That's likely the case, hence why I think it may have fixed ever since I changed the duration and reset conditions.ADS2 and Titan are both multi-part fights so FF14app may be accumulating the damage / DPS in unexpected ways.
You may have to increase whatever "out of combat interval" to like 10-15 seconds to ensure that Titan and Titan's Heart don't split the fight or DPS windows up into separate fights.
Don't know if these have been posted because I haven't read all 106 pages but I wanted to add monk macros that I use for combos:
Snap Punch Combo
/micon "Snap Punch"
/ac "Snap Punch" <t>
/ac "Snap Punch" <tt>
/ac "True Strike" <t>
/ac "True Strike" <tt>
/ac "Bootshine" <t>
/ac "Bootshine" <tt>
/ac "Mercy Stroke" <t>
/ac "Mercy Stroke" <tt>
/ac "Blood for Blood" <me>
/ac "Internal Release" <me>
Demolish:
/micon "Demolish"
/ac "Demolish" <t>
/ac "Demolish" <tt>
/ac "True Strike" <t>
/ac "True Strike" <tt>
/ac "Bootshine" <t>
/ac "Bootshine" <tt>
/ac "Blood for Blood" <me>
/ac "Mercy Stroke" <t>
/ac "Mercy Stroke" <tt>
/ac "Internal Release" <me>
Twin Snakes (Use this when you need to buff):
/micon "Twin Snakes"
/ac "Twin Snakes" <t>
/ac "Twin Snakes" <tt>
/ac "Internal Release" <me>
/ac "Blood for Blood" <me>
/ac "Mercy Stroke" <t>
/ac "Mercy Stroke" <tt>
AOE:
/micon "Arm of the Destroyer"
/ac "Rockbreaker" <t>
/ac "Rockbreaker" <tt>
/ac "Twin Snakes" <t>
/ac "Twin Snakes" <tt>
/ac "Arm of the Destroyer" <t>
/ac "Arm of the Destroyer" <tt>
/ac "Featherfoot" <me>
/ac "Mercy Stroke" <t>
/ac "Mercy Stroke" <tt>
/ac "Blood for Blood" <me>
/ac "Internal Release" <me>
Last edited by Nonlinear314; 11-22-2013 at 02:30 AM.
Is Devastate supposed to be Dragon Kick?
EDIT: Nvm, that wouldn't make sense. So...what's devastate?
supposed to be demolish not devastate i fixed it.
Last edited by Nonlinear314; 11-22-2013 at 02:30 AM.
I'll keep Dragon kick and One Ilm Yalm by themselves like Twin Snakes so I can sub them.
Why is MNK crits so inconsistent? My crits go from like 400-722.
Monks have a total of 84% in variable damage buffs. Some can be considered pretty static (GL3, FoF, Twin Snakes, Dragon Kick), but some are obviously on/off (BFB).
In addition, failed flanks will cause a 40/140 = 29% variance on Snap Punch if that's what you're looking at. In sum, it's not surprising to get a very wide range of damage on a Monk, although I'd only expect to see BFB and flanking variances in general. BFB and Flanking result in a damage range of: (1.2*180) / (1*140) - 1 = 54% variance.
Without BFB/IR I get crazy Crits.Monks have a total of 84% in variable damage buffs. Some can be considered pretty static (GL3, FoF, Twin Snakes, Dragon Kick), but some are obviously on/off (BFB).
In addition, failed flanks will cause a 40/140 = 29% variance on Snap Punch if that's what you're looking at. In sum, it's not surprising to get a very wide range of damage on a Monk, although I'd only expect to see BFB and flanking variances in general. BFB and Flanking result in a damage range of: (1.2*180) / (1*140) - 1 = 54% variance.
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