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  1. #201
    Player
    alimdia's Avatar
    Join Date
    Jul 2014
    Posts
    2,064
    Character
    Ali Lifesaver
    World
    Gilgamesh
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Fynlar View Post
    I have done both kinds of runs and seen the results firsthand with parties with competent DPS. Yes, that really is about how much difference it makes.
    Perhaps when you did big pulls your dps kept doing single target rotations, because what you're saying is mathematically impossible, at this point this isn't about anecdotes, skills have a declared potency and you multiply AoE skills potency by the number of mobs it's hitting, so mathematically you're doing more damage in a big pull than in a single pull, but you don't take twice as long to kill them.
    (4)

  2. #202
    Player
    Kosme's Avatar
    Join Date
    Sep 2013
    Location
    My house
    Posts
    93
    Character
    Goblin Mugger
    World
    Balmung
    Main Class
    Monk Lv 60
    Quote Originally Posted by Fynlar View Post
    Again, I've pulled dungeons like this, the difference is not as extreme as you think assuming a similar level of party damage output.
    That could simply speak to the different parties we've had. I've seen differences of 5-10 minutes that were mainly based on pull speed and volume.

    Quote Originally Posted by Bloody View Post
    If you have single-target specialists like the melee DPS, then yes the run will be similar. However, if you are rocking with a summoner or black mage and a bard, you are wasting soooo much more time by not doing mass pulls. Competent DPS always makes the run faster, but tailoring your pulls to the specialty of the group composition is also key for maximizing uptime.
    This is a player skill thing. Every DPS has strong AOE, especially for these cakewalk "end game" dungeons. Some are better than others obviously, but even a party of melee only can quickly and easily AOE down any trash pack. Whenever that doesn't happen, the DPS in question are performing below their potential either due to gear, ability and understanding of their job, distractions, or lack of caring.
    (4)
    This is my theme song~
    https://www.youtube.com/watch?v=F2wssN8-G1Y

  3. #203
    Player
    Ilan's Avatar
    Join Date
    Aug 2015
    Posts
    3,057
    Character
    Kurumii Tokisakii
    World
    Shiva
    Main Class
    Ninja Lv 70
    Quote Originally Posted by bswpayton View Post
    the mobs are three adds thre mobs could be like 9 to ten adds
    And if you have 9-10 mobs the AOE classes will have their fun and they will kill the adds fast enough and you usual don't have any hate issues if you know what you are doing. If the overall dps of your group is as high as a wet noodle you pull of cause less.
    (0)
    Quote Originally Posted by Canadane View Post
    Good talk, all. Glad we had it.
    暗闇の力#7805

  4. #204
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,997
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    It is entirely dependent on your group composition. If you have single-target specialists like the melee DPS, then yes the run will be similar. However, if you are rocking with a summoner or black mage and a bard, you are wasting soooo much more time by not doing mass pulls. Competent DPS always makes the run faster, but tailoring your pulls to the specialty of the group composition is also key for maximizing uptime.
    Yeah, I'm aware of this. It's one of the things I figured out when experimenting with different pulling paces.

    Still though, no matter the party composition, people greatly exaggerate the difference made by a big puller vs a smaller one. Simply put, better DPS (including the healer) is the primary contributor toward a faster run than anything else.

    Perhaps when you did big pulls your dps kept doing single target rotations, because what you're saying is mathematically impossible, at this point this isn't about anecdotes, skills have a declared potency and you multiply AoE skills potency by the number of mobs it's hitting, so mathematically you're doing more damage in a big pull than in a single pull, but you don't take twice as long to kill them.
    What you're overlooking is that a good chunk of the time spent in a dungeon is simply from traversing the dungeon (a necessary evil) and from the boss fights (during which you're usually relying on single-target attacks anyway). Fighting the trash only makes up part of the dungeon, and isn't as mathematically significant as you're making it out to be.
    (3)
    Last edited by Fynlar; 11-23-2016 at 10:53 AM.

  5. #205
    Player
    alimdia's Avatar
    Join Date
    Jul 2014
    Posts
    2,064
    Character
    Ali Lifesaver
    World
    Gilgamesh
    Main Class
    Marauder Lv 80
    I'm not overlooking it, but the time spent running is not as significant as you're making it out to be.
    (1)

  6. #206
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,997
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    I'm not overlooking it, but the time spent running is not as significant as you're making it out to be.
    Ahh, but it is. Try returning after completing a dungeon and just run from it start to end like most TP-reliant classes would (in other words, no sprinting). It's significant.
    (1)

  7. #207
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    I never cared for big pulls myself anyways, regardless of what role I was there on. I personally see no difference between the time taken to kill things (as most aoes hit for less than single target, are far more TP costly, and things don't magically have less HP in large numbers, nor is the distance traveled shorter.)

    So as not to make a big thing of it, I just don't tank dungeons. Love tanking everything else though. And I'm always well aware that either I or other people am free to leave the instance if uncomfortable or not enjoying it. Pull what you can handle, and if others want more, let them pull what they can handle. Do the best you can with what you got.

    Besides, I get all my tomes and such PvPing these days anyways. Dungeons get run maybe twice a month now.
    (0)

  8. #208
    Player
    CookieMonsta's Avatar
    Join Date
    Jul 2015
    Posts
    478
    Character
    Shirayuki Kova
    World
    Tonberry
    Main Class
    Dragoon Lv 66
    Quote Originally Posted by Hayward View Post
    Do that with the wrong tank and they'll be on the ground. Inflate your parser stats on someone else's time.
    See thats the funny thing, that number is not "parser padding stats", that is just simply how much more damage you are actually doing by using the AoE rotation. Or hell, time it up with a caster/ranged/tank LB if you want to be extra safe. Add killing is the thing that takes by far the most time in a dungeon.
    And seriously, how hard is it to grab some mobs and press a button of many that can reduce the damage taken? Most of the bosses in regular dungeons hit like wet noodles so the biggest threat are the mobs. I mean, the biggest danger is if the healer isn't on the ball but most DF healers are heal bots anyway so you are actually utilizing all of that excess healing capacity.
    (1)
    Last edited by CookieMonsta; 11-23-2016 at 11:12 AM.

  9. #209
    Player
    bardaboo's Avatar
    Join Date
    Oct 2013
    Posts
    509
    Character
    Kochie Monster
    World
    Cactuar
    Main Class
    Bard Lv 60
    Quote Originally Posted by Bourne_Endeavor View Post
    Except you really aren't. When I play Dragoon, mass pulls are incredibly mindless. I literally do nothing besides Heavy Thrust -> Ring of Thorn -> Doom Spike. Toss in my buffs and Dragonfire Dive if they're off cooldown and that's it.
    dragoon single target rotation on trash mobs is boring too... at least with aoe the run goes faster
    (1)

  10. #210
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by ThirdChild_ZKI View Post
    I never cared for big pulls myself anyways, regardless of what role I was there on. I personally see no difference between the time taken to kill things (as most aoes hit for less than single target, are far more TP costly, and things don't magically have less HP in large numbers, nor is the distance traveled shorter.)

    So as not to make a big thing of it, I just don't tank dungeons. Love tanking everything else though. And I'm always well aware that either I or other people am free to leave the instance if uncomfortable or not enjoying it. Pull what you can handle, and if others want more, let them pull what they can handle. Do the best you can with what you got.

    Besides, I get all my tomes and such PvPing these days anyways. Dungeons get run maybe twice a month now.
    Actually, aoes hit for more on the basis of there being more targets. Case in point, Heavy Thrust + Full Thrust combo will net 880 potency. Heavy Thrust -> Ring of Thorn -> Doom Spike x2 will net 640. That's only a difference of 220 potency except only the latter can hit multiple targets. With even just two mobs, you've effectively doubled your potency. Obviously, TP makes it unsustainable on smaller pulls. But on a big pulls, I'll do significantly higher damage than I ever will if the tank only pulls small. A good example of this is Refurbisher. If I switch off him and aoe the adds, I'll have a higher DPS total throughout the fight than I would if I only single targeted the boss.
    (2)

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