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  1. #11
    Player
    CBellz's Avatar
    Join Date
    Jun 2015
    Posts
    90
    Character
    Senna Belizaire
    World
    Sargatanas
    Main Class
    Scholar Lv 60
    Hm, so if i'm understanding correctly in a fight like t13, echo would decrease your overall dps due to how much faster the adds die and the increased downtime (waiting for DBs, tera etc), so in that fight it wouldn't be appropriate to just multiply your dps by 0.85. Maybe like 0.88-0.9 if I'm giving a rough estimate.

    Another reason why I'm asking is because in pug farms for example, dps with echo is generally comparable to dps in a capable static without echo, meaning not many external factors such as add phase timing etc are affected.
    (0)

  2. #12
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by OneWingedSora View Post
    Quite the opposite actually, except for T11.
    I'm unsure how 10 or 12 would be any different. Cooldowns not lining up with adds?
    (0)

  3. #13
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by SpookyGhost View Post
    I'm unsure how 10 or 12 would be any different. Cooldowns not lining up with adds?
    It's pretty class specific. Ranged are the best milkers in FFXIV due to multi-DoT and AoE supremacy, so those guys typically do worse proportionately to melee/tanks than in non-echo environments.

    - For 10, the sooner those sons/daughters get wrecked the lower the capacity is for everyone to multi-DoT/AoE, including melee. Typically though you can skip mechanics in T10 much easier now so group DPS shouldn't really scale too negatively, mostly just all ranged.
    - 11 is straight burn
    - 12, groups are pushing 2 Bennu pretty easily now. That's a LOT less multi-DoT and destroys the AoE portion. No real upside to having more DPS in terms of numbers, you could skip fountain stacks even before echo. It might take a very very good comp but unless you can skip that first dodge phase it's detrimental to uptime vs downtime ratio.
    - 13 is mostly the same but add phase gets melted, everyone just stands around. Lower uptime to downtime ratio for everyone unless you choose to keep things alive.

    Other than that it's mostly CDs, yeah. Burstier classes like DRG and BRD are positively impacted by more downtime to uptime, which is part of why they're so dominant in a T9/T13 scenario. One of the biggest things for all DoM is the closer you clear to 5m30s-ish, the better for them because you get 2 BV Foe's sessions. Otherwise you wanna clear closer to after Raging Strikes comes back which would be 6m20s to 6m30s for casters.

    Sometimes quick pushes can be beneficial to personal DPS, due to less mechanics, and possibly lining up CDs better, but I'd say it's the exception rather than the rule.

    Also gotta stress that, outside of possibly wanting to drop DoM in certain fights, there's not much to say negatively about this kind of stuff. It's just less personal DPS, oh well. The main thing to take away is you just really can't compare DPS numbers in different environments as if it's "just" 15% increase, it'll cause misconceptions if you do.
    (3)
    Last edited by Sleigh; 06-07-2015 at 12:24 PM.

  4. #14
    Player
    Zamii's Avatar
    Join Date
    Mar 2014
    Posts
    435
    Character
    Zami Terrechant
    World
    Tonberry
    Main Class
    Monk Lv 60
    Quote Originally Posted by Hakmatic View Post
    You would times your echodps by .85 if you are looking how to find your dps pre-echo, but like someone said pushing faster gives you more dps anyways.
    actually the correct math would be divide by 1.15, its slightly different :P
    (1)

  5. #15
    Player
    OneWingedSora's Avatar
    Join Date
    Apr 2014
    Posts
    507
    Character
    Mala Liath
    World
    Balmung
    Main Class
    Black Mage Lv 60
    Quote Originally Posted by SpookyGhost View Post
    I'm unsure how 10 or 12 would be any different. Cooldowns not lining up with adds?
    Less multi-dotting/AOEing on adds.
    (0)
    Kairi™

  6. #16
    Player
    Hakmatic's Avatar
    Join Date
    Feb 2014
    Posts
    320
    Character
    Hak Matic
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by OneWingedSora View Post
    Less multi-dotting/AOEing on adds.
    I can assure you pushing faster 10-12 gives you more dps, atleast for physical dps. Dont play blm which is what im guessing you are saying gets more dps.
    (0)

  7. #17
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Hakmatic View Post
    I can assure you pushing faster 10-12 gives you more dps, atleast for physical dps. Dont play blm which is what im guessing you are saying gets more dps.
    10 and 11, sure, for melee. 12, unless you can beat the first dodge phase it's pretty much gonna be a personal DPS loss ratio wise. Less uptime vs downtime when you're talking about a set amount of downtime = worse numbers.

    Easiest way of looking at it (fake numbers incoming because I don't want to throw out fight durations): let's say you do 600 DPS on your uptime. Let's not count something like GL3 dropping off and negatively impacting MNK's GL3 uptime.

    Over 10 minutes of a theoretical fight, you have 9 minutes of uptime and 1 minute of unrelated-to-DPS downtime. You do 540 DPS total for the encounter.

    With echo you do 690 DPS on your uptime, but the uptime falls to 7m48s with 1 minute of downtime. You do about 600ish DPS in this instance, a piddling 10%~ increase even though your DPS while attacking was in fact multiplied by 1.15.
    (0)
    Last edited by Sleigh; 06-07-2015 at 07:11 PM.

  8. #18
    Player Skeith-Adeline's Avatar
    Join Date
    Jul 2014
    Posts
    1,051
    Character
    Sariena Adeline
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    That would help explain why I'm not able to hit pre-echo numbers if I deduct the 15% lol.
    (0)

  9. #19
    Player
    Waliel's Avatar
    Join Date
    Aug 2013
    Posts
    1,153
    Character
    Waliel Hla
    World
    Cerberus
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Hakmatic View Post
    You would times your echodps by .85 if you are looking how to find your dps pre-echo, but like someone said pushing faster gives you more dps anyways.
    Quote Originally Posted by Zamii View Post
    actually the correct math would be divide by 1.15, its slightly different :P
    This. Multiplying with 0.85 gives you lower than original number.
    (0)

    Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.

  10. #20
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    If you do normaly 500 dps then multiple with 1.15 that will be 575. If you multiple 575 with 0.85 it will be 488 dps but original dps was 500. You need divide 15%(echo) with 115%(overall damage) that will be 13.04%. Then after that you need multiple 0.1304 with 575 that is 74.999 and remove that number from your parse so you will reach 500 dps again. That will tell the number what it would be without echo.
    (0)

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