking at it all wrong. Can it be good? Yes, can it be bad? Yes. It all depends on how long the fight takes and once you reach the threshold of how long the fight lasts until you start having to let tp regenerate is when you start getting an idea. Let me be a bit more clear...

    No matter what, you always auto attack, so that gets cancelled out. In other words auto attacks mean nothing when figuring out if auto attacks matter when figuring if fracture is worth it.

    Now, what does matter is how much time you spend regaining tp because since we factored out auto attacks, when you are doing no special moves, you are basically doing zero damage. From what I remember, it takes 3 seconds to get back tp. So if by using fracture say 4 times and then you start running out of tp, that is 1200 (300x4) but only a max of 600 more than if you used heavy swing. Heavy swing is 150 potency, 300-150 is 150, 150x4 is 600.

    Alright, now this the part that matters. If over the course of the entire fight, you have to spend more than 12 seconds waiting for tp to regenerate, then fracture is worthless because you will end up doing less total potency overall than if you hadn't used it all because as I said, auto atk dmg is factored out so those 12 seconds you do zero dmg. Now of course, I used an extreme example of using 4x heavy swing vs fracture to see how much more potency you would do, but in reality you would be using combos which have more than 150 potency. What this means is that in reality if you have to wait more than about 6 seconds during a fight, then fracture is worthless.

    If I had all the real values it would be fairly easy to figure out the exact amount of fight length so wed know at what point it becomes worthless. Also, this would assume you had 100% uptime on the enemy where you are always hitting a skill. But not all fights are like that.

    So ultimately, this is how it boils down... If you have 100% uptime on the target and are always using attacks, then if you have to spend more than 6 seconds waiting for tp to do another attack, then you are in the negative overall dmg output. If you do have to run away from the enemy or wait on enemy to fly so you cannot use your moves, then for every second you cannot atk the target, you can subtract one second from the 6 second 100% uptime. Long story short, if over the course of a fight you are off the target for at least 10-15 seconds, then you can safely use it.
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    Last edited by Genesiser; 10-29-2013 at 03:27 AM.