Is it worth using rapid fire to equip gauss barrel, get up to cleaner shot (and shoot out gauss' own specific skills) then swap back out?
Is it worth using rapid fire to equip gauss barrel, get up to cleaner shot (and shoot out gauss' own specific skills) then swap back out?
See, I thought about this but realized something important. With the natural 60 tp per 3 seconds tic, that means over 12 seconds you gain 240 tp, so worst case scenario enough for at least 3 single attacks amounting to 420.And that is on top of your aoe turret's 240 potency. So that means a gain of 420 potency over switching turrets (Since just running with the melee turret going is 240 potency per 12 seconds). The only reason I could see sacrificing that 420 potency would if you were in a raid/boss and emptied your tp with aoeing a group of adds and you had other tp user DPS in the group as well. In that situation you would all need the tp since the fight would be continuing for awhile still.
So I had an idea guys, what if Gauss barrel is only meant for us to use for the opener, *and* for Wildfire duration? Since Wildfire captures total damage done over 15 seconds and then uses 25% of that to determine it's own damage, that would mean Ricochet and Gauss Round would increase it's effectiveness. What keyed me onto this idea was that I noticed Rapid Fire and Wildfire both share the same CD, 90 seconds. So it could be designed for you to use rapid fire to equip Gauss barrel quickly, then unload in 15 seconds, then drop Gauss Barrel until the next rapid/wild fire.
Cascadi’s V AMMO OPEN
1a > Ha > La > 2a* > 1a > 3* > R > 2a* > 1a > 3a* > 2a* > 1a > 3* > QR > 2a* > 3*
160+140+60+200+160+220 +R+200+160+220+200+160+200+QR+200+200
= 2,480 (14 shots, 1R on 7th step, 1QR on 14th step)
Yuri’s I AMMO OPEN
1a > H > L > 2* > ¿3*? > R > 1a > 2a* > 3a* > 1a > 2a* > QR > 1a > 3* > 2* > ¿3*?
1a > H > L > 2* > R > 1a > 2a* > 3a* > 1a > 2a* > QR > 1a > 3* > 2* > ¿3*? > 1
1a > H > L > 2* > R > 1a > 2a* > 3a* > 1a > 2a* > QR > 1a > 3* > 2* > 1 > ¿2*?
1a > H > L > 2* > R > 1a > 2a* > 3a* > 1a > 2a* > QR > 1a > 3* > 2* > 1 > 1
160+120+40+180+¿200?+R+160+200+220+160+200+QR+160+200+200+¿200?
160+120+40+180+R+160+200+220+160+200+QR+160+200+200+¿200?+140
160+120+40+180+R+160+200+220+160+200+QR+160+200+200+140+¿200?
160+120+40+180+R+160+200+220+160+200+QR+160+200+200+140+140
= 2,400 (14 shots; 1R on 6th step, & 1QR on 12th step)
= 2,320 (14 shots; 1R on 5th step, & 1QR on 11th step)
= 2,300 (14 shots; 1R on 5th step, & 1QR on 11th step)
= 2,240 (14 shots; 1R on 5th step, & 1QR on 11th step)
2,480/2,400 = 1.033 or 3.333% potency gain
2,480/2,240 = 1.107 or 10.714% potency gain
It’s noteworthy that Cascadi’s opener waits between 2.5 – 5.0s & 5.0 – 7.5s longer to Reload & Quick Reload, respectfully. To crunch the potency difference of such a change is beyond me at the moment (though, it certainly results in some sort of negative impact by the time the next Reload rolls around)... so is the probability equation between Yuri's possible outcomes.
Then, you’d have to consider the different possible critical values… these two methods will have to be parsed. It’s also worth noting that Yuri’s ‘worst case’ scenarios are ahead in rotation at step 16. I’d be curious to see what we’re left with after 32 steps in both methods.
H = Hot Shot (120)
L = Lead Shot (40)
_ = ‘Wasted’ Ammo or Proc
Last edited by Chibilidawg; 06-23-2015 at 03:41 PM.
Here's a snippet from reddit where we would actually have a problem if the guy is correct with his assumption.
https://www.reddit.com/r/ffxiv/comme...tation/csfnqo8This seems well thought out, kudos. Only issue is (I believe and not confirmed) that the instant cast that 'Gauss Barrel' receives with Wild Fire is a glitch and will probably be fixed with tonight's hot fixes.
'Gauss Barrel' is an ABILITY (not a Weapon Skill) and 'Wild Fire' is suppose to only reduce weapon skills, and if 'Guass Barrel' is ALREADY active then it eliminates the cast time of a Weapon Skill not ability.
He's talking about Rapid Fire, made a typo in his text I guess.
I am really enjoying Machinist, but I have to agree, that it feels very low on the dps side of things... I also find a few other thoughts rather disturbing.
For example, in theory, we have a very versatile kit when it comes to debuffs. Stun, Silence, Heavy, Bind. These all sound great. It would stand to reason that these would justify a lower base dps as these abilities are a great force multiplier. However, in real applications, these are all but useless when it comes to any boss fight. I don't want to have my damage lowered because I have these abilities when these abilities can't even be used. I'm paying for a meal that I'm not getting. It's really irritating to have half my kit completely taken off the table the moment I enter a raid zone. I'm being punished for having a kit that I don't get to use.
Second, I want to talk about the proc chance of our combo... the tooltips say 50% to proc the next. But I'm completely certain that it's well below 50%. Yes, I know its % and RNG, so I'm not supposed to be guaranteed a proc every 2nd use. I also understand that, again, it's RNG so there are certainly times when it will spike low. However, that same logic should apply in my favor as well. It's RNG. It's %. I should have just the same chance to spike high, as it does to spike low. Yet, in actual application, I've fired up to 15 Split Shots, and never once got a proc for Slug Shot. Yes, in theory this is possible, but shouldn't it be just as equally possible to get 15 procs the other way? I've never once gotten that many proc for Slug Shot without forcing it with reloads.
I spend more time spamming Split Shot, hoping for that Slug Shot proc than anything else. I get maybe 1 out of 5 or 6 procs. That's no where near the alleged 50%.
Hi, I've playing the MCH since the beginning of early (i'm only 55). So thanks for the post.
If i may ask a question why do you not take account of the "5%" potency buff of the Hot Shot in your calculation for the opener ?
And a second one, which i haven't check it yet. Did the auto-turret profit of the that 5% potency when we summon it "when the buff is up" ?
Katsu Bahn
Turret doesn't benefit from any sort of buffs on your character, only from debuffs on the target.Hi, I've playing the MCH since the beginning of early (i'm only 55). So thanks for the post.
If i may ask a question why do you not take account of the "5%" potency buff of the Hot Shot in your calculation for the opener ?
And a second one, which i haven't check it yet. Did the auto-turret profit of the that 5% potency when we summon it "when the buff is up" ?
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