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  1. #4111
    Player
    kyrios91's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    160
    Character
    Dux Dragunity
    World
    Midgardsormr
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Sleigh View Post
    Possibly a semi-moot point come tomorrow, but how do some of you DRGs do T11 in final phase? Finally got around to having the (dis)pleasure of going DRG on my alt character FCoB. I basically do HT > P > 123 > 123 for a large portion of the left/right binds, and ID combo > P > 123 > 123 at the rear for group + tank. Any tricks, or do you basically just have to hope you never get tethered?
    We have an assigned spot to deal with. My raid's DPS setup is 2 melees 2 ranged so it's easier to determine chains since if a melee gets 1 it means it will tether another melee, ya know? We marked left as A and right as C because the tethers are literally red and green so you go to whatever color you get. Not getting your positionals / full rotation going sucks but remember that low DPS is better than 2 dead DPS!
    (0)

  2. #4112
    Player
    rickyguo's Avatar
    Join Date
    Dec 2013
    Posts
    242
    Character
    Yan Dere
    World
    Gilgamesh
    Main Class
    Lancer Lv 60
    you can still hit every positional while tethered if your other melee works with you.
    (1)

  3. #4113
    Player
    HulveinBlitz's Avatar
    Join Date
    Aug 2013
    Posts
    890
    Character
    Hulvein Wyrmblood
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by rickyguo View Post
    you can still hit every positional while tethered if your other melee works with you.
    This.

    We do them as per usual. Just gotta communicate, and you'll find you can do them just fine. It's always nice when the boss does the perfect turn at the perfect moment though.
    (0)

  4. #4114
    Player RaizeGraymalkin's Avatar
    Join Date
    Nov 2014
    Posts
    263
    Character
    Volta Fross
    World
    Lamia
    Main Class
    Archer Lv 61
    So question about jumps, specifically Spineshatter and Dragonfire Dive. Do you tend to use them as soon as they are available to weave in between your attacks or to save them for situations when you need to close the gap or get knocked back or something? I imagine this might depend on the fight as well, but is there a general rule of thumb?
    (0)

  5. #4115
    Player
    FyrmurlFloerasksyn's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    316
    Character
    Roegadyn Masterrace
    World
    Tonberry
    Main Class
    Ninja Lv 70
    Quote Originally Posted by RaizeGraymalkin View Post
    So question about jumps, specifically Spineshatter and Dragonfire Dive. Do you tend to use them as soon as they are available to weave in between your attacks or to save them for situations when you need to close the gap or get knocked back or something? I imagine this might depend on the fight as well, but is there a general rule of thumb?
    Generally, most people usually just weave them in.
    (0)

  6. #4116
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Weave them in, but if there's a mechanic where you'd need to "jump" from A to B safely, then you'd always want to save Spineshatter Drive as it is the weaker skill.

    I personally prefer to save DFD for burst rotations.
    (0)

  7. #4117
    Player
    LunaHoshino's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    785
    Character
    Luna Hoshino
    World
    Gilgamesh
    Main Class
    Lancer Lv 60
    Quote Originally Posted by RaizeGraymalkin View Post
    So question about jumps, specifically Spineshatter and Dragonfire Dive. Do you tend to use them as soon as they are available to weave in between your attacks or to save them for situations when you need to close the gap or get knocked back or something? I imagine this might depend on the fight as well, but is there a general rule of thumb?
    I weave them in unless it's a fight where I know I'm going to be using them as gap closers to get from the boss to an add quickly, such as Garuda EX or Levi EX, or a fight like Ifrit HM where you want to be careful not to use stuns.
    (0)

  8. #4118
    Player
    Aeromat's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    196
    Character
    Aeryn Sol
    World
    Midgardsormr
    Main Class
    Lancer Lv 80
    (0)

  9. #4119
    Player
    Decrith's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    178
    Character
    Ruby Corona
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    PRAISE THE TWELVE! OUR TIME HAS COME!
    (0)

  10. #4120
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    All math calculated in i135 gear

    Rotation PPS
    Pre-2.45 PPS: 137.9
    Post-2.45 PPS: 147
    PPS Increase: 9.1

    Crit Adjusted PPS:
    Pre-2.45 PPS: 160.419
    Post-2.45 PPS: 169.744
    PPS Increase: 9.325

    Pre-2.45 Jump PPS: 6.25
    Post2.45 Jump PPS: 8.333

    Rotation DPS:
    Pre-2.45 DPS: 520
    Post-2.45 DPS: 546

    We're still out DPS'd by the monk, but only by 18 DPS. Monks rotation at i135 is around 570. Remember, this does not include BFB, DFD, Life Surge etc. This is nothing more than the raw base rotation. If you include BFB/Jumps, the DPS difference will be much, much closer (10ish)

    EDIT: Changed a word not to give false meaning.

    Also, regarding stat-weights. The changes are in the thousandth decimal, literally makes no impact on gear.

    Previously calculated:
    WD 9.355
    STR 1.000
    DET 0.329
    CRT 0.234
    SS 0.194

    Post-2.45
    WD: 9.349
    STR: 1.000
    DET: 0.327
    CRT: 0.233
    SS: 0.198

    EDIT 2: Just realised I overcalculated the DPS gain pre-2.45 by 6, oops :P
    (10)
    Last edited by Dervy; 12-09-2014 at 04:38 PM.

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