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  1. #1
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by Zellata View Post
    I just think it's more efficient to sing while tank is running in towards the boss, then do the usual rotation instead of opening up with unbuffed flame arrow - FA works much better after you get at least IR and BfB up.
    Last I checked, FA saw no effect from crit chance or Raging Strikes.
    (0)

  2. #2
    Player
    Pellegri's Avatar
    Join Date
    Sep 2013
    Posts
    397
    Character
    Pellegri Testament
    World
    Ultros
    Main Class
    Archer Lv 50
    Quote Originally Posted by Viridiana View Post
    Last I checked, FA saw no effect from crit chance or Raging Strikes.
    That's good then, because if it did gain crit from a 20% dmg buff then something would be wrong :P. Beyond that FA is better to use after you get a dmg buff going that will actually increase it's dot, foes is much better to use the moment the tank starts running into a boss fight so you don't sacrifice time you could also be on the boss casting a song where chances are will still be running when the boss dies(unless a group still kills tonberries for whatever reason in a speedrun, in which case it's no longer a speedrun).
    (0)

  3. #3
    Player
    ziddyt's Avatar
    Join Date
    Aug 2013
    Posts
    182
    Character
    Apollo Dioscuri
    World
    Malboro
    Main Class
    Pugilist Lv 81
    Quote Originally Posted by Pellegri View Post
    That's good then, because if it did gain crit from a 20% dmg buff then something would be wrong :P. Beyond that FA is better to use after you get a dmg buff going that will actually increase it's dot, foes is much better to use the moment the tank starts running into a boss fight so you don't sacrifice time you could also be on the boss casting a song where chances are will still be running when the boss dies(unless a group still kills tonberries for whatever reason in a speedrun, in which case it's no longer a speedrun).
    Notice the "or." He's saying Flaming arrow is neither buffed by crit chance (it doesn't crit, or auto-crits, whatever theory you want to throw out there), or Raging Strikes/Damage buffs.
    Which is true.
    (2)

  4. #4
    Player
    Kitkat's Avatar
    Join Date
    Aug 2011
    Posts
    157
    Character
    Kaliga Moonshade
    World
    Diabolos
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ziddyt View Post
    Notice the "or." He's saying Flaming arrow is neither buffed by crit chance (it doesn't crit, or auto-crits, whatever theory you want to throw out there), or Raging Strikes/Damage buffs.
    Which is true.
    There is only one buff that actually increases the damage on Flaming Arrow and that is because it buffs the Dex attribute which the potency is based on....meaning only Hawk's Eye will increase damage. Quick test shows this easily enough, but for fact basics:
    Without buffs at 476 dex->79-85 dmg.
    With Raging Strikes/Blood for Blood/internal release->78~84.
    With only Hawk's Eye at 547 Dex->88-94dmg.

    So the only buff that should ever be applied to increase Flaming arrow is Hawk's Eye since it directly affects the attribute that dmg is based on.

    On Topic: As a brd it is customary to use songs appropriate to the situation; or to clarify, it isn't outside of the norm to use Foe when the action is taking place and ballad inbetween.

    In the comparison of running only ballad instead of swapping between the two (or just using foe):
    You can't negate the use of Off-gcd's just because they don't factor into your math, and any brd worth their potential will be using off-gcd for additional damage output.. There is the capability to factor in variables based on approximated activation equations that would give you a surmised probability within a +/- range of error (which even the basic damage equation will have because the variations are already there since no one ever does one static damage per attack, it is always +/- 5~10 dmg).

    Additionally, even if you aren't using any DoT to reset Blood letter it would be that much easier to factor it into your math since it is a static reset cycle rather than and approximated one. Same goes for Misery's end.
    (0)
    Last edited by Kitkat; 12-14-2013 at 02:08 AM.