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  1. #1
    Player
    Pyitoechito's Avatar
    Join Date
    Jun 2017
    Posts
    184
    Character
    Baragara Nazzlohsyn
    World
    Cactuar
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Kaedys View Post
    That said, regarding your reference to RDM, even with the EW changes RDM still has that issue with their mana. Takes 50/50 to use the melee combo (or 60/60 for the AoE one), but Manafication also grants +50/+50, and it still caps at 100/100. So if you hit >50 just as Manafication comes off cooldown, you either have to waste mana or delay Manafication, neither of which are particularly nice options. Unfortunately, Manafication doesn't have as clean a solution. They'd have to give you like 3 stacks of a buff that makes melee abilities free or something. Still, I would certainly not mind such a change.
    Yeah that would be a problem, but hopefully one that doesn't appear too terribly often. I wonder how much of a loss to DPS it would be to replace a couple of GCDs with Reprise to keep the mana just under 50/50 before Mana-Embo. The combo is so long now that even more space is needed than before.

    The other way to trade off (which I sometimes do don't judge me) is to wait a couple of GCDs and Manaficate after Embo (like in most openers). It's not ideal, of course, but as long as Mana isn't delayed too long it will still fall squarely under the next Embolden. I generally do this when I didn't have 40/40+ mana to get a combo from Manafication, but it could work in this case if there's enough time to complete the combo (Embolden during) and then Manafication at the end without delaying it too much.

    Whoops derailed my own topic to talk about RDM. Guess this is a general resource overcap discussion, now!
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  2. #2
    Player
    Eclipse12187's Avatar
    Join Date
    Aug 2013
    Posts
    242
    Character
    Ritzia Flameshadow
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    From my experience I overcap by 10 the first reopener and I’m good going from there, the addition of chainsaw on a 60 second cooldown should reduce that overcap to 0 in a perfect world. The real question is how do we fit chainsaw into the rotation.
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  3. #3
    Player
    Pyitoechito's Avatar
    Join Date
    Jun 2017
    Posts
    184
    Character
    Baragara Nazzlohsyn
    World
    Cactuar
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Eclipse12187 View Post
    From my experience I overcap by 10 the first reopener and I’m good going from there, the addition of chainsaw on a 60 second cooldown should reduce that overcap to 0 in a perfect world. The real question is how do we fit chainsaw into the rotation.
    I'm hearing from many sources that combos last up to 30s without dropping now, so it's probably safe to do a rotation with Drill/AA/Chain Saw back-to-back or at least close enough to each other to easily fit Hypercharges between.

    Maybe Drill → filler → AA → Chain Saw so WF window can still end with Drill → filler to not lose the last GCD to weird delayed damage.
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  4. #4
    Player
    Kaedys's Avatar
    Join Date
    Oct 2021
    Posts
    92
    Character
    Kaedys Kor
    World
    Exodus
    Main Class
    Red Mage Lv 99
    Quote Originally Posted by Pyitoechito View Post
    I wonder how much of a loss to DPS it would be to replace a couple of GCDs with Reprise to keep the mana just under 50/50 before Mana-Embo.
    Not to continue the derail (...ok, maybe to continue it >.>), but it's worth noting that Reprise is substantially worse than it was in ShB. It still costs 5/5, and its potency was only altered from 300 to 330 (and unlike melee, our potencies didn't go down by more than about ~10 in most cases), but 5 mana is the equivalent of what 8 was previously. So in effect, they increased the damage of Reprise by ~10%, but increased its effective cost by 60%. Unless they reduce the cost down to 3/3, Reprise is going to be a very bad button to hit in EW. And that's not even accounting for the fact that the melee combo got an additional even higher potency spell added to the end of the sequence.

    The math is a bit involved, but currently, your average GCD during the "generator" phase is worth ~335 potency, and then the melee combo deals 2,280 potency over a smidge more than 4 GCDs, or ~570 per GCD. Thus 80 paired mana grants an effective gain of ~940 potency over the generator rotation for those 4 GCDs, or ~12 potency per (paired) mana. Reprise is ~30 potency less than the average generator GCD, and also costs 5/5 mana, for a net loss per use of ~90 potency.

    In EW (and assuming the potencies haven't changed from the media tour, which they might have), your average generator GCD is ~350 potency, and the melee combo deals 2,990 potency over ~5 GCDs, or ~598 per GCD. 50 paired mana = 1,240 potency gain, so ~25 potency per mana. Reprise is now only a ~20 potency loss over the average generate GCD, but still costs 5/5 mana, so net loss per use is ~145 potency.

    Ouch.

    (And at 3/3, it's 95 potency loss, essentially equivalent to current)
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    Last edited by Kaedys; 10-22-2021 at 07:05 AM.