Results 1 to 10 of 2136

Hybrid View

  1. #1
    Player
    Lewena's Avatar
    Join Date
    Dec 2013
    Posts
    186
    Character
    Lewena Yaeger
    World
    Moogle
    Main Class
    Summoner Lv 50
    Quote Originally Posted by Ragestorm View Post
    I believe you have misunderstood me. I meant for this not as an opener, but to be used mid fight if you don't need Perfect balance to refresh stacks and wanted to try and use it to get more dps out.
    Sorry, read too fast.

    Quote Originally Posted by whiskeybravo View Post
    The full rotation is the following (including the setup):

    Dem> DK > TW > PB (oGCD)> BS > BS > BS > SP > DK (PB ends) > DK > TW > Dem

    Instead of:

    Dem - DK - TW - SP - BS - TS - SP - DK - TW - Dem

    2 crit BS = 600 potency?

    SP + TS = 370 potency?

    So an extra 230 pot? Good for a quick burst, just not sure how big a difference that would make over 4 mins.
    2 BS = 450 potency versus 370 potency with potential of crit. 80 potency of difference. I don't believe this would be a big difference on the overall fight. Moreover, DK is used once more so the difference is even less in fact. The only interest I see from using PB mid fight is when you need to burn something fast. Using Bootshine ensures some damage (if either Snap or True Strike crits, using PB as proposed is less damage). Btw, if you take only the 10 s window of PB, the 'burst' would be (in mean) of 6.4% with a 10% crit rate and of 4.3% with a 20% crit rate.
    (0)
    Last edited by Lewena; 07-22-2014 at 04:44 PM.

  2. #2
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lewena View Post
    2 BS = 450 potency
    Wasn't sure how to adjust potency with crit.. Crit deals double damage so I thought it was double potency
    (0)

  3. #3
    Player
    Niamh_Rillemaugh's Avatar
    Join Date
    Jun 2014
    Location
    Ul'dah
    Posts
    207
    Character
    Niamh Eleonora
    World
    Faerie
    Main Class
    Arcanist Lv 63
    I have a quick question about the optimal opener without Perfect Balance (Went back to my monk after a long while, but she's only level 40 at this point, so no PB). It might have been answered, but I couldn't find it if it was.

    Why is Touch of Death used right at the start of the non-PB opener? (ToD -> BfB -> DK -> IR -> Twin -> Howl -> Demo -> Steel -> DK -> Twin -> Snap -> Boot -> True -> Snap...)
    Wouldn't it make more sense to use it when Blood for Blood, Internal Release, and the Twin Snakes buff are all up for greater overall damage? The only drawback I can see would be that the first Bootshine might not get the last few seconds of Blood for Blood, but I can't figure out whether ToD could do more with the buff over its 30 second duration than Bootshine, especially if ToD crits.
    (0)

  4. #4
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Niamh_Rillemaugh View Post
    Why is Touch of Death used right at the start of the non-PB opener? (ToD -> BfB -> DK -> IR -> Twin -> Howl -> Demo -> Steel -> DK -> Twin -> Snap -> Boot -> True -> Snap...)
    It's a dot that will be ticking while you build GL3. It takes, what, ~20ish seconds to build GL, which is 2/3 or so of the ToD duration. It's a MNKs strongest attack at 320 potency, it just takes a while to tick which is why you apply it early. I use it before PB, sometimes you need a filler between Shoulder Tackle and PB.
    (0)

  5. #5
    Player
    Niamh_Rillemaugh's Avatar
    Join Date
    Jun 2014
    Location
    Ul'dah
    Posts
    207
    Character
    Niamh Eleonora
    World
    Faerie
    Main Class
    Arcanist Lv 63
    Quote Originally Posted by whiskeybravo View Post
    It's a dot that will be ticking while you build GL3. It takes, what, ~20ish seconds to build GL, which is 2/3 or so of the ToD duration. It's a MNKs strongest attack at 320 potency, it just takes a while to tick which is why you apply it early. I use it before PB, sometimes you need a filler between Shoulder Tackle and PB.
    Okay, I'll turn my question around a little so that I get an answer to the whole question. Then why not reapply ToD after your damage buffs are up? Seems like a shame to miss out on that extra bit of damage on the Monk's strongest attack.
    (0)

  6. #6
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Niamh_Rillemaugh View Post
    Okay, I'll turn my question around a little so that I get an answer to the whole question. Then why not reapply ToD after your damage buffs are up? Seems like a shame to miss out on that extra bit of damage on the Monk's strongest attack.
    You will re-apply it shortly thereafter if keeping dots up anyways. I don't know specifically for ToD, but SMN dots for example are typically clipped at ~3 sec left due to there not being another damage tick in that last 3 sec. You would probably be OK to reapply at close to the same time.

    And in regard to the other buffs.. If I don't use PB, I will typically wait to use B4B until I have GL3, then squeeze in a fresh round of dots as the first ones expire. Not sure if right or wrong but that's what I tend to do.. Hell even using PB I wait til GL3 to use B4B, but like I said, I've only been lv50 MNK for like 2 weeks, so I'm still learning a bit and trying to get more comfortable with the job.
    (0)
    Last edited by whiskeybravo; 07-23-2014 at 12:21 AM.

  7. #7
    Player
    Niamh_Rillemaugh's Avatar
    Join Date
    Jun 2014
    Location
    Ul'dah
    Posts
    207
    Character
    Niamh Eleonora
    World
    Faerie
    Main Class
    Arcanist Lv 63
    Quote Originally Posted by whiskeybravo View Post
    You will re-apply it shortly thereafter if keeping dots up anyways. I don't know specifically for ToD, but SMN dots for example are typically clipped at ~3 sec left due to there not being another damage tick in that last 3 sec. You would probably be OK to reapply at close to the same time.
    By waiting until ToD is about to run out, every buff except Twin Snakes and Greased Lightning would be down. You would be missing out on the damage buff from Blood for Blood and the better crit chance from Internal Release. What I want to know is why I should use

    ToD -> BfB -> DK -> IR -> Twin -> Howl -> Demo -> Steel -> DK -> Twin -> Snap -> Boot -> True -> Snap -> etc.

    When

    ToD -> BfB -> DK -> IR -> Twin -> Howl -> Demo -> ToD -> Steel -> DK -> Twin -> Snap -> Boot -> True -> Snap -> etc.

    Would instead boost the damage of ToD much more than just applying it the one time at the beginning of the opening with the only drawback being the loss of BfB on the first Boot. (I also don't know where the optimal place to put ToD would be; I put it after Demo so the GL stacks show up as soon as possible)
    (0)
    Last edited by Niamh_Rillemaugh; 07-23-2014 at 12:20 AM. Reason: 1000 char limit

Tags for this Thread