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  1. #191
    Player
    Kalandros's Avatar
    Join Date
    Aug 2013
    Location
    Girdania
    Posts
    372
    Character
    Kalandros Shadowsun
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    Its not a big nerf.

    SMN was #1 DPS above BLM for end-game content (Twintania).
    I don't see an issue with both the mage classes being brought in-line with other classes.

    Our damage output really was the best.

    Dot up twintania, dread knight appears: Oh look, our dots tick away on Twintania AND on the Dread Knight! (cast miasma asap though, don't be a baddie) while BLM can only dps one target (plus lucky thunder procs that can upkeep it on maybe 2 targets)

    Seriously, losing Thunder will not mean the end of the class, all you wannabes are blowing things out of proportion and calling foul for no good reason.
    Play the patch, look at the numbers, maybe we won't be #1 all the time, but we'll still be up there because our DPS uptime will always be greater than Melee and other ranged classes.
    (3)

  2. #192
    Player
    Kevee's Avatar
    Join Date
    Jun 2013
    Posts
    700
    Character
    Virtual On
    World
    Leviathan
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Kalandros View Post
    Its not a big nerf.

    SMN was #1 DPS above BLM for end-game content (Twintania).
    I don't see an issue with both the mage classes being brought in-line with other classes.

    Our damage output really was the best.

    Dot up twintania, dread knight appears: Oh look, our dots tick away on Twintania AND on the Dread Knight! (cast miasma asap though, don't be a baddie) while BLM can only dps one target (plus lucky thunder procs that can upkeep it on maybe 2 targets)

    Seriously, losing Thunder will not mean the end of the class, all you wannabes are blowing things out of proportion and calling foul for no good reason.
    Play the patch, look at the numbers, maybe we won't be #1 all the time, but we'll still be up there because our DPS uptime will always be greater than Melee and other ranged classes.
    Stop supporting horrible game design.
    (10)

  3. #193
    Player
    Resultsmayvary's Avatar
    Join Date
    Nov 2013
    Posts
    20
    Character
    Indica Sensimilla
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Kevee View Post
    No, DoTs retain damage buffs beyond the buff duration--Until the DoT expires.
    No no no, I got that part, what I mean is, in the math he/she did, nearly all things listed are DoT's, because that's what you do, which if using an INT potion would add to their DPS as well.

    I think possibly I'm missing something or don't understand a specific Summoner ability that's creating a situation different than the one I'm visualizing.
    (0)
    Last edited by Resultsmayvary; 12-16-2013 at 03:29 PM.

  4. #194
    Player
    AjoraOak's Avatar
    Join Date
    Mar 2011
    Posts
    213
    Character
    Illythia Loves
    World
    Cactuar
    Main Class
    Arcanist Lv 70
    So I guess ifrit is more likely a better choice now as much as I hate it?
    (0)

  5. #195
    Player
    Kevee's Avatar
    Join Date
    Jun 2013
    Posts
    700
    Character
    Virtual On
    World
    Leviathan
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Resultsmayvary View Post
    No no no, I got that part, what I mean is, in the math he/she did, nearly all things listed are DoT's, because that's what you do, which if using an INT potion would add to their DPS as well.

    I think possibly I'm missing something or don't understand a specific Summoner ability that's creating a situation different than the one I'm visualizing.
    Thunder gets more contribution from an int potion/raging strikes than Ruin because the benefit goes beyond the timer of the buff.
    (3)

  6. #196
    Player
    Kevee's Avatar
    Join Date
    Jun 2013
    Posts
    700
    Character
    Virtual On
    World
    Leviathan
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by AjoraOak View Post
    So I guess ifrit is more likely a better choice now as much as I hate it?
    No.

    Ifrit is still 100% useless.
    (5)

  7. #197
    Player
    Malamasala's Avatar
    Join Date
    Aug 2013
    Posts
    348
    Character
    Lalah Elakha
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Kalandros View Post
    Our damage output really was the best.
    It may have been good for long drawn out fights, but it was always very bad at killing things quickly. So we better just hope none of the new content involves killing trash mobs, or SMN is going to be the least desired DPS in the game.

    Unless of course SE adds some skill that is very high spike damage.
    (0)

  8. #198
    Player
    Starkbeaumont's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    while I dislike a nerf in general, if smn was really that strong (like 350 DPS on Twintania that ppl claimed after the patch notes) 10% less dmg is still on par with other DDs (or even stronger... hey BRDs). I think the real problem comes with the unnecessary huge boost of MNK
    (2)

  9. #199
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Kevee View Post
    His/her post is not factoring in RS, Contagion, Contagion+RS, or Int pots.
    Raging Strikes is multiplicative and would have no impact at all on a fully continuous basis. The ability can only deviate from this based on discontinuities. Given of the duration, effect, and cooldown of Raging Strikes, any such effects would certainly fall into the margin of error; in an absolute best case, you'd get 20% of two extra Thunder replacements per 360s which is 64 potency per 360s. This is negligible. INT pots also aren't going to nearly push the needle one way or the other; a <15% buff over 1 use of thunder is less than 24 potency per 270s.

    Contagion, however, can have a non-trivial impact, so I will include it. It applies 5 ticks of a DoT per 60 seconds. Over 360 seconds (6 uses, or 30 ticks), this is 1050 potency for Thunder, Miasma, and BioII. Bio gets 1200 due to ticking at 40 potency. This is 3300 for post-nerf case and 4350 for pre-nerf case. Thus, your Contagion-corrected reduction ratio is 44000/48250 = 0.912 -- an 8.8% reduction.

    Quote Originally Posted by Kevee View Post
    Thunder gets more contribution from an int potion/raging strikes than Ruin because the benefit goes beyond the timer of the buff.
    That is misleading. Accounting the alternative per GCD gives neither greater benefit. Thunder gives you 240 potency from its GCD and Ruin gives 80, being 3x the potency per GCD. Under Raging Strikes, both gain 20%, and the potency ratio is still 3x -- nothing has changed. It would be more accurate to state that DoTs do not suffer reduced benefit -- the benefit is identical to that enjoyed by an ability which applies all damage up front.
    (1)

  10. #200
    Player
    LarsCroft's Avatar
    Join Date
    Aug 2013
    Posts
    37
    Character
    Lars Croft
    World
    Odin
    Main Class
    Thaumaturge Lv 50
    nerf summoners way too op in pvp
    (0)

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