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  1. #1
    Player
    Cascadi's Avatar
    Join Date
    Jun 2015
    Posts
    61
    Character
    Drowned Wednesday
    World
    Leviathan
    Main Class
    Machinist Lv 60
    Quote Originally Posted by Zorzi View Post
    I've been wondering this too. I've been using Reload when it comes up and delaying Wildfire simply because it's more fun to use Reload whenever possible, but seeing how much damage comes from Wildfire I would guess it's best to delay Reload instead.
    Hey, I modified the sim to run these two options for 270s each and here are the results with 1000 simulations:

    Option 1: Delay all by 30s buffs so it lines up with Reload @ 120s
    70591 avg

    Option 2: Don't delay Reload or buffs and use them whenever they are up
    70811 avg

    Option 3: Delay Reload by 30s to line up with 90s buffs
    70265 avg

    So surprisingly, in theory, it's actually worth delaying your buffs (Hawk's Eye + Blood for Blood + Wildfire + Rapid Fire) to line it up with Hypercharge + Reload, not what was expected at all. I also included delaying Raging Strikes by 240s instead of 180s, and it's also an increase of DPS. However, these conditions are assuming that you have 100% uptime on the enemies, and the buffs are all popped together, so to decide between Option 1 and Option 2 depends on the fight.

    Inflated simulation numbers were throwing it off, the difference between Option 1 and 2 are minimal.
    (2)
    Last edited by Cascadi; 06-25-2015 at 04:56 PM. Reason: inflated simulation numbers fixed

  2. #2
    Player
    MelvinK's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Ciel Wintermere
    World
    Tonberry
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Cascadi View Post
    Hey, I modified the sim to run these two options for 270s each and here are the results:

    Option 1: Delay all by 30s buffs so it lines up with Reload @ 120s
    237248 avg

    Option 2: Don't delay Reload or buffs and use them whenever they are up
    234477 avg

    Option 3: Delay Reload by 30s to line up with 90s buffs
    193184 avg

    .
    Hi OP,
    it looks to me that option 1 and option 2 result in very similar in term of DPS then i dont think i will bother with option 1 since lining up cooldowns require effort and planning for that minuscule DPS gain. Might as well spend my effort on tracking procs. Isn't this a more practical approach? Are you able to determine how much is the contribution of cooldown DPS separately from the normal rotation 1-2-3 in term of overall DPS. With this, probably we can see if it is sensible to forgo option 1 such that effort spend on perfect response to procs is more of a DPS gain than DPS lose for option 2.
    (1)
    Last edited by MelvinK; 06-25-2015 at 12:10 PM.

  3. #3
    Player
    Cascadi's Avatar
    Join Date
    Jun 2015
    Posts
    61
    Character
    Drowned Wednesday
    World
    Leviathan
    Main Class
    Machinist Lv 60
    Quote Originally Posted by MelvinK View Post
    Hi OP,
    it looks to me that option 1 and option 2 result in very similar in term of DPS then i dont think i will bother with option 1 since lining up cooldowns require effort and planning for that minuscule DPS gain. Might as well spend my effort on tracking procs. Isn't this a more practical approach? Are you able to determine how much is the contribution of cooldown DPS separately from the normal rotation 1-2-3 in term of overall DPS. With this, probably we can see if it is sensible to forgo option 1 such that effort spend on perfect response to procs is more of a DPS gain than DPS lose for option 2.
    Yeah, Option 2 is indeed more practical. As for determining how much of a contribution buffed damage does vs the normal rotation, here it is below based off of 1000 simulations:

    Buffed Potency (22s)
    25s: 7748

    Unbuffed Potency (68s)
    65s: 15513

    Total Potency (90s)
    90s: 23261

    So, your buffed burst of skills makes up roughly 33% of your damage and the regular 1-2-3 rotation makes up 67% of your damage.
    (1)
    Last edited by Cascadi; 06-25-2015 at 04:54 PM. Reason: fixed inflated simulation numbers