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  1. #11
    Player
    Elnidfse's Avatar
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    Jun 2017
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    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Leticro View Post
    In my spreadsheet I got a 400 potency gain per minute, so it'd save you a whole waponskill or 2 (assuming 0% chance of procs), though that also means you somehow execute your skills perfectly of course, but that can be significant in savage because over an 8 minute fight, thats roughly an extra 20 sec or so of damage. (400 is roughly a GCD and an off-GCD average, and 2.5 sec per GCD)


    Disregard the lack of reload. Place it wherever you like. This is the numbers you're looking for when calculating your wildfire damage when OHing versus not OHing, this is assuming you hit your sweet spots and require the same amount of FT ticks going into your WF which even with new MCH is very possible.

    Left is obviously without overheat. Right is overheat.

    The formula puts the numbers of your DPS through your multiplicative self induced DPS bonuses. Namely 1.05 (hotshot) * 1.05 (gauss barrely on) * 1.05 (hypercharge) * (1.10) (overheat). As I can't find the section/sheet I made on post OH damage I'll do it again for your viewing pleasure. I should mention that this is just some quick gorilla math I threw together on a sheet I'm going to have to clean up (which is why I don't want to show the rest of it). That I do specifically for self reference and nothing else.

    Let's take your split shot and throw it in a void. Let's assume you're coming down from a near optimal WF and thus your QR and Reload both will be back up near the same time you can reapply gauss barrel and by proxy Barrel Stabilizer.


    Put left through the pass of having higher potency shots (30 more), two DPS additions 1.05 (Gauss Barrel) * 1.05 (Hot Shot)
    Put the right through lower potency shots (30 less), and 1 DPS addition 1.05 (hotshot).

    Apply simple math to add the first to the second. Weep.
    (1)
    Last edited by Elnidfse; 07-20-2017 at 09:51 PM.

  2. #12
    Player
    Fannah's Avatar
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    Aug 2015
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    516
    Character
    Fannah Loydera
    World
    Moogle
    Main Class
    Goldsmith Lv 60
    Hot shot is 1.08 now if it can help to make your calculation more accurate, but i'm sure you know it already, I'm just wondering why you wrote 1.05.

    And I'm wondering what you think about the 132P I found instead of the 8 potency you found.
    (0)

  3. #13
    Player
    Elnidfse's Avatar
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    Jun 2017
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    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Fannah View Post
    Hot shot is 1.08 now if it can help to make your calculation more accurate, but i'm sure you know it already, I'm just wondering why you wrote 1.05.

    And I'm wondering what you think about the 132P I found instead of the 8 potency you found.
    The 8 potency is me taking the word of a japanese mathematician


    The difference between the leftmost and the rightmost.

    And you're right. I've been so used to 1.05 that I added that instead of 1.08. In general the disparity would probably be a tiny bit closer but still bad. And definitely not at 132p.

    On the topic of your 132p: Your rotation leading to your overheat wildfire assumes you can't cooldown as often outside of it, which isn't true. Inside and outside of overheat you could potentially shoot for the same thing
    double cleans (1.5 + 1.5)
    double cooldown (2.5 + 2.5)
    1 slug (1.5)
    1 ricochet (0)
    1 gauss round (0)
    Depending on your natural skill speed you could probably squeeze another basic shot, maybe even another cooldown if you're really lucky. But highly doubtful if you deal with any bit of lag.
    Hitting the 90 heat sweetspot was far easier before due to being able to just naturally manipulate your heat and procs. In my opinion it's a lot more linear now. Which outright hampers your ability to consistently hit 90 heat before a WF depending on how hard you're getting clipped in, as an example, V2S when you have to double weave your gravity. A problem that I plan to solve with a better game plan. Regardless, that's fixable with 2 ticks of flamethrowing.
    (0)
    Last edited by Elnidfse; 07-20-2017 at 10:07 PM.

  4. #14
    Player
    Fannah's Avatar
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    Aug 2015
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    Character
    Fannah Loydera
    World
    Moogle
    Main Class
    Goldsmith Lv 60
    Yea I'll post soon a rotation I found which actually doesn't even use cooldown other than for temporizing if you know you will have an interrupted wildfire or so.
    About my calculation, it's why I posted mines so others can show me if I am wrong and were. And I am unable to understand japanese, which makes the checking a bit more bothering as I only can see the difference between figures.
    (0)

  5. #15
    Player
    Elnidfse's Avatar
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    Jun 2017
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    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    You would still use double cooldowns in an optimal rotation. If you can't wildfire, than of course you would be forced to cooldown to manage your heat. Generally if your wildfire is not interrupted by a significant amount of time, you will never run into a situation where you have to use cooldown to manage with your heat if you overheat every wildfire.

    On the topic of not reading Japanese, you can do what I do. Find the names of individual moves, and make an effort to replace or understand them given we're working with a very limited amount of words. Something like turning


    into



    Completely ignore everything here because it's not related to a conversation and is badly done. But, what I mean is, with a little elbow grease and some effort, it's really easy to figure out things when there's this little vocab being used. The same was true for the MCH OH spreadsheet. But you're going to have to do that one on your own

    Moving onto a completely unrelated topic. Overheating in general. If you overheat accidentally while that shouldn't ever be done anymore given how easy and braindead managing heat is, It is not that much of a DPS loss anymore with BS on such a small timer. It'd affect your ability to overheat a wildfire but netwise you're not losing much. Would this affect your ability to contribute to V2S or do it's SSS counterpart in time? Yes it would. Would it completely kill your run in other easier content? No it would not.
    (1)
    Last edited by Elnidfse; 07-20-2017 at 10:19 PM.

  6. #16
    Player
    Fannah's Avatar
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    Aug 2015
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    516
    Character
    Fannah Loydera
    World
    Moogle
    Main Class
    Goldsmith Lv 60
    Yup, I can maybe check with xivdb when it will work again I guess. It's on maintenance for now, but I believe there is the japanese version of skills etc.

    Ah yes if people still think with the old 120s CD on Barrel Stabilizer, I understand better why people think it's a huge dps loss x)

    V2S is for Omega v2.0?


    Edit for Leticro (I reached my daily amount of message ) : You're welcome for the 255 (and I didn't know for the +49.5% from crits.
    Hot shot should be in it as it's a multiplicative bonus, making the 10% from overheating even more efficient.
    And yea, it was for Elnidfse, np^^

    Edit for Elnidfse : I can't post anymore for today... I'll have to wait to post my rotation on a new topic or post... and I don't want to edit an old post for that xD Damn, I never knew there was a limit.
    (0)
    Last edited by Fannah; 07-20-2017 at 10:41 PM.

  7. #17
    Player
    Leticro's Avatar
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    Nov 2015
    Posts
    44
    Character
    Leti Cro
    World
    Diabolos
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Fannah View Post
    Leticro, what is this 355 potency on your Slug shot (combo 2) ? The skill does 230+25 with an ammunition, so 255. Did you take something else in count to speak about 355 potency? You meant 255 potency right?

    And your 603.65 potency for the Clean Shot + Gauss Round? 270+200 = 470 potency. I don't see what you did to get a bonus of 28%+ on it
    Thank you for the catch on the 355 potency! You are correct, it was meant to be 255, just made the edit. Also the 603.65 potency is from it critical hitting from Reassemble in the previous off-GCD. the crit multiplier is roughly 49.5% and it was applied to the 270 clean shot (combo 3)
    (0)

  8. #18
    Player
    Leticro's Avatar
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    Nov 2015
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    Character
    Leti Cro
    World
    Diabolos
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Fannah View Post
    Hot shot is 1.08 now if it can help to make your calculation more accurate, but i'm sure you know it already, I'm just wondering why you wrote 1.05.

    And I'm wondering what you think about the 132P I found instead of the 8 potency you found.
    Hot shot wasn't in the calculations since it's the same multiplier on both rotations for the whole time. the 1.05 is for the gauss barrel that is attached.

    EDIT: OHHH that wasn't for me, my bad!
    (0)
    Last edited by Leticro; 07-20-2017 at 10:39 PM.

  9. #19
    Player
    Elnidfse's Avatar
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    Jun 2017
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    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Leticro View Post
    Hot shot wasn't in the calculations since it's the same multiplier on both rotations for the whole time. the 1.05 is for the gauss barrel that is attached.
    You'll have to run your math through again. If these buffs were additive it would be fine to just remove them. If they are the same. But they are multiplicative and thus affect each other greatly when applied together. It's not something you can take out and keep something else. i.e; only apply gauss barrel because hotshot applies to both.

    In other words:

    It's not the case that it's 1.08 + 1.05 (1.13) vs 1.05 (1.05) where you could remove both from both sides
    It is the case that it's 1.08 * 1.05 (1.134) vs (1.05)
    That .004 looks like it doesn't matter, but it adds up when passed through another set of buffs, be it yours or other people's.
    (0)
    Last edited by Elnidfse; 07-20-2017 at 10:40 PM.

  10. #20
    Player
    Leticro's Avatar
    Join Date
    Nov 2015
    Posts
    44
    Character
    Leti Cro
    World
    Diabolos
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Elnidfse View Post
    You'll have to run your math through again. If these buffs were additive it would be fine to just remove them. If they are the same. But they are multiplicative and thus affect each other greatly when applied together. It's not something you can take out and keep something else. i.e; only apply gauss barrel because hotshot applies to both.

    In other words:

    It's not the case that it's 1.08 + 1.05 (1.13) vs 1.05 (1.05) where you could remove both from both sides
    It is the case that it's 1.08 * 1.05 (1.134) vs (1.05)
    That .004 looks like it doesn't matter, but it adds up when passed through another set of buffs, be it yours or other people's.
    It's because it's multiplicative that it doesn't matter, since the spreadsheet was used as a comparison. Say we have a 1.15 multiplier and a 1.10 multiplier. If we have add that 8% increase to both we get, 1.242 and 1.188, and guess what? That's an 8% increase for both. Say that we use those multipliers for 100 potency. We get 115 and 110 potency without the multiplier. We get 124.2 and 118.8 potency after 8%. What's the difference between using the 8%? Yes the gap between the 2 numbers are bigger, but they're both buffed by 8% so it's the same result for comparison. If you want to add it into the math, it's simply multiply all the totals by 1.08 since the buff is up the entire time, so nothing has to be redone to add that in.

    However you are correct that I was wrong for moments such as where I said there's a 400 potency difference between the overheating or not. The gap would be bigger than 400 potency thus reinforcing that overheating yields more damage.
    (0)
    Last edited by Leticro; 07-20-2017 at 11:11 PM. Reason: character limit

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