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Thread: The Monk Temple

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  1. #1
    Player
    buckler173's Avatar
    Join Date
    Feb 2014
    Posts
    14
    Character
    Asura Shinken
    World
    Lich
    Main Class
    Goldsmith Lv 50
    I'm open for advice and help so I don't miind the opinions, although it bugs me why Fracture is bad?
    (0)

  2. #2
    Player
    KaosPrimeZero's Avatar
    Join Date
    Aug 2012
    Posts
    216
    Character
    Chaosprime Zero
    World
    Odin
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by buckler173 View Post
    I'm open for advice and help so I don't miind the opinions, although it bugs me why Fracture is bad?
    I'd like to know this too :P Cause i attach it to my rotation when using Demolish > Fracture > ToD and get all 3 up initially then reapply 2 as they are falling off etc and then demolish again unless im over thinking this which i maybe as im at work and shouldnt be strollin gon here lol
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  3. #3
    Player
    Inox's Avatar
    Join Date
    Jan 2014
    Posts
    8
    Character
    Stephy Hunt
    World
    Phoenix
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by KaosPrimeZero View Post
    I'd like to know this too :P Cause i attach it to my rotation when using Demolish > Fracture > ToD and get all 3 up initially then reapply 2 as they are falling off etc and then demolish again unless im over thinking this which i maybe as im at work and shouldnt be strollin gon here lol
    On long fights, if we use it we will have a TP problem EARLIER so we cut the lowest potency skill == fracture in this case (calculted by easyX)

    to see that easier: DPSLoss (TP problem) > DPSLoss (not using fracture)
    (0)

  4. #4
    Player
    Inox's Avatar
    Join Date
    Jan 2014
    Posts
    8
    Character
    Stephy Hunt
    World
    Phoenix
    Main Class
    Pugilist Lv 50
    I have a question about OPENER in Perfect balance.

    I read 2/3 ways to do and there are 2 that are "interesting":

    Skills: PB -> 2xSnap Punch -> Demolish -> Twin Snakes -> Dragon Kick -> ToD
    Buffs/Debuffs: GL1 -> GL2 -> GL3 (1°DoT) -> %dmgIncr -> BluntDebuff -> (2°DoT)

    or

    Skills: PB -> 2xSnap Punch -> Twin Snakes -> Demolish -> Dragon Kick -> ToD
    Buffs/Debuffs: GL1 -> GL2 -> %dmgIncr -> GL3 (1°DoT) -> BluntDebuff -> (2°DoT)

    I'd like to use the first sequence cause I'd like to have asap GL3 (easier to use DK in perfect balance) but with second sequence we have a better maximized Demolish (maybe negligible) what do you think about?
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    Last edited by Inox; 02-04-2014 at 09:54 PM.

  5. #5
    Player
    Ihm's Avatar
    Join Date
    Aug 2013
    Posts
    155
    Character
    Ihm Kasukabe
    World
    Gilgamesh
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Inox View Post
    snip
    I did some really quick and potentially completely wrong maths but the second set seems better.

    Assuming nothing else after these, and ignoring ToD too because its the same potency on both rotations I got this:

    2x Snap > Demo > Twin > DK = 1188.8 potency = 180 + (180 * 1.09) + (310 * 1.18) + (190 * 1.27) + (150*1.37)
    2x Snap > Twin > Demo > DK = 1202.7 potency = 180 + (180 * 1.09) + (190 * 1.18) + (310 * 1.28) + (150 * 1.37)


    Not the greatest maths but I think its correct in saying the second one wins.

    It is incredibly ignorant of anything outside of it, it may be worse due to the overlapping point of Demolish, so take it with a pinch of salt.

    Edit: Helps when I use the correct maths rather than just make numbers up. Second one is still better but the numbers were wrong.

    2x Snap > Demo > Twin > DK = 1125.3 potency = 180 + (180 * 1.09) + (310 * 1.18) + (140 * 1.27) + (150*1.37)
    2x Snap > Twin > Demo > DK = 1143.7 potency = 180 + (180 * 1.09) + (140 * 1.18) + (310 * 1.28) + (150 * 1.37)

    Same thing as above still applies though
    (0)
    Last edited by Ihm; 02-04-2014 at 11:24 PM.