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  1. #11
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Great for tagging shit in FATES.
    (0)

  2. #12
    Player
    ChairGlue's Avatar
    Join Date
    Jun 2016
    Posts
    7
    Character
    Minaera Nismet
    World
    Siren
    Main Class
    Blacksmith Lv 60
    I ran some napkin math, so please correct me if I flub these. (For theory purposes, these at level 70 MP costs with hypothetically perfect timing.)

    Miasma II beats both of the other DOTs on a DPM standpoint, with 1000 total potency-per-minute vs 700 and 750 for base-values for Bio II and Miasma respectively. And that's not even taking the Bane scaling into effect.

    The problems are twofold:
    First, Miasma II is horribly inefficient for MP. I ran some numbers of Damage-Per-Minute:MP ratios for various numbers of enemies and gave up after I hit 50. It's that bad. We already have problems with MP efficiency, and this doesn't help.
    Second, the 5y radius. Add 15y range to our AoE heals. That's 20y. We aren't going to be getting those max-range folks parked out at 25y from the boss without moving, and that costs time.
    (0)

  3. #13
    Player
    basketofseals's Avatar
    Join Date
    Jul 2015
    Posts
    815
    Character
    Verrine Mercer
    World
    Balmung
    Main Class
    Samurai Lv 86
    Quote Originally Posted by IttyBitty View Post
    Bear in mind it also doesn't suffer from potency reduction per enemy hit. That's pretty huge.
    Don't all AoE skills bottom at or above 100 potency? I mean the DoT part unreduced is nice, but its not like that means it goes above holy/gravity.
    (0)

  4. #14
    Player Miles_Maelstrom's Avatar
    Join Date
    Aug 2013
    Location
    Idylshire
    Posts
    448
    Character
    Miles Maelstrom
    World
    Gilgamesh
    Main Class
    Scholar Lv 80
    Ok nitpick a of functionality aside, did they use the old animation of did they jazz it up. I want this spell to be as visually stimulating as holy or gravity.
    (1)

  5. #15
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,536
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Miles_Maelstrom View Post
    Ok nitpick a of functionality aside, did they use the old animation of did they jazz it up. I want this spell to be as visually stimulating as holy or gravity.
    It is the old animation and you still have to run up to the enemies for it to hit.
    (1)

  6. #16
    Player
    Ogulbuk's Avatar
    Join Date
    Jan 2015
    Posts
    329
    Character
    Atabey Guabancex
    World
    Behemoth
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Miles_Maelstrom View Post
    Ok nitpick a of functionality aside, did they use the old animation of did they jazz it up. I want this spell to be as visually stimulating as holy or gravity.
    Looks the same to me, but may be wrong.
    (0)

  7. #17
    Player
    Fernosaur's Avatar
    Join Date
    Jan 2016
    Posts
    711
    Character
    Hazel Korhonen
    World
    Hyperion
    Main Class
    Paladin Lv 80
    Quote Originally Posted by ChairGlue View Post
    The problems are twofold:
    First, Miasma II is horribly inefficient for MP. I ran some numbers of Damage-Per-Minute:MP ratios for various numbers of enemies and gave up after I hit 50. It's that bad. We already have problems with MP efficiency, and this doesn't help.
    Second, the 5y radius. Add 15y range to our AoE heals. That's 20y. We aren't going to be getting those max-range folks parked out at 25y from the boss without moving, and that costs time.
    While it isn't incredibly MP efficient to spam it, you have that option for pulls, and if you can't waste the MP, you just let the DoTs tick and use other spells. Miasma II is a very powerful healer AoE spell (not counting abilities), perhaps only comparable to Holy bc of the later's much bigger range and Stun effect, which is still the most powerful AoE for trash imo. It's instant, costs less MP than the other two, and is versatile thanks to the DoT.

    Holy and Gravity's damage scaling make it so after 4 targets they both deal the same damage as Miasma II's initial hit, but AST and WHM don't have the option of waiting 4 GCDS to let an "extra" Holy/Gravity tick on the enemy while they tend to the tank or just DPS other mobs down with more efficient MP consumption. On top of this, while Bane's damage is not super significant, you have between 20 to 70 potency dots ticking on every enemy, plus the 50 potency ticks from Shadow Flare. It's very respectable AoE damage.

    I don't see how anyone would think this spell is bad, tbh. Also, the new traited Aetherflow will definitely help with MP efficiency, and a lot at that, since it will be used 150% more times in any given instance.

    I'm not a big fan of using it in single target raid encounters save for a few times unless you can totally spare the MP, but otherwise the new weaving opportunity which can basically be used at any point and still be a DPS gain over Ruin II is very welcome! The spell alone fixed some of my biggest gripes with how SCH ended up in SB, so I'm glad it was added.
    (3)
    Quote Originally Posted by Lyth View Post
    In 3.x, Cover was useless and everyone wanted a gap closer. In 4.x, gap closers are useless and everyone wants Cover.

  8. #18
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Fernosaur View Post
    Which can basically be used at any point and still be a DPS gain over Ruin II is very welcome! The spell alone fixed some of my biggest gripes with how SCH ended up in SB, so I'm glad it was added.
    We think too much alike sometimes Fern xD

    I caught the rdm fever, but I'll level sch now. Maybe enjoy it.
    (0)
    Last edited by Rawrz; 07-19-2017 at 10:43 AM.

  9. #19
    Player
    Lyrai_Celestine's Avatar
    Join Date
    Jul 2017
    Posts
    131
    Character
    Lyrai Celestine
    World
    Sargatanas
    Main Class
    Paladin Lv 70
    It is a great SCH change. Now SCH players have a reliable Holy / Gravity in big pulls in dungeons, but still impractical in high-end raids as your focus is still to heal as much as possible. Imo it feels a little bit weird that SMN doesn't have it, so I guess I'll give some good patting to SMNs.
    (1)

  10. #20
    Player
    Feidam's Avatar
    Join Date
    Aug 2013
    Posts
    593
    Character
    Aenn Do'chas
    World
    Coeurl
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Lyrai_Celestine View Post
    It is a great SCH change. Now SCH players have a reliable Holy / Gravity in big pulls in dungeons, but still impractical in high-end raids as your focus is still to heal as much as possible. Imo it feels a little bit weird that SMN doesn't have it, so I guess I'll give some good patting to SMNs.
    I like that it plays off the dot class idea too.
    (0)

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