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  1. #31
    Player
    Fannah's Avatar
    Join Date
    Aug 2015
    Posts
    514
    Character
    Fannah Loydera
    World
    Moogle
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by MidnightTundra View Post
    Around 20% of RDMs DPS is physical.
    I may be wrong, but I doubt Fleche + Contre Sixte to reprensent 20% of the RDM overall DPS.
    (0)

  2. #32
    Player
    ShaolinMike's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    458
    Character
    Michael Stormcloud
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Fannah View Post
    I may be wrong, but I doubt Fleche + Contre Sixte to reprensent 20% of the RDM overall DPS.
    Their entire melee combo is also physical.

    EDIT: 5am braining is not so good. Disregard lol.
    (0)
    Last edited by ShaolinMike; 08-08-2017 at 06:48 PM.

  3. #33
    Player
    MelvinK's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Ciel Wintermere
    World
    Tonberry
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by ShaolinMike View Post
    Their entire melee combo is also physical.
    Enchanted version of the melee combo are magical.
    (2)

  4. #34
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by MidnightTundra View Post
    It 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.
    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 things

    edit: also take consideration that PLD have a magical burst phase once every minutes
    (0)
    Last edited by Remedi; 08-08-2017 at 06:10 PM.

  5. #35
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    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.
    (0)

  6. #36
    Player
    KarstenS's Avatar
    Join Date
    Aug 2013
    Posts
    6,246
    Character
    Lilli Karani
    World
    Odin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Karshan View Post
    it's a 6.67 potency per second increase. At ilvl 320 we do around 21.5 dmg per potency, so assuming no DH or crits it's a 140 DPS increase at least.
    I've looked this morning into my logs. My DoTs do around 800 DPS. So +25% potency will be an increase of around 200 DPS.
    (0)

    Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100

  7. #37
    Player
    MelvinK's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Ciel Wintermere
    World
    Tonberry
    Main Class
    Conjurer Lv 70
    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
    (0)

  8. #38
    Player
    Besame's Avatar
    Join Date
    Apr 2016
    Posts
    1,027
    Character
    Calista Fallon
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Ailis View Post
    They said the major changes will take time to implement in the game, so I'm guessing they're going to do that in 4.1. Right now it's just a few tweaks here and there but nothing major in the gameplay.
    Or gee, they could just put it back like it was pre-xpac with a buff to dots....
    (0)

  9. #39
    Player
    Valenten's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    33
    Character
    Valenten Ornisk
    World
    Zalera
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Besame View Post
    Or gee, they could just put it back like it was pre-xpac....
    Cant have that SMN would be good then!
    (0)

  10. #40
    Player
    Ceallach's Avatar
    Join Date
    May 2017
    Location
    Limsa Lominsa
    Posts
    313
    Character
    Ceallach Ruarc
    World
    Excalibur
    Main Class
    Dancer Lv 90
    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.
    • 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
    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/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.
    (0)
    Last edited by Ceallach; 08-08-2017 at 06:33 PM.

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