Originally Posted by Arkista
SnipThanks for the answers.Originally Posted by Darkseth
Snip
I don't understand though why you don't use Fracture anymore. I mean it is as potent as ToD while being only 18 s. So you should have more dps using Fracture instead of ToD. Furthermore, Fracture has the same length as Demolish so it would be quite easy to apply and refresh it just after Demolish.
TP constraints. Fracture is a pretty high cost move. So when you determine if a move is worth it or not there's a few factors you need to consider. The TP cost next to the potency of the attack, overall TP usage for the duration of the fight, etc. Fracture's overall DPS gain isn't much, but it's cost is quite high so you will see a difference in how quickly you use TP.Thanks for the answers.
I don't understand though why you don't use Fracture anymore. I mean it is as potent as ToD while being only 18 s. So you should have more dps using Fracture instead of ToD. Furthermore, Fracture has the same length as Demolish so it would be quite easy to apply and refresh it just after Demolish.
Fracture's total potency - 220Thanks for the answers.
I don't understand though why you don't use Fracture anymore. I mean it is as potent as ToD while being only 18 s. So you should have more dps using Fracture instead of ToD. Furthermore, Fracture has the same length as Demolish so it would be quite easy to apply and refresh it just after Demolish.
ToD's total potency - 270
Demolish's total potency - 310 from the rear, 270 otherwise
Fracture is quite a bit worse than ToD and Demolish. It also happens to be a large TP sink - 80 TP doesn't sound like much but it's enough to stress your TP pretty low in a prolonged fight. Not only that, you have to find a way to put in Fracture without intervening with ToD upkeep, Twin Snakes upkeep, and Dragon Kick upkeep, which while quite do-able isn't always viable and is only able to be fit in a few times in a fight. For all those negatives, Fracture is a very slight DPS gain. So slight, it has the potential to do more harm than good since it should be used at very specific intervals and failure to do so will be a DPS loss.
Fracture's most practical use for the average MNK is to use it when you've got a forced disconnect coming up, such as T7's Shriek, getting Gaoled (assuming you're not getting out in 4s), having to go to the panels in the final boss of CT, etc. At those times, you can throw the TP and rotation constraints away and just use Fracture as a semi-high potency finisher.
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