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  1. #21
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,842
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by DeadRiser View Post
    Anyone would actually be confused by that, I mean spell speed. You would THINK it would make your dots tick faster. It's SE though. XD
    I'm not sure that they could have made DoTs tick down faster without a ton more code rewrite than they wanted to do. DoTs are basically buffs that tell the game to deduct the HP, and the game checks it every 3 seconds. That mechanic is why you do not really know exactly when within that 3 second window the HP gets deducted (especially if in combat with a party or a raid). Its not like other MMO's where the DoT is doing the damage and you get a report based on each DoT. It would have required a rewrite of the entire DoT system, going from a universal system to a DoT-specific system, for DoTs to tick down faster.

    That said, if DoTs DID tick down faster, one of two things would have been the result : either the timer counted down faster as well, requiring more frequent DoT casts, OR the time between damage applications would have been reduced without affecting the timer, creating a potentially huge granularity in terms of how effective each point of SpS is. What I mean by that is, on a 18 second DoT, if you go from 3.0 second ticks to 2.9 second ticks, how many more ticks (damage applications) do you actually get? One? None? Assuming that the DoT will NOT do damage at 0 seconds remaining, on a 18 second DoT :
    3.0 second ticks : Initial, 3.0, 6.0, 9.0, 12.0, 15.0
    2.9 second ticks : Initial, 2.9, 5.8, 8.7, 11.6, 14.5, 17.4 (+1)
    2.8 second ticks : Initial, 2.8, 5.6, 8.4, 11.2, 14.0, 16.8 (+0)
    2.7 second ticks : Initial, 2.7, 5.4, 8.1, 10.8, 13.5, 16.2 (+0)
    2.6 second ticks : Initial, 2.6, 5.2, 7.8, 10.4, 13.0, 15.6 (+0)
    2.5 second ticks : Initial, 2.5, 5.0, 7.5, 10.0, 12.5, 15.0, 17.5 (+1)
    2.4 second ticks : Initial, 2.4, 4.8, 7.2, 09.6, 12.0, 14.4, 16.8 (+0)
    2.3 second ticks : Initial, 2.3, 4.6, 6.9, 09.2, 11.5, 13.8, 16.1 (+0)
    2.2 second ticks : Initial, 2.2, 4.4, 6.6, 08.8, 11.0, 13.2, 15.4, 17.6 (+1)
    2.1 second ticks : Initial, 2.1, 4.2, 6.3, 08.4, 10.5, 12.6, 14.7, 16.8 (+0)
    2.0 second ticks : Initial, 2.0, 4.0, 6.0, 08.8, 10.0, 12.0, 14.0, 16.0 (+0)

    As you can see from this, you have to greduce the time between damage applications quite a bit in order to derive any benefit from it at all. I know people would assume that you would go by your hasted GCD timer, but that assumption is only that, an assumption, and they could have put in whatever scale they wanted to. Indeed, they would have had to continually do a scale value reset, as gear levels rise and SpS amounts rise, though that is also an issue with nukes and not just DoTs. Going from a 3.0 second tick time (6 damage applications) to 2.9 gives you one more damage application (7 of them) but it then takes getting down to a 2.5 second timer before you get another damage application. Things do speed up the lower you can get the tick interval, but (making that same assumption regarding SpS) it is unlikely that we can achieve levels of SpS sufficient to provide more than a couple of damage ticks.

    Having SpS act in a manner similar to Det on DoTs makes more sense, once you think about it.
    (1)

  2. #22
    Player
    ZeratoTyrael's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    87
    Character
    Ryshad Aries
    World
    Malboro
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Roth_Trailfinder View Post
    Having SpS act in a manner similar to Det on DoTs makes more sense, once you think about it.
    You can also go the route of Blizzard and make DoTs tick faster during the duration, and any left over time is converted into a partial tick at the end of the dot. Example: 30 sec dot has 10 ticks, 3sec/tick. if your spellspeed lowers that amount to say 2.4 you'd end up with: 12.5 ticks. So from here you get 12 ticks at a rate 2.4sec/tick and you still get your half tick at the end of the dot. It sounds like a convoluted system but it's very simple in execution. The system they have in place still encourages refreshing dots (mainly because of others reasons like dot recalculating depending on how much time its got left [better explained on the wow forums]), but getting full dmg from refreshing before they expire is still key.
    (0)

  3. #23
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Roth_Trailfinder View Post
    snip
    The main thing is that at the moment there is only one, global tick for all target-based DoT damage (a separate tick, if I recall correctly, for field effects like Flaming Arrow or Shadowflare). Whether true or not, I imagine SE would default to the assumption that having personal tick speeds would require more network resources, and that they'd therefore to make any such change that they couldn't create the same result for by merely messing with the coefficients instead.

    @ZeratoTyrael
    However, if one was to go the route of faster DoT ticks without reducing the duration of the debuff, that could be balanced either with or without the addition of a linearizing partial tick.

    If a given DoT ends with .2 seconds left until its next tick because you can get 1.8 more personal ticks within its buff frame, the next application of that DoT will get that .6-second tick within its 1.8 tick accelerated frame, along with yet another, and you'll continue to get 2 bonus ticks per frame until that remainder is exhausted 3 applications later. However, it does require that one never fall behind on their globals in order to still apply it properly, and that the tick acceleration is an even multiple with the GCD acceleration (e.g. the global tick would have to default instead to GCD speed, while per-tick potencies are reduced by 20%; the .6s-tick would then actually be a .5s-tick, as 1.8 ticks acceleration would only be 4.5 seconds — or roughly 15% acceleration on a Bio II).

    I'd personally prefer the partial tick just for ease of play — I feel like the sync would depend a bit too much on clipped/non-clipped oGCD weaves for optimal play — but I just wanted to point out that either is technically possible. (That level of difficulty, by the way, is already present at the time of reapplication for DoTs; due to the current global tick, our DoT contributions are already as granular as weaponskill rotational contributions.)
    (0)

  4. #24
    Player
    Dargondarkfire's Avatar
    Join Date
    Jul 2014
    Posts
    64
    Character
    Aisha Darkfire
    World
    Diabolos
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Fjaere View Post
    http://ffxiv.ariyala.com/WWDA

    Thats the one im using if it helps, it maximises CRIT/DET as much as possible.
    the alex grimoir has spell speed, crit, and det, but the crit is low?
    (0)

  5. #25
    Player
    AutoWhit's Avatar
    Join Date
    Aug 2013
    Location
    Kugane
    Posts
    153
    Character
    Gahz Rilla
    World
    Excalibur
    Main Class
    Samurai Lv 90
    I'm almost finished with this step (my 1st one), so I don't have any tips for completion different than what other people have stated, but I can tell you what I'm doing with the stats. Like you I was a little unsure how to place my points, so what I did was went and looked at the stats on the 260 Shire weapon, and have been placing my points to similarly reflect what is on that. My Crit will be the same as the shire (can't put any more on it), while Det and Skill Speed will be slightly better. I am not placing any into Acc since the shire has 0 on it.
    (0)

  6. #26
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,842
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    Generally speaking, max out Crit, and then Det, and put the remaining points wherever you wish. There are a couple of exceptions (BLM and I think SMN are SpS then Crit, not sure on healers) but outside of those Crit/Det is the way to go.
    (0)

  7. #27
    Player
    NolLacnala's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    656
    Character
    Nol Lac'nala
    World
    Cactuar
    Main Class
    Pugilist Lv 80
    BLM is Sps over Crit
    SMN is Crit over Det
    You might end up with some Det on BLM, and you'll probably get some Sps on SMN, they are semi-functional, but they are not the stats to prioritize
    Crit/Det SMN will outrun Crit/Sps. A -5 ilevel Crit/Det book will perform equally, or better than a plus 5 Crit/Sps book. Had to test it for myself in SSS and various raids. Crit/Sps is more like a POTD build, lol

    Basically, you'd be lowering your overall damage to fit in one more Ruin3, while your dots are the bulk of your damage, which is just silly
    (1)

  8. #28
    Player
    Dargondarkfire's Avatar
    Join Date
    Jul 2014
    Posts
    64
    Character
    Aisha Darkfire
    World
    Diabolos
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by NolLacnala View Post
    BLM is Sps over Crit
    SMN is Crit over Det
    You might end up with some Det on BLM, and you'll probably get some Sps on SMN, they are semi-functional, but they are not the stats to prioritize
    Crit/Det SMN will outrun Crit/Sps. A -5 ilevel Crit/Det book will perform equally, or better than a plus 5 Crit/Sps book. Had to test it for myself in SSS and various raids. Crit/Sps is more like a POTD build, lol

    Basically, you'd be lowering your overall damage to fit in one more Ruin3, while your dots are the bulk of your damage, which is just silly
    Alright, now just have to figure out the best way of farming the powder and stones.
    (0)

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