The melee combo of RDM is magical dmg too tbh, that said I think that what's killing caster coomps is the mindset behind comps and ppl not trying new thingsIt most likely will actually. Not by much. This buff will give around ~200DPS to the smns doing 4k DPS on single target. SMN was only 130 ~ 150 behind RDM on single target.
The issue is that contagion is one of the strongest buffs in the game but no one runs caster comps so embolden wins. Caster comps will most likely never be a thing due to RDM being a caster that doesn't synergize with other casters. Around 20% of RDMs DPS is physical.
edit: also take consideration that PLD have a magical burst phase once every minutes
Last edited by Remedi; 08-08-2017 at 06:10 PM.
Buffing dots also boost same time our single target and aoe damage. I think this is nice start making summoner more competitive in savage content. 20% more dot damage is around 200 more dps.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
just want to clarify; the normal version of melee are physical while the enchanted version of the melee are magical. Only enchanted melee version has combo which start with enchanted riposte
Or gee, they could just put it back like it was pre-xpac with a buff to dots....
All we got was a buff to our damage over time spells. However, that appears to be actually significant when you look at DPS over the course of a raid and so forth. I thought I would take this moment to review and examine whether Bane matters or not.
First, just so no one needs to go to another tab or window, here are what the spells and abilities do.
Now, remember that Bane will reduce your DoT effect potency by 20% on the second enemy hit (according to the tooltip), by 40% for the third, 60% for the fourth and 80% for the rest. Therefore...
- Miasma III: 50 potency on hit, 50 potency DoT for 30 seconds (overall 500 potency)
- Bio III: 50 potency DoT for 30 seconds (overall 500 potency)
- Ruin: 100 potency
- Ruin III: 150 potency
- Bane: Spread Miasma III/Bio III you cast on target to enemies within 8 yalms, potency reduction for hitting 2+ mobs
- Painflare: 200 potency damage to target and enemies within 5 yalms of target
Miasma III/Bio III w/Bane: 40 potency DoT on 2nd hit, 30 on 3rd, 20 on 4th, 10 on the rest (20%=0.2=1/5, 50*0.2=10, so potency -10 per hit)
This used to be 40, 32, 24, 16 and 8 on the rest (40*0.2=8, so potency -8 per hit). Now, considering Painflare does its damage right up front and has a five second recast, the question is where Bane begins to outperform Painflare.
Let's say you're up against only two enemies (insert Sith master and apprentice references here). If you decide to Tri-Disaster, Ruin II and Bane a single enemy, you get this.
100, 100 (2 ticks/6 seconds)= 200 potency overall per DoT, +50 to the one guy from Miasma III
100, 80 (2 ticks/6 seconds)= 180 potency overall per DoT, +50 to the one guy from Miasma III (no assumption)
If I'm right about the tooltip, that means you're doing 400 potency overall just with the damage over time, which is double that of one Painflare (or equal if we count two Painflares). If I'm wrong, it's only slightly less (360 overall), which makes Bane more viable with really just one more enemy, as I show below using a six-enemy horde model. Remember all those huge pulls people like to do in dungeons?
100, 100, 80, 60, 40, 20 (2 ticks/6 seconds)= 400 potency overall per DoT, +50 to the one guy from Miasma III
100, 80, 60, 40, 20, 10 (2 ticks/6 seconds)= 310 potency overall per DoT, +50 to the one guy from Miasma III (no assumption)
150, 150, 120, 90, 60, 30 (3 ticks/9 seconds)= 600 potency overall per DoT, +50 to the one guy from Miasma III
150, 120, 90, 60, 30, 30 (3 ticks/9 seconds)= 480 potency overall per DoT, +50 to the one guy from Miasma III (no assumption)
At the worst, that's 480 potency overall in six seconds against three enemies, which beats the 400 from two Painflares without even including the extra 50 potency damage to the one enemy if you decided to simply cast Miasma III and Bio III instead of using Tri-Disaster. This allows you to do more damage if you only need one more Aethertrail Attunement stack for Dreadwyrm Trance, especially if you're up against more than three enemies.
Conclusion: Bane is weaker than it once was, yes, but it is not completely irrelevant.
Last edited by Ceallach; 08-08-2017 at 06:33 PM.
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