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  1. #31
    Player
    Whalaqee's Avatar
    Join Date
    Jul 2019
    Location
    Girdania
    Posts
    44
    Character
    Green Mage
    World
    Diabolos
    Main Class
    Archer Lv 85
    While new to this game still, I found spell speed on BLM to be quiet desirable. Especially when spell-sliding. Even when just swapping with Fire 3 & Ice 3 I have had 1.61 to 1.50s GCDs on my spells. Plus just having faster GCDs has made the DPS go up in general which is also desirable.
    (0)

  2. #32
    Player
    Tryzn's Avatar
    Join Date
    Jul 2017
    Posts
    19
    Character
    Bryzn Himura
    World
    Leviathan
    Main Class
    Samurai Lv 80
    Quote Originally Posted by BatLW View Post
    since the GCD is horrible in FF XIV, everything that reduces it is desirable.
    What are you talking about horrible it’s only .7 longer then most mmo with 1.5 seconds

    And if your a monk or ninja it’s faster then that I’m confused
    (0)

  3. #33
    Player
    Orbus's Avatar
    Join Date
    Dec 2018
    Posts
    217
    Character
    Solala Sola
    World
    Leviathan
    Main Class
    Black Mage Lv 80
    It's nice to have more, but they don't affect off global abilities.
    Crit and direct hit do.

    That said, black mage and machinist are tied very heavily to the global cool down.
    Especially machinist's drill, bio blaster and air anchor, the last of which can have whole seconds cut off with enough skill speed, as well as going through the standard combo building up heat and battery faster.
    ... You know what, maybe skill speed should be the priority for machinists.
    (1)

  4. #34
    Player
    Bonbori's Avatar
    Join Date
    Jun 2018
    Posts
    496
    Character
    Iunia Arcena
    World
    Balmung
    Main Class
    Weaver Lv 80
    Quote Originally Posted by Orbus View Post
    It's nice to have more, but they don't affect off global abilities.
    Crit and direct hit do.

    That said, black mage and machinist are tied very heavily to the global cool down.
    Especially machinist's drill, bio blaster and air anchor, the last of which can have whole seconds cut off with enough skill speed, as well as going through the standard combo building up heat and battery faster.
    ... You know what, maybe skill speed should be the priority for machinists.
    That would be amazing if those were the only skills MCH had, buuuut the theory instantly falls apart when the rest of its kit is taken into consideration.

    TL;DR: SKS is wasted on half of what Machinist does (Heat Blast, Ricochet/GR, Queen). Also, casting Drill slightly more often over the course of a protracted fight is not worth the price of exacerbated clipping and reduced output of all the other skills in the short term.
    (1)
    Last edited by Bonbori; 07-25-2019 at 12:10 PM.

  5. #35
    Player
    Orbus's Avatar
    Join Date
    Dec 2018
    Posts
    217
    Character
    Solala Sola
    World
    Leviathan
    Main Class
    Black Mage Lv 80
    But doesn't it help heat blast and queen?
    Going through the 1-2-3 combo faster means faster heat build up and faster battery charging.
    Faster hypercharges means more heat blast spam, and by extension gauss round and ricoche spam.

    And I don't know why you would need to double weave constantly.
    Just alternate between gauss and ricoche, you can hold three charges, their damage ain't gonna disappear just cause they're not used the moment they come off cooldown.
    No, that would be if you let up to three charge up and still don't use them, then you're wasting it.
    (0)

  6. #36
    Player
    Bonbori's Avatar
    Join Date
    Jun 2018
    Posts
    496
    Character
    Iunia Arcena
    World
    Balmung
    Main Class
    Weaver Lv 80
    It does not. Heat Blast is already at the minimum GCD of 1.5. At most you can fit 5 into a Hypercharge and you need to weave in at least 1 GR and 1 Ricochet to avoid overcapping. Even if it was possible to reduce it even more, I can't imagine a sixth Heat Blast would be possible without running into either overcapping, clipping or simply lag issues.
    As for 1-2-3 weaving, while, yes, single weaving might be viable in isolation, the reason double-weaving is done is to fit as much damage as possible inside of party burst windows, as well as to dump the stacks in preparation for the next Hypercharge.
    And regarding resource generation, it really doesn't shave enough recast time for that to matter. Due to diminishing returns, no amount of SKS will allow you to fit additional Air Anchors inside a standard ~8-minute fight. You'd be lucky to get one extra towards the end (and that is unlikely to amount to an extra Queen).
    Plus, keep in mind that every SKS materia would replace a Crit/DH/Det materia that a MCH would otherwise use. This means that on average each 1-2-3 combo, each Drill, each Air Anchor, each Heat Blast, Ricochet/Gauss Round, would do less damage than expected. Those losses would add up over time and any extra casts would have to make up for lost damage rather than multiply it.
    (0)
    Last edited by Bonbori; 07-25-2019 at 12:49 PM.

  7. #37
    Player
    Orbus's Avatar
    Join Date
    Dec 2018
    Posts
    217
    Character
    Solala Sola
    World
    Leviathan
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Bonbori View Post
    while single weaving might be viable in isolation, the reason it's done is to fit as much damage as possible inside of party burst windows.
    Let's be real here, this only applies in highly coordinated groups which is neither necessary nor likely outside of extreme content.
    And I don't know how you equate quicker hypercharges, which is when the job deals the most damage, to doing less damage.
    It doesn't matter that skill speed doesn't reduce the recast of heat blast because faster heat build up indirectly buffs heat blast by putting you in hypercharge more often, which also indirectly buffs ricochet and gauss round for the same reason.
    220+150 potency every 1.5 seconds five times, that blows everything else in the kit away by a landslide and that includes reassemble drill/air anchor.

    Look, I'm no expert at the job, but you can't just ignore the indirect effect skillspeed has on most of the kit just because it doesn't directly lower heatblast's coowldown.
    (0)
    Last edited by Orbus; 07-25-2019 at 01:05 PM.

  8. #38
    Player
    Raven2014's Avatar
    Join Date
    Oct 2014
    Posts
    1,636
    Character
    Ribald Hagane
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 50
    Nothing really change, it's not only class dependent but also gears dependent right now. The threshold for melding Crit is "at least" 2200 on gears, then meld past 2500. But some class, for example healer, without considering the recent addition of Eden gears, the 444 set only reach ~1886 Crit. That's way below the threshold for CRIT meld to be any good. Det/SS give bigger bang per meld until the gears catch up.
    (0)

  9. #39
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Arthrun View Post
    I have a question then. As a tank should I even bother with skill speed? not exactly loosing threat, but could up my dps. I am pretty sure tenacity rules all though
    For GNB you need a certain ammount of SkS (again, depending on your ping) to get the best openner.

    For WAR and DRK you need a certain ammount of SkS (less than GNB tho) to get 5 Fell cleaves / bloodspillers

    Paladin can get away with it, but for a confortable Flight or fight window you need a certain ammount of sks too.
    (1)

  10. #40
    Player
    Bonbori's Avatar
    Join Date
    Jun 2018
    Posts
    496
    Character
    Iunia Arcena
    World
    Balmung
    Main Class
    Weaver Lv 80
    Quote Originally Posted by Orbus View Post
    Let's be real here, this only applies in highly coordinated groups which is neither necessary nor likely outside of extreme content.
    And I don't know how you equate quicker hypercharges, which is when the job deals the most damage, to doing less damage.
    It doesn't matter that skill speed doesn't reduce the recast of heat blast because faster heat build up indirectly buffs heat blast by putting you in hypercharge more often, which also indirectly buffs ricochet and gauss round for the same reason.
    220+150 potency every 1.5 seconds five times, that blows everything else in the kit away by a landslide and that includes reassemble drill/air anchor.

    Look, I'm no expert at the job, but you can't just ignore the indirect effect skillspeed has on most of the kit just because it doesn't directly lower heatblast's coowldown.
    But... you don't go into Hypercharge as soon as you hit 50 Heat. You do that when, again, you're able to line up with buffs. It can be either your own buffs (Wildfire) or the party's. The new Machinist is actually incredibly flexible when it comes to that. Our rotation is now priority-based and no longer revolves entirely around Wildfire timings, so we can adjust to the rest of the party, even if we are not in a coordinated party. Even having a dance partner makes it easy to tell when to go ham.

    On top of that, you also don't Hypercharge unless you've just used Drill. If your Drill or Air Anchor come off cooldown while you're in Overcharge, delaying it is a significant loss. In those cases, you delay Hypercharge, but if you're somehow producing more Heat than you're able to vent without missing Drills, you may end up overcapping on Heat or, even worse, not be able to use Barrel Stabilizer on cooldown. At some point producing heat faster than you can fit Hypercharges into your rotation starts working against you. There is in fact such a thing as too many Hypercharges. I know that because I'm still struggling to optimise my usage of it. I keep doing it wrong and cutting into Drill downtime which is a problem I need to solve before my static dives into savage next week.

    However, that scenario is unlikely to occur because, again, it is not possible to stack enough SKS with the gear we currently have available to reduce the recast of Drill and Air Anchor to a point where we'd get enough extra uses (and in case of Air Anchor, any extra uses at all) to make a difference until maybe the tail end of a fight. Ironically, the benefits of speed take a long time to come into play.

    Also don't forget what I said earlier. Every materia you replace with SKS means one less materia that increases the raw damage of all your abilities, GCD and oGCD, across the board. Meaning that even if you are somehow squeezing in extra Drills, extra Anchors and extra Hypercharges, all of those are weaker than if they were augmented with Crit/DH/Det. Speed wouldn't multiply the current MCH output. First, it would reduce it, then multiply that reduced output.

    Anyways, we could be arguing in circles all day long. I'm too lazy and bad at math toput together a spreadsheet to support my side of the debate, so I'm just going to link the stat calculator here and let anyone interested do the math themselves.
    (2)
    Last edited by Bonbori; 07-25-2019 at 01:35 PM.

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