I think skill speed has it's place for both Tank roles. However, it takes a lot of skill speed for it to make an impact and the gear just doesn't allow for it right now. Also, it's sad that it only affects GCD skills.
I think skill speed has it's place for both Tank roles. However, it takes a lot of skill speed for it to make an impact and the gear just doesn't allow for it right now. Also, it's sad that it only affects GCD skills.
"The belt is the swing piece for bravura or HA (HA belt is used with Bravura, and Noct Belt is used with HA/Conqueror). http://ffxiv.ariyala.com/MYC1 is the set with the HA belt swapped out. But that is the highest theoretical dps set. You can swap out the gloves with the HA gloves if the extra accuracy bothers you, but the skillspeed is still the highest rated stat, regardless of being over acc. Skillspeed is less effective outside of defiance since you run out of tp faster w/o IB to regenerate it, but it still is the highest theoretical dps gain until the 441 breakpoint (Which isn't mandatory by any means).
http://ffxiv.ariyala.com/MYC2 + Sauteed Coeurl is the right set for the 441 skillspeed breakpoint for dps OTing. But whether or not the breakpoint dps gain is higher than the 18 strength lost from not having the slaying earrings has yet to be tested, as I haven't gotten them all to drop yet.
For MTing http://ffxiv.ariyala.com/MYC5 is going to remain the BiS list, with http://ffxiv.ariyala.com/MYC7 being the other option to make the skillspeed breakpoint which is more of a big deal for in-defiance WAR tanks while using sauteed Coeurl. The overabundance of Acc is unavoidable with using skillspeed, in most cases. However, it is still the highest weighted stat by a lot."
This is the information I was given from another friend warrior. Anyone wish to take a look and let me know why this is correct or incorrect.
What significance does 441 Skill Speed hold?
The only breakpoints I know of, for WAR, are 376, the minimum for 9-hit Berserk, EDIT: and 478, which allows you to maintain Storm's Eye debuff with 6 GCDs between (the 6th would be an Inner Beast or a Fracture). I'm pretty confident that the returns aren't worth the amount of DET and/or CHR you would be sacrificing. Also, that amount of Skill Speed wouldn't afford you 100% Storm's Eye uptime, but merely enough to not lose potency on Storm's Eye hit when you go to reapply it. This is important because it may or may not end up weakening an auto-attack and/or the other tank's DPS.
Last edited by Argyle_Darkheart; 07-04-2014 at 08:59 AM. Reason: Did more testing
your fellow player gave a post that discounts what your friends told you. here is some more math. most fights in coil hit their enrage timer ~11(avg) min.
(11 min the time of t8) 660s/2.39gcd = 276.1 actions at that ss cap
(11 min the time of t8) 660s/2.5gcd = 264 actions at 0 SS
12 at the ss cap. which is 8 total chain builders, so in 11min you get 12 extra actions in. It takes ~8 actions to build up a full set of stacks. so you only get 1 more inner beast in that whole 11min. Plug things you want into a calculator with no limits and of course its going to tell you SS out weighs everything.
You are loosing way more damage mitigation lowering your parry then, you are even remotely gaining in IB. essentially you can 20 extra seconds of damage mitigation in the last 10 seconds of an 11 min fight. you wont see any benefit until after 10min. and this is assuming 100% uptime so any fight where you have down time longer then 2.4s you will loose your advantage. So garuda, titan, ifrit, levi, moogle, t6(depends on who takes slug), t7 voice/shout, t8 mechanics... oh so no current endgame fight in the game. maybe t8
You won't even see a DPS increase until after 2min 11.5s (660/12= 55x2.39s =131.5 sec)
simple math.
Last edited by Urielparadox; 07-04-2014 at 08:43 AM.
It's not that simple.
In order to take an accurate measurement of Skill Speed's effects, you would have to track every single start and stop period (and these often fluctuate in their length and, sometimes, frequency). Depending on the length and frequency of attack phases and downtimes, Skill Speed's effects magnifies or diminishes.
As an extreme example, let's say you were affored 2.4(9) s to attack a target, with a 2.5 s downtime between each phase. If you had base Skill Speed, you would only be afforded a single attack, whereas any amount of Skill Speed would afford you two. NOTE: I know you need more time than that to execute an attack, but, for the purposes of this example, let's just say any non-zero amount of time is enough. Let's say, then, that this pattern repeated 50 times over. That's 124.(9)5 s of combat, which might suggest that the player with Skill Speed only gained 1 extra attack. But, in reality, the player with Skill Speed gained 50 extra attacks.
Now, that's an extreme example, but I think it illustrates how using the total duration of combat to determine the effects of Skill Speed is limited.
There are also other considerations with Skill Speed, such as fitting an extra attack into a cooldown (9-hit Berserk is a topic-relevant example), or applying an important buff or debuff sooner, rather than later. You would also have to consider which extra attacks occur (an extra Heavy Swing isn't as good as an extra Butcher's Block), as well as when they occur.
I could go on, but I'll end this post by saying that I don't really think Skill Speed is that great past certain points. However, its effects are a lot more complicated and nuanced than simply dividing the duration of combat by your GCD.
Last edited by Argyle_Darkheart; 07-04-2014 at 10:33 AM. Reason: character limit
Skill speed is pretty much worthless. Most fights will be over too fast for you to even get stacks up. And TP is just a time limit so skill speed in a longer fight will just ensure you run out and are waiting on the ticks of TP to even do anything since WAR can't get Invigorate.
Be careful with too much SkillSpeed....you'll burn so much TP.
I stack Skill Speed because yolo
makes hardly any difference in the end whichever way you go.
I've always ranked Skill Speed the same as Parry on War, for this reason and that since it also increases DPS. It might be hardly noticeable but if you're gonna proirotize a 2ndary stat, might as well be Skill Speed.
As been said numerous times before, this can be said of all 2ndary stats. Stack all the parry you want, its not gonna save you, like ever.
Skill Speed's "benefits" to mitigation are virtually nonexistent, especially since they're only present if you're using Inner Beast on CD, which is rarely the best thing to do. Proof.
Skill Speed provides less damage than Crit or DET and *way* less mitigation benefits (basically one-tenth as much), so you're actually better off splitting between Parry and Crit/DET than you are taking any Speed whatsoever: you'll get more mitigation *and* more damage out of a 2 Parry and 8 crit than you will out of 10 speed.
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