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Thread: BLM Buffs Inc!

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  1. #1
    Player
    Xisin's Avatar
    Join Date
    Apr 2012
    Posts
    286
    Character
    Xisin Fendada
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Alkimi View Post
    I really can't think of a situation where this is a thing.

    If the 3 mobs are close together then just use an AoE rotation, if they're spread out then chances are stuff needs to die fast and that won't happen with you taking 7.5-10.5 seconds to cast whatever tier of Thunder on everything.

    Thundercloud procs do more damage than Fire, yes, but they still take up a GCD and are far too reliant on randomness. Hence why the only really optimal time to cast Thunder spells is during Umbral Ice phases where you need something to fill the gap while MP recharges.
    Thunder II is actually our most efficient spell. the reason you don't spam it under normal circumstances is that it is indeed a dot. On the golems towards the end its best to raging strikes quelling strikes burn the dps golem, then during the ice phase dot the other two. On the second set of golems, you won't have quelling up at all so rather than risking pulling hate off the melee dps (and it will happen if you are close in gear) you can dot each one then start.

    Dotting all 3 on the first set isn't a bad thing either.

    Thunder 2 potency total = 295 319 mp (this is very important) and a 2.77ish cast time that varies with spell speed.
    To give you an idea of that power

    Fire = 150 potency * 1.8 Astral fire 3 = 270
    flare = 260 potency * 1.8 = 468 - Those golems will never be together for a flare though

    thunder on all 3 golems (they will all mostly tick to full duration) = 295*3 = 885 potency

    Basically thunder 2 has better damage than a fire 1 in Af3, on top of that each application increases the odds of thunder procs.

    3 casts of fire 1 will yield a total of 810 potency in 6.93 seconds. (according to my spell speed) gcd = 2.31
    3 casts of thunder 2 = 885 potency in 8.31 seconds

    885/8.31 = 106.498 potency per second
    810/6.93 = 116.883 potency per second + highly probable thunderclouds.

    This is the reasoning behind my personal recommendation of RS + QS on the first set and then dotting the second set to prevent hate draw from the melee + other dps targeted golem.
    (0)
    Last edited by Xisin; 05-28-2014 at 11:48 AM.

  2. #2
    Player
    blackermage's Avatar
    Join Date
    Oct 2013
    Posts
    15
    Character
    Tachibana Kanade
    World
    Adamantoise
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Xisin View Post
    Thunder II is actually our most efficient spell. the reason you don't spam it under normal circumstances is that it is indeed a dot. On the golems towards the end its best to raging strikes quelling strikes burn the dps golem, then during the ice phase dot the other two. On the second set of golems, you won't have quelling up at all so rather than risking pulling hate off the melee dps (and it will happen if you are close in gear) you can dot each one then start.

    Dotting all 3 on the first set isn't a bad thing either.


    Thunder 2 potency total = 295 319 mp (this is very important) and a 2.77ish cast time that varies with spell speed.
    To give you an idea of that power

    Fire = 150 potency * 1.8 Astral fire 3 = 270
    flare = 260 potency * 1.8 = 468 - Those golems will never be together for a flare though

    thunder on all 3 golems (they will all mostly tick to full duration) = 295*3 = 885 potency

    Basically thunder 2 has better damage than a fire 1 in Af3, on top of that each application increases the odds of thunder procs.

    3 casts of fire 1 will yield a total of 810 potency in 6.93 seconds. (according to my spell speed) gcd = 2.31
    3 casts of thunder 2 = 885 potency in 8.31 seconds

    885/8.31 = 106.498 potency per second
    810/6.93 = 116.883 potency per second + highly probable thunderclouds.

    This is the reasoning behind my personal recommendation of RS + QS on the first set and then dotting the second set to prevent hate draw from the melee + other dps targeted golem.
    Technically, fire1 under astral 3 is closer to 130 potency per second, if you include firestarters.
    Based on http://www.reddit.com/r/ffxiv/commen...ue_proc_rates/

    EPotency = 150 * 1.8 + 0.25 (220 * 1.8) = 369
    ECastTime = 2.3 + 0.25 (2.3) = 2.875s,
    EPotency/s = 369 / 2.875 ~= 128.34 potency/s

    Just clarifying that without any thunderstarter procs (the Expected value of a thunder including thunderclouds is very volatile depending on when you get it), fire1 casts are stronger. Of course, when in UI3, multiple t2 are still optimal.
    (0)
    Last edited by blackermage; 05-28-2014 at 04:19 PM. Reason: Wrong numbers, 25% instead of 30