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  1. #1
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    847
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    3.2 Random thoughts, with Gauss Round going from 180 to 200 potency, I wonder if I should revisit the slightly rearranged double-Gauss Round opener I was mucking around with in the early days of Heavensward. Some of you might remember it. Just eyeballing it, 20 potency doesn't look like it'll change a whole lot, but still.. interesting.

    Will be interesting to also see if Hypercharge's extra 5 seconds of duration will nudge it somewhere else in the opener - probably not by much, just a GCD or two if at all.

    The reason being, as you know, the current 15 second duration interacts oddly with the firing interval of the turret which currently results in the last 2 seconds of Hypercharge not actually doing anything (you get one last augmented turret shot on the ~12th second, and then the Hypercharge buff falls off just before the next turret shot). Which explains why you can do Bfb, HE, Hypercharge, RS, (boss pull) and still get the maximum number of augmented shots (5, or 6? I forget) despite 'wasting' some of Hypercharge's duration before the pull - you're just shifting that wasted 2 second period forward to before the pull.

    With a 20 second duration, it might be able to/have to go somewhere else in the opener to ensure we're getting the maximum amount of augmented turret shots from it.
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    Last edited by Myon88; 02-19-2016 at 09:44 PM.

  2. #2
    Player
    Ephier's Avatar
    Join Date
    Sep 2013
    Posts
    781
    Character
    Ephier Samoht
    World
    Ultros
    Main Class
    Machinist Lv 70
    [2.0][3.0] The effects for a number of weapons have been adjusted.

    Armageddon fix please?
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  3. #3
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Myon88 View Post

    Will be interesting to also see if Hypercharge's extra 5 seconds of duration will nudge it somewhere else in the opener - probably not by much, just a GCD or two if at all.
    You wouldn't want to delay the use of hypercharge too long because every second it's not up, it's also a potency loss for the MCH in the form of turret. The circumstances behind using Gauss round for damage hasn't changed at all, so it shouldn't change where it fits in an opener.
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  4. #4
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    847
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by RiceisNice View Post
    You wouldn't want to delay the use of hypercharge too long because every second it's not up, it's also a potency loss for the MCH in the form of turret.
    That's the thing about Hypercharge though, it may say it lasts 15 seconds, but because it acts via the turret what you're really getting out of it is a discrete number of augmented turret shots.

    Currently that number is 5. Whether you use it when the fight has already started (so none of the duration is wasted), or you use it in the prepull period like in our current opener, you still get 5 shots. The reason you still get 5 shots when you use it before the pull I explained above - and if you were to do it any earlier than that (Bfb, Hypercharge, HE, RS, (pull)) for instance, you'd lose a turret shot and only get 4, so where it is now is the sweet spot.

    So what I'm saying is a 20 second duration might change where that sweet spot is. If you keep it in the same spot as now you might get, let's say, 7 augmented turret shots after the patch - but maybe the timing is such that if you use it after the pull in 3.2 (so you get your first augmented turret shot instantly) you might get 8 shots, who knows? That's an increase in damage and a valuable extra extension of the vulnerability debuff, and if that was the case we'd definitely have to move its position in the opener.

    Of course we know the duration and we know the turret attack delay, so in theory you could do the math and know right now - but it's something I'd like to see for myself because things can differ in practice due to latency or general combat quirkyness.

    Quote Originally Posted by Ephier View Post
    [2.0][3.0] The effects for a number of weapons have been adjusted.

    Armageddon fix please?
    :O I just realized this might be referring to Armageddon too, if they're going to center Gauss Barrel properly that's a change I'll be very pleased in.
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    Last edited by Myon88; 02-20-2016 at 12:18 AM.

  5. #5
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Myon88 View Post
    3.2 Random thoughts, with Gauss Round going from 180 to 200 potency, I wonder if I should revisit the slightly rearranged double-Gauss Round opener I was mucking around with in the early days of Heavensward. Some of you might remember it. Just eyeballing it, 20 potency doesn't look like it'll change a whole lot, but still.. interesting.
    It'll be interesting to see where SE is going with the changes. The changes to Gauss Round is only a 1 Potency/s advantage (maybe 1.2 Potency/s if you include Wildfire) which is not enough single target to keep up with BRD.

    The changes to the Turret though may help with that though. MCH will see a huge AOE increase with Bishop + Hypercharge (Turret Damage doubles + will get the additional 10% debuff damage VS Damage Doubles + 5% Debuff)

    MCH may just even out with those changes when including melee damage.
    (0)
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