
I'm always up for seeing a better way to kill things, so please, by all means!



Since the function of transpose and waiting for MP is pretty much impossible to factor with any reliability I decided to break down the potency per gcd per target of Flare VS Fire2.
Assumptions:
Fire 2 is 1.2 global cool downs to cast. x*1.2
Flare is 1.6 global cool downs to cast. x*1.6
Fire 2 has a constant damage of 100 potency per target. 100*n
Flare has decreasing returns for each target up to 6 then constant damage for each target after 6. 260+(260*.9)+(260*.8)+(260*.7)+(260*.6)+[(260*.5)*y]
y=n-5 and can't be less than 1
Astral Fire 3 modifies potency by 1.8
All instances of Fire 2 and Flare will be cast with Astral Fire 3
n=number of targets.
Maths:
n=1
Fire 2 potency is 180 potency per cast and 150 potency per global cooldown.
Flare potency is 468 potency per cast on the initial Target (n=1) and 292.5 potency per global cooldown.
n=6
Fire 2 potency is 1080. Potency per global cooldown is 900. Potency per target per global cooldown is 150. (this number will be constant for fire 2 regardless of enemies hit.)
Flare potency 2106. Potency per global cooldown is 1316.25. Potency per target per global cooldown is 219.375
n=20
Fire 2 potency is 3600. Potency per global cooldown is 3000. Potency per target per global cooldown is 150.
Flare potency is 5382. Potency per global cooldown is 3363.75. Potency per target per global cooldown is 168.1875.
n=100
Fire 2 potency is 18000. Potency per global cooldown is 15000. Potency per target per global cooldown is 150.
Flare potency is 24102. Potency per global cooldown is 15063.75. Potency per target per global cooldown is 150.6375.
Conclusion:
In a 1:1 potency/gcd comparison you need to be hitting over 100 enemies for a cast of fire 2 to equal the damage of flare.
Practical conclusion:
With 0 spell speed from gear (354 total) the gcd is 2.5seconds.
My aoe rotation after Transpose (Fire 3 > Fire 2> Flare) takes 1.4+1.2+1.6 = 4.2 gcds. 2.5*4.2=10.5 seconds. Transpose has a recast time of 12 seconds with up to a 3 second wait for the first mp tick. 10.5~13.5 seconds to complete.
The standard aoe rotation (Fire 3 > Fire 2> Fire 2> Flare) takes 1.4+1.2+1.2+1.6= 5.4 gcds. 2.5*5.4=13.5 seconds to complete with up to a 3 second wait for the first mp tick. 13.5~16.5 seconds.
As far as I know the current BIS for blm allows for a spell speed of 1102 (I could be wrong here, it's hard to find solid info on the absolute highest amount of SS available.)
According to this Chart. this will give you a global cooldown of 2.21s (and a fire 2 recast of 2.66.)
That puts my rotation at 9.282 seconds, so let's conservatively say 9.5~12.5 seconds. If you happen to get a completely perfect mp tick right as you hit transpose you will end up with a few seconds of twiddling your thumbs. If you get worst possible mp tick after transpose you've lost .5 seconds from a perfect 12 second rotation.
Standard rotation ends up at 11.94 so let's say 11.9~14.9 seconds. If you get an absolutely perfect mp tick after transpose this is a dps increase. If you get the worst possible mp tick from transpose it's a slight dps loss unless you are fighting around 100 enemies.
If you (somehow) manage to get 1444 Spell Speed your gcd will be 2.06 seconds. At which point my rotation will take around 8.7(11.7) seconds and the standard rotation will take 11.1(14.1) seconds.


MP ticks happen on server-side 3 second timer. At around 800 SS, it takes 15 seconds for the cycle of Transpose > Fire 3 > Fire 2 > Fire 2 > Flare > repeat.
The overlooked factor in best AoE rotation is when everything dies. That will vary based on you, your party, and what you're fighting. Sometimes you'll do better with a Transpose > Freeze > F3 > F2 x3 > Flare.


[QUOTE=Transient_Shadow;4128299]did blm get nerfed or something? because I tried my hand at the striking dummy as a summoner and did a ton more damage just feeling my way around as apposed to my blm rotations./QUOTE]
Only really at beginning of HW, were SE decided to lower our aoe output and made smn aoe king.
As for enochian during aoe stage, sometimes i actually like to have it on but mix a few casts here and there for FireIV and of course to refresh, there are some instances you may want certain enemies dead faster



I will some times add in an extra Fire 2 near the end of a given set of mobs' life span because of where their health is at. But unless that Freeze is the thing actually killing something I don't think that rotation would ever be better.MP ticks happen on server-side 3 second timer. At around 800 SS, it takes 15 seconds for the cycle of Transpose > Fire 3 > Fire 2 > Fire 2 > Flare > repeat.
The overlooked factor in best AoE rotation is when everything dies. That will vary based on you, your party, and what you're fighting. Sometimes you'll do better with a Transpose > Freeze > F3 > F2 x3 > Flare.
My comment about mp ticks and transpose was more about that unless you start at exactly the right time and have a rotation that without exception is always divisible by 3 seconds you won't be able to rely on constantly getting favorable mp ticks every time. Nor can you really compare two seperate people with two seperate sets of gear using two different rotations reliably because of the differences in when each person will hit transpose compared to when the server ticks over.


If you go back a few pages on this thread, you'll see Freeze being more dps on large packs (9+ mobs or so) when the pack lives forever.
When stuff actually dies, there are times when your rotation could end with one of these two:The difference between them is Fire 3 under UI on 1 mob (216 potency) vs Freeze on all mobs (100 potency each) and 24 less potency on the F3 from UI2, with the Freeze rotation taking about half a second less. Or it could be one of these two:
- Transpose > F3 > 2x F2 > Flare > Transpose > F3 > F2
- Transpose > Freeze > F3 > 3x F2 > Flare
- Transpose > F3 > 2x F2 >Flare > Transpose > F3 interrupted because your target died and everything else dies before you can get anything off
- Transpose > F3 > 2x F2 >Flare > Transpose > Freeze on everything still alive
If you transpose more than twice in a dungeon pack, that it means your party AoE is very weak. That is the only time that sustained AoE makes any difference. In most cases, how you finish matters more.



Thanks for directing me to those tables. I was able to put my rotation into a comparison for yours. And you are right, they meet up at 3 targets then mine slowly falls behind. I don't have the spell speed for your proposed freeze rotation, so I will worry about that at another time.


so I found out that much of my problems with my damage is due to my gear and stats. can anyone fill me in on what are the recommended stats for an ilvl 250 blm?


Spell Speed first and foremost and then crit. Some are adding Piety now instead of crit but i have yet to try that to see if it is a worthwhile difference.
You should aim for at least 1000+ spell speed, crit i have around 986 and determination while not as important i have in the 450-ish range if i recall
Feel free to mess around with Ariyala's Gear Calculator, it is how i always pre-plan stuff![]()



iLvl 250 is a problem and you should up it. IDK what your rotation is but this is a great guide https://docs.google.com/document/d/1...it?usp=sharing
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