Results 1 to 10 of 11

Hybrid View

  1. #1
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    From what I know the reverse is true. Direct Hit is a static amount of attack increase with a 1% increase in chance to direct hit for every 40 points making it the easiest DPS stat to inflate. So I would say DH>Crit>Det. As a red mage, avoid spell speed at all costs as if it gets too high, it will mess with your mana gauge and corps-a-corps cooldown.
    (1)

  2. #2
    Player
    Furious's Avatar
    Join Date
    Aug 2013
    Posts
    334
    Character
    Furious Laughter
    World
    Ravana
    Main Class
    Gladiator Lv 90
    DH scales better than crit until very high levels of crit. RDM has no mechanics that function off either, so you're basically going for the mathematical best. Broadly speaking, until we can get into the low 3000s of crit, pack on that DH. On a class like bard, for example, that scales heavily from crit thanks to the song procs it has, it doesn't matter as much that direct hit is better than crit on a pure dps scale, they will lose damage from not proccing their class mechanics enough. Interestingly, det is also stronger than crit for quite a while (its almost definitely better than crit for everyone but bard and monk in the current gear that we have).

    Quote Originally Posted by wereotter View Post
    From what I know the reverse is true. Direct Hit is a static amount of attack increase with a 1% increase in chance to direct hit for every 40 points making it the easiest DPS stat to inflate. So I would say DH>Crit>Det. As a red mage, avoid spell speed at all costs as if it gets too high, it will mess with your mana gauge and corps-a-corps cooldown.
    No idea what you mean by this, but mathematically the result is right. DH gives 25% bonus damage, with 1% chance for 39.09 rating. Crit gives 1% chance per 108.5 rating, but your base crit damage is 40% and it scales up at the same rate as your crit chance from rating does (meaning that it has both a lower floor but a higher ceiling, and scales better than other stats).

    There's a reddit thread about stats from yesterday with some info in it, and I made a spreadsheet for a quick way to look at the outcome which is here. There might be some errors in the sheet, I did it quickly. You can make a copy of it and change the grey boxes to see the effects on your own stats.
    (1)
    Last edited by Furious; 07-13-2017 at 03:46 AM.

  3. #3
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by wereotter View Post
    From what I know the reverse is true. Direct Hit is a static amount of attack increase with a 1% increase in chance to direct hit for every 40 points making it the easiest DPS stat to inflate. So I would say DH>Crit>Det. As a red mage, avoid spell speed at all costs as if it gets too high, it will mess with your mana gauge and corps-a-corps cooldown.
    CaC isnt needed to move during fights.
    You can just use your GCD from dual cast to get back into melee range.
    I tend to blow CaC the moment its available. (with only a few exceptions depending on upcoming mechanics.)
    (0)
    CLAIRE PENDRAGON

  4. #4
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Claire_Pendragon View Post
    CaC isnt needed to move during fights.
    You can just use your GCD from dual cast to get back into melee range.
    I tend to blow CaC the moment its available. (with only a few exceptions depending on upcoming mechanics.)
    It's not required to get into melee range, but if you want to play the job with the easiest flow and simplicity, you use Corps-a-Corps to get into melee range and Displacement to get back out enabling you to use the maximum amount of time casting. You don't clip time you could be doing DPS by moving. As such, if your spell speed is too high, then you can't utilize these skills. Optimally you want your spell speed to enable you to be at 80/80 mana every time Corps-a-Corps comes off cooldown, and no higher.
    (0)