I think by tomorrow the full DRG sim with updated formulas and skills will be ready...at which point you won't have to guess at things anymore.
Simply plug in numbers and it'll tell you which is more dps.
I'm thinking of adding in a "Stat Weight Sim" which will test your baseline stats, and then run each stat with +10 stat to it, then normalize and give you your personalized stat weights.
Also, I will at some point add an "armory sync" option to pull your stats from your armory in case you don't want to update the script all the time. I hope the lodestone has an api maybe?
I need to update the Skillspeed mod. It's definitely not 0.0001133 or whatever I have it at at the moment. It's closer to 0.00009, lmao.
If you're doing a Stat-Weight Sim, make sure to set it up so it also adds up the remaining time of your DoT ticks to get a "continuous rotation". Makes it easier to assess the weights of a job over an Infinity-period of time, rather than running a Sim for 300s and checking it that way.
Last edited by Dervy; 07-07-2015 at 05:06 AM.
Hey,
First of all thanks Dervy and everyone else for this great info in a consolidated spot!
Just got back into FFXIV after a very long break. Was raiding high-level WoW for a while.
FFXIV has so many more binds, and i'm having a tough time finding bindings that work for me.
I'm aware that macros equate to a loss of dps, because of non-queuing for GCDs. Does this pertain to oGCDs as well?
Until I'm fully comfortable with DRG, and to cut down on a couple binds, I wanted to take some shortcuts with macros for oGCDs.
1. Internal Release > BotD (Ideal for pull. Should be in sync most of the fight.)
2. Battle Litany > BfB (180s vs 80s. Ideal for pull. Could possibly delay every 3rd BfB 20 seconds to line up with BL, if the fight allows for uptime, and wouldn't cause 1 less BrB over the full length.)
What are your thoughts?
Another strange question. IF I was going to ignore a damage oGCD while learning, what would be the lowest priority oGCD? Legsweep/Mecry Stroke?
Well, the extended XHB has been a no-go in my world because of my priorities in laying out hotbars, namely that it's 8 hotbar items I can't access using both triggers (triggers being easy-in easy-out, modally switching hotbars not so much). More details once I can provide screenshots. When I put together my 2.0 version I didn't fully explain the way I use it, figuring "less is more"... now I think it might be more important than ever to display an optimization of inputs, to provide people with more ideas for their own layouts.
An old pianist's trick: work your way backwards through the opener to practice it. Except for special circumstances involving buff timings, most rotations pretty much pop cooldowns from highest priority to lowest.
Last edited by SunnyHirose; 07-07-2015 at 07:11 AM.
Have you tried my way? /chotbar change macros? I mean, the concept was full inclusion of all single target GCDs into one set of face buttons by set change automation so that it'll change the other face buttons you aren't pressing into the next possible skill you'd want to press next. Hmm, maybe I should try go get a webm/gif of it in action to make it easier to understand. Still only have a 55 drg though, probably gonna end up just showing the old rotation...
Alright, never really bothered capturing videos and making gifs out of it so quality is poor but here it is. Disclaimer though, this is the old rotation. Since that old rotation had HT and PL alternating after every 3 hit combos, I still have to rely on set reset (I made R1 tap to send me back to set 1 instantly) because of how long it is and difficult it is to include full automation with just 3 sets. For a full rotation this happens 3 times. BUT, if the current rotation is static for HT and PL (IDC always tied to HT, TTT always tied to PL), you can set up your bar using the same style of macros to need less manual resets without losing your ability to queue actions (ignore my botd macro lol)
Edit: Uh, seems like the gif got cut off because it's too large or something. But yeah, at the end there where full thrust suddenly changed to phleb, that's when I tapped my R1 and sends me back to set 1 because I set up my FT to same slot of PL.
Last edited by Gardes; 07-07-2015 at 09:00 AM.
Glad some high-level raiders from other MMO's are coming to the Final Fantasy crew!
Due to how Macro's work in this game, general rule of thumb, don't use them. I don't remember the exact numbers off the top of my head, but you can't get macros to be timed in milliseconds. I've lost the maths (I hope someone else can revive them from the dead), but essentially, you'll end up clipping your GCD making you lose DPS.
Also, even though you're right in saying we won't lose one BFB application over the duration of the fight, the Dragoons abilities are extremely varied in Potency. Depending on when you use Blood for Blood in your rotation, the potency increase will vary.
The area's in red are the points in the rotation were we receive the highest PPS. The columns on the side indicate the PPS difference when delaying BFB by a GCD. There's a massive variation in numbers and there isn't a single point where holding BFB will give you a PPS increase, so general rule of thumb is to pop it instantly. This is the only skill that should never be delayed.
If you wanted to make it easier on yourself, you could precast Battle Litany on the pull. That's one less oCD you need to weave in your opener, then give Leg-Sweep the lowest priority out of your GCDs. Legsweep has the lowest Potency of all of your oCDs, so it would be least effective in your opening burst.
Having said that, the order of PPS for our oCDs go:
Jump - 14.71 PPS
Geirskogul - 13.5789 PPS
Legsweep - 8.826 PPS
Spineshatter Dive - 5.002 PPS
Dragonfire Dive - 2.829 PPS.
So do keep that in mind.
so here goes.
with skillspeed being so invaluable.... is it even worth hitting 2.4 gcd?
does crits multiplicative (critdmg and crit%) self-scaling ever make it *the* stat to get?
also on IDEAL blood for blood and geirskogul usage.
I will organize it by BotDs.
BotD1: Should land 1 geirskogul under Blood for blood
BotD2: Should land 2 geirskoguls under blood for blood
BotD3: Should land 2 geirskoguls under blood for blood.
BotD4: Blood for blood will be down the entire 60 seconds.
BotD and BFB synchronize at this point (240seconds in) so repeat from BotD1.
You WILL have to delay your geirskogul until it falls under blood for blood.
Hi Dervy,
Thanks for all the great information, especially all the number crunching! I saw your reddit post on how crit chance and crit damage scale with the crit stat, and had some thoughts.
It seems the crit stat weight is an approximation based on the fact that crit doesn't scale linearly. Some expected value analysis shows that crit scales quadratically (since it has a linear impact both on crit chance and crit damage).
I wanted to try to figure out how that compares to str but I'm a little confused about your formulas for weapon skills and auto-attacks:
What do those values represent? Is it raw DPS? If so, where does the -1.5 come from? In terms of raw damage numbers, I would think 1.5 is negligible.
Which value? Do you specifically mean the -1.5? That's a value to counteract two things:
1) Potency doesn't scale at the value of the tooltip. My theory is that Each Point of Potency is actually a 0.01005 multiplier of damage, rather than it being Potency/100. So if a skill is 360 Potency, instead of it being a 3.6 multiplier, it's actually a 3.618 multiplier.
2) To accommodate for Rounding Error Values until I have enough data. So far, those damage models are the most accurate I've ever gotten them to be.
It was Viridiana's idea to convert it back to Potency/100, then resolve for the final value, otherwise, it would be (Potency*0.01005), and -1 at the end.
The Weapon Skill formulae is the Raw Damage at X Potency. If you wanted to calculate your DPS, instead of using the Potency of a skill, you would use the Potency Per Second (PPS) value of your rotation.
Auto-Attacks are the same. If you wanted to calculate DPS of Auto-Attacks, you'd use that formulae. If you wanted to calculate the raw damage per Auto-Attack, you would remove the (1/AA_DELAY).
If you're asking about the Division Coefficients, those are just scalers. Instead of multiplying it by a Decimal, you can inverse the operation by dividing it by a whole number.
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