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  1. #211
    Player
    Fortune_Cookie's Avatar
    Join Date
    Jun 2017
    Posts
    63
    Character
    Eden Dawn
    World
    Louisoix
    Main Class
    Astrologian Lv 70
    Too late for napkin math so this may well be garbage:

    To estimate the value of ss we need to determine RDM's "base cycle". Let's ignore Manafication, Acceleration and the guaranteed proc from Verholy/flare to make life simple.

    Expected length of "ready" proc chain is 1, so on average 1 proc per Jolt2/Impact. This makes the repeating cast pattern J2+VA+VS+VA+Im+VA+VS+VA (obviously mixing WM and BM) for a total of 2250 potency and 76 mana. That means we need 139/76~1.829 patterns per base cycle.

    So one base cycle deals 2250*1.839+550+970 potency in 8*1.829 +1 GCDs +5.2s.

    On your numbers that would yield 159.173 PPS at base numbers and 159.837 PPS at increased SS for an 0.0083 PPS/SS benefit. Or more straightforwardly, ~187 SS is a 1% increase at the breakpoint (and more at higher SS).

    [There are a lot of rounding errors in all of this - just for illustration. Also: not a replacement for a proper simulation.]
    (0)
    Last edited by Fortune_Cookie; 07-04-2017 at 08:52 AM.

  2. #212
    Player
    Meng_Qing's Avatar
    Join Date
    Jul 2017
    Posts
    13
    Character
    Qian Meng
    World
    Sargatanas
    Main Class
    Red Mage Lv 70
    Yes... RDM casts 2 spells on 2 GCD of 5 seconds.

    Even if you don't believe RDM has 2 GCD over 2 skills. Then it's still close to 5 seconds (2s cast (first spell) + double cast + 2.5s GCD = close to 5s).

    Now, does that make double cast useless? No, in fact for skills whose cast time is very long (veraero, verraise), it's a godsend. Since you technically save time by not casting those long cast times. That's the way it was meant to be. Why do you think the 2nd spell of a RDM's rotation for double cast is always those long cast spells?

    Does RDM's mobility help a lot?
    (1)

  3. #213
    Player
    IchiExorz's Avatar
    Join Date
    Jun 2017
    Posts
    150
    Character
    Ichi Exorz
    World
    Odin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by AlphaFox View Post
    By the way, dunno if anyone here knows or would be interested but I stumbled on a Macro that is working wonders for me. Got the idea from when we had Thunder 3/Thunder 2 macros for Blackmage.

    /micon Jolt
    /ac Impact <t>
    /ac Jolt <t>

    Seeing as there is NO reason to not use impact over Jolt, this will use Impact every time it is up. If it can't it will use Jolt II, tested it out in a 70 dungeon with no errors or slow downs that I could see. You will get a constant error about "Cant cast during" but eh.
    I haven't really used macros before, but I was wondering if there is a way to make the macro display the Impact icon when you have the prob ready or if thats impossible with the way macros work in this game?
    (0)

  4. #214
    Player
    Zorzi's Avatar
    Join Date
    Aug 2013
    Location
    ¯\_(ツ)_/¯
    Posts
    113
    Character
    Xania Zorzi
    World
    Diabolos
    Main Class
    Dancer Lv 90
    Quote Originally Posted by IchiExorz View Post
    I haven't really used macros before, but I was wondering if there is a way to make the macro display the Impact icon when you have the prob ready or if thats impossible with the way macros work in this game?
    If you mean the icon swaps between Jolt and Impact, it's impossible. However, you can do /micon "Impact", and it'll light up like usual when you have a proc (and appear greyed out when you don't.)
    (0)

  5. #215
    Player
    IchiExorz's Avatar
    Join Date
    Jun 2017
    Posts
    150
    Character
    Ichi Exorz
    World
    Odin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Zorzi View Post
    If you mean the icon swaps between Jolt and Impact, it's impossible. However, you can do /micon "Impact", and it'll light up like usual when you have a proc (and appear greyed out when you don't.)
    Oh thank you! At least that's more visually noticeable.
    (0)

  6. #216
    Player
    Draxxion's Avatar
    Join Date
    Feb 2015
    Posts
    231
    Character
    Draco'li Tayuun
    World
    Faerie
    Main Class
    Red Mage Lv 80
    One question I have kind of had about Jolt II and Impact from a mechanics stand point is why Jolt II doesn't become Impact when it is procced? If the rotation and math behind it is that Impact is used like a Jolt III to be followed up by a Verthunder or Veraero then why doesn't it just do that? Thought the point of this expansion was to avoid button bloat. I can kind of see it because it doesn't generate mana, but mechanically they are used in the same manner.
    (1)

  7. #217
    Player
    Zorzi's Avatar
    Join Date
    Aug 2013
    Location
    ¯\_(ツ)_/¯
    Posts
    113
    Character
    Xania Zorzi
    World
    Diabolos
    Main Class
    Dancer Lv 90
    Something I've not seen mentioned, and I only noticed myself today - Acceleration works on Verholy and Verflare.
    (0)

  8. #218
    Player
    PrismaticDaybreak's Avatar
    Join Date
    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Impact generates 4 of each mana.
    (2)

  9. #219
    Player
    Draxxion's Avatar
    Join Date
    Feb 2015
    Posts
    231
    Character
    Draco'li Tayuun
    World
    Faerie
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by PrismaticDaybreak View Post
    Impact generates 4 of each mana.
    Oh yes it does. That is what I get for not reading my own ability descriptions late at night. Still I do question if maybe Square had a different intention for the spell besides it being used like Jolt II would. Other then 1 additional mana more and 30 more potency I am still curious why the extra button? Still think if Jolt II procs Impactful then Jolt II should be replaced by Impact for the duration. Give it the Ruin IV treatment and save some buttons.
    (0)

  10. #220
    Player
    heynowjose's Avatar
    Join Date
    Aug 2013
    Posts
    257
    Character
    Wyatt Shalott
    World
    Behemoth
    Main Class
    Sage Lv 100
    Quote Originally Posted by xyaie View Post
    Once we have stat weights we will easily be able to tell. atm we are flying with a basic direction, no actual map. i'd choose 36 crit over 40 direct hit, but probably not 30 crit. it's gonna be a pretty small difference anyway
    Added /macroerror off and omg just thank you! Its perfect basically stops me from having to switch over to my hotbar2 and makes it so I use the more dps effective move without any thought.
    (0)

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