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  1. #1
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Remus View Post
    No...DRG pretty much couldn't do DPS with DF Tanks because enemies kept moving around and couldn't execute our skills im happy that is gone.
    So ... No worse than a Monk is still inconvenienced by a bad tank?

    I didn't get the memo on my own Dragoon that some of the positionals were gone. As a Monk main, I'd gotten into a "Dance" with my rotation that is, to this day, impossible for me to break.
    I only discovered the missing positional reqs when my friend pointed it out to me while i was hammering away.

    When you have it as bad as a Monk in solo play, then you can come back and complain.
    (0)

  2. #2
    Player Intaki's Avatar
    Join Date
    Oct 2014
    Posts
    368
    Character
    V'aleera Lhuil
    World
    Balmung
    Main Class
    Lancer Lv 79
    Quote Originally Posted by Sylve View Post
    So ... No worse than a Monk is still inconvenienced by a bad tank?
    Assuming both DRG and MNK miss all of their positionals in a single rotation cycle, DRG loses more damage by a significant margin.

    And that's not even considering that before the fixes a missed positional would result in needing to start an entire combo over from scratch, as well as the fact that DRG have to contend with animation locks that MNK don't.
    (1)

  3. #3
    Player
    Chleobeth's Avatar
    Join Date
    Oct 2013
    Posts
    32
    Character
    Aussietye Firecross
    World
    Exodus
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Intaki View Post
    Assuming both DRG and MNK miss all of their positionals in a single rotation cycle, DRG loses more damage by a significant margin.

    And that's not even considering that before the fixes a missed positional would result in needing to start an entire combo over from scratch, as well as the fact that DRG have to contend with animation locks that MNK don't.
    Again you are only adding the base attack and not accounting for the buffs.
    (0)

  4. #4
    Player
    Powercow's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    782
    Character
    Powercow Cowcow
    World
    Excalibur
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Intaki View Post
    Assuming both DRG and MNK miss all of their positionals in a single rotation cycle, DRG loses more damage by a significant margin.
    Legit question (and any dragoon can go ahead and answer this): what is a "single rotation cycle" to you? Like, please list out the rotation's ability names so I can get a better grasp on what's happening. My dragoon is only 53 atm so I don't have the full picture with the new skills.
    (0)
    If someone wins an argument, they have learned nothing.

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  5. #5
    Player
    Themis's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    396
    Character
    Temisu Namisu
    World
    Kujata
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Powercow View Post
    Legit question (and any dragoon can go ahead and answer this): what is a "single rotation cycle" to you? Like, please list out the rotation's ability names so I can get a better grasp on what's happening. My dragoon is only 53 atm so I don't have the full picture with the new skills.
    Basically, once you get both of the new positional skills, it is random which of the 2 will proc when you use either Chaos Thrust or Full Thrust. One requires flank the other requires back to hit full potency (290 vs 100 if wrong position). Because you can't tell which skill you have to use, you also don't know what position you need to move to ahead of time.

    So the adjustment is to reduce the potency loss from getting it wrong. This also has another reason: in some content, you are unable to hit the right positional. This means that, due to the battle design, you cannot hit for full potency at all. This means you have to suffer a 190 potency loss for no reason other than "game said so". But, at the same time, you don't want to forgo battle mechanics/design simply to cater to all jobs or they'd be very dull fights. It's about balancing between the two things.
    (0)

  6. #6
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Powercow View Post
    Legit question (and any dragoon can go ahead and answer this): what is a "single rotation cycle" to you? Like, please list out the rotation's ability names so I can get a better grasp on what's happening. My dragoon is only 53 atm so I don't have the full picture with the new skills.
    To summarise, basically what happens is DRG get an ability called Blood of the Dragon which, when active, gives a 30% buff to Jump and Spineshatter, which last 15 seconds. In addition, while Blood of the Dragon is active True Thrust and Chaos Thrust will activate a fourth skill in the combo. However the Skill activated is randomly chosen between two abilities.

    Mechanically they are identical except Fang and Claw requires you to attack from the flank to receive full potency and Wheeling Thrust requires you to attack from the rear. Both skills hit for 290 when positioned right and 100 when positioned wrong and both add 15 seconds to Blood of the Dragon's up time.

    The goal to maximise DPS is to have Blood of the Dragon up constantly, both to access the 290 hits and to use Geirskogul, the level 60 ability that hits for 200 potency in a forward cone and removes 10 seconds from Blood of the Dragon's remaining time. If Blood of the Dragon drops off you suffer quite a high dps loss obviously.

    Fang and Claw and Wheeling Thrust are literally a fourth step on the pre existing combos. They must be done next after whichever third step procs them.
    (0)

  7. #7
    Player
    Powercow's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    782
    Character
    Powercow Cowcow
    World
    Excalibur
    Main Class
    Pugilist Lv 100
    I got all that stuff, I was more curious what like, the actual definition of a "single cycle" is. I understand going from 290->100 potency is a pretty significant loss (about 65% lost potency) but I was interested in seeing what a full rotation looked like (say, around 30 seconds.)

    As far as I can tell it's something like
    HT - Phleb - ID - Disembowel - Chaos Thrust - (new skill) - True - Vorpal - Full - (new skill) or something, right?
    (0)
    Last edited by Powercow; 07-11-2015 at 08:47 PM.
    If someone wins an argument, they have learned nothing.

    FOR DOCKHAND!

  8. #8
    Player
    Powercow's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    782
    Character
    Powercow Cowcow
    World
    Excalibur
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Powercow View Post
    As far as I can tell it's something like
    HT - Phleb - ID - Disembowel - Chaos Thrust - (new skill) - True - Vorpal - Full - (new skill) or something, right?
    In addition to this, how often does one use Geirskogul over say 2 minutes?

    I'm doing a bit of math on my end (just some basic number crunching) and I wanted to get a feel for how much of their total damage comes from positionals, and knowing this would be quite handy.
    (0)
    Last edited by Powercow; 07-11-2015 at 08:52 PM.
    If someone wins an argument, they have learned nothing.

    FOR DOCKHAND!