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  1. #1
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Menae View Post
    But it's still a dps increase!
    It actually gets kind of fuzzy there when you factor in resources. It's a .5% increase in damage dealt but a 2.6% increase in resource consumption (65/GCD compared to 63.33/GCD). The straight Halone combo gets 3.21 potency/TP whereas the Halone + Fracture set up gets 3.15. The Halone + Fracture starts slightly better than straight Halone but, once the set up runs out of TP, it actually falls behind straight Halone by a fair deal more than its previous advantage.
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  2. #2
    Player
    Menae's Avatar
    Join Date
    Oct 2013
    Posts
    239
    Character
    Menae Dulanis
    World
    Gilgamesh
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Kitru View Post
    It actually gets kind of fuzzy there when you factor in resources. It's a .5% increase in damage dealt but a 2.6% increase in resource consumption (65/GCD compared to 63.33/GCD). The straight Halone combo gets 3.21 potency/TP whereas the Halone + Fracture set up gets 3.15. The Halone + Fracture starts slightly better than straight Halone but, once the set up runs out of TP, it actually falls behind straight Halone by a fair deal more than its previous advantage.
    Yeah, again, the 150 potency fast blade threw off my numbers, so it would be less efficiency, true. Though if you are going for dps, you could offset with some shield swipe...

    AND BACK AROUND TO THE ORIGINAL TOPIC!
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  3. #3
    Player
    Darkwalker53's Avatar
    Join Date
    Jan 2014
    Posts
    10
    Character
    Icon Darkwalker
    World
    Cactuar
    Main Class
    Gladiator Lv 50
    As most have previously stated it is a good way to manage excessive TP use. I do think however they should change the pacification debuff. Maybe a good change would be the application of a debuff to the target that increases induction times (a spell speed/skill speed debuff) by 5 - 10% for 10 seconds with diminishing returns upon re-application to 6sec, 2sec, immune then reset.

    Just a thought...
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