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  1. #1
    Player
    Yuichi's Avatar
    Join Date
    Aug 2013
    Posts
    142
    Character
    Victoria Mccry
    World
    Jenova
    Main Class
    Archer Lv 50
    Quote Originally Posted by Babydoll View Post
    I think you guys are over reacting just a tad ^^; I've been testing on Twintania tonight and not using thunder...my damage is more then fine.

    I mean yes...it sucks we are losing thunder, it was really nice DPS. But without it we are still just fine.
    Did you guys try virus pretending it had 60sec cd?
    (3)

  2. #2
    Player
    Babydoll's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    1,998
    Character
    Cesil Rapture
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Yuichi View Post
    Did you guys try virus pretending it had 60sec cd?
    Yeah, we had no issues with that either
    (0)

  3. #3
    Player
    Raiker's Avatar
    Join Date
    Sep 2013
    Posts
    85
    Character
    Dagger Amethyst
    World
    Goblin
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Yuichi View Post
    Did you guys try virus pretending it had 60sec cd?
    It's actually 90 second cool down. The mob will be immune from virus for 60 seconds after it expires. Pretty much made the ability as SMN only one, at least with any real applicability.
    (0)

  4. #4
    Player
    Raiker's Avatar
    Join Date
    Sep 2013
    Posts
    85
    Character
    Dagger Amethyst
    World
    Goblin
    Main Class
    Arcanist Lv 90
    Oh, and this:

    Quote Originally Posted by OmegaNovaios View Post
    In 2.1 the loss of Thunder is replaced with the addition of Blizzard II for SMN. SMN was already the king of non-SR (speed run) AOE, now it's going to help close the gap on SR AOE when compared to other jobs. Before you had to cast Thunder individually on every target to maximize AOE DPS on 2-4 targets (which took up the entire time between your rotation). Now Thunder mutlicast is replaced with Blizzard II and it works very similarly to casting Ruin/Ruin II between DOTs in your rotation. You never really had enough time to cast Thunder on all 4 mobs between rotations.

    Bio: Potency 40/tick Duration 18s (6 ticks) Total Potency = 240 (2-4)
    Miasma: Potency 20 + Potency 35/tick Duration 24s (8 ticks) Total Potency = 300 (2-4)
    Bio II: Potency 35/tick Duration 30s (10 ticks) Total Potency = 350 (2-4)
    Shadow Flare: Potency 25/tick Duration 30s (10 ticks) Total Potency = 250 (ALL)
    Miasma II: Potency 20 + Potency 10/tick 15s (5 ticks) Total potency = 70 (ALL)

    Bane: Potency 0
    Quote Originally Posted by OmegaNovaios View Post
    Blizzard II x3: Potency 50 (ALL) Total Potency = 150 (ALL)
    OR 450 POT on 3 mobs
    v
    Thunder x3: Potency 30 + Potency 35/tick Duration 18s = Total Potency 240 (2-3)
    OR 720 POT on 3 mobs

    Total Potency on 3 mobs:
    Blizzard II Rotation = 4,080
    Thunder Roation = 4,350

    Too hard to calculate Pet DMG here but it will lessen the DPS the gap between these
    two rotations, but as is, that is:

    4,080/4,350 = 93.8% OR a loss in 6.2% TOTAL DMG on 3 targets w/o pet

    However on 5+ targets Blizzard II does actually increase your TOTAL DMG exponentially per target increase and also Blizzard II will increase AOE burst DPS for both 2-4 and 5+ targets. Sometimes mobs die before DOTs expire, which is particularly bad for SMN trying to level up or earn Gold in FATEs.
    (0)
    Last edited by Raiker; 12-16-2013 at 07:55 PM. Reason: Character limit cap