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  1. #1
    Player
    Aratak's Avatar
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    Oct 2013
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    18
    Character
    Kasia Halha
    World
    Cerberus
    Main Class
    Lancer Lv 50

    Possible Skillspeed Rotation for DRG

    I did some testing on puppets to see if I can fit 3 Truethrustcombos in the bufftime from Heavy Thrust by stacking skillspeed.
    It works sometimes when I am at 2.28 or 2.29 sec GCD, which is a bit surprising since by dividing the 20 seconds from the buff by 9 you get 2.22 seconds. But apparently it starts working earlier! (Not reliable however)

    I think with better gear it might very well be possible to pull rotations off that uses 9 actions after HT.
    For example: Chaosthrustcombo - Phlebotomize - HT - TTTTTTTTT
    No clipping issues and the rotation would be very simple.

    I didn't do the math yet, but I expect it to be very good since Truethrustcombo has so much direct damage.
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  2. #2
    Player
    Aratak's Avatar
    Join Date
    Oct 2013
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    18
    Character
    Kasia Halha
    World
    Cerberus
    Main Class
    Lancer Lv 50
    About skillspeed:

    https://docs.google.com/spreadsheet/...orcehl=1#gid=0

    According to testing I did with speedfood and Selenes (Scholar's Fairy) speedbuff the spreadsheet has correct values.


    With crafted gear (including Spear) you can get 544 or 545 skillspeed and I think roughly 610 skillspeed is the absolute maximum you can get with Alla/Relic+1/Crafted gear.

    Unfortunately I only have the crafted gear to test.
    Maybe somone who has access to the necessary gear is willing to try out at which skillspeeds the rotation works realiable enough?

    It would also be interesting to know at which skillspeed we can also fit OffGCD abillity into the TTTTTTTTT sequenze rather then before the Heavy Thrust.
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  3. #3
    Player
    B0nes's Avatar
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    Oct 2013
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    29
    Character
    Demon Bones
    World
    Diabolos
    Main Class
    Lancer Lv 50
    I think it's better to prioritise crit/det over skill speed due to the fact that you are going to run out of tp a lot faster. Even with invigorate I think you would have problems in a prolonged fight if there isn't too much movement involved. That's just my opinion though, I haven't done the math.
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  4. #4
    Player
    Aratak's Avatar
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    Oct 2013
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    18
    Character
    Kasia Halha
    World
    Cerberus
    Main Class
    Lancer Lv 50
    Ok, I did more research and testing.
    Found out that it is not necessary to have the HT buff up until the damagenumber of the 9th action appears. You are fine when the buff is up when you start the 9th abillity, as I have read.
    Testing that on the puppets and looking on the damagenumbers tells me it works slightly different, however. Seems the buff has to be up for a small time during the beginning of the animation (testet it with Full Thrust).

    I get about 80% of the times a damagebuff on my 9th attack when I am at 2.31 seconds GCD and about 60% of the times when I am at 2.32 seconds GCD. The results might be dependent on lag or just human error.

    Just to give a number: 524 skillspeed would be a first 'breakingpoint' for people who want to utilize 9 buffed actions after HT. With 524 skillspeed the nq speedfood will raise your skillspeed to 544 which is exactly when GCD will switch to 2.3 seconds. Of course more speed will make it more reliable to actually get the buff on the 9th action.


    The example rotation I mentioned is not very good, btw...
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    Last edited by Aratak; 10-23-2013 at 05:00 PM.

  5. #5
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
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    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    You're dropping basics in the quest to optimize a filler capability.

    Basics: Phlebotomize > TTT combo. You drop PH. Or rather, you do not account for it in a cyclical rotation / repeated sequence of attacks.

    You tack it on once at the beginning of the set of attacks (without the HT buff, I might add).

    The basic nature of what you're proposing is:

    H IDC TTT TTT

    At a 2.3 or faster GCD. With a 2.3 GCD, this exact rotation:

    (a) will drop the HT debuff for the HT recast
    (b) clips 3 ticks of CT if you repeat it, causing the need for a significant DOT-overwrite adjustment
    (c) does not include PH which is a significant DPS ability

    The basic necessity here is to add the second line:

    H IDC TTT TTT
    H IDC TTT TTT

    After injecting PH, which is a single-handedly better ability than TTT:

    HP IDC TTT TTT
    HP IDC TTT TTT

    Note: this alone increases the PPS of the entire rotation by 2.5%, even if you now drop the HT buff for the last Full Thrust.

    At this point you have a few options. Do you inject more filler GCDs (Fracture?) to shove the last TTT chain into the next cycle (note: this will eventually result in the first rotation in Ayvar's thread, or his not-clipping-BFB_CT-adjusted sequence). Do you stack more SS to compress the TTT to fit before the next HT?

    In order to achieve the same basic concept with the rotation, you basically need 741 SS, and you still need to figure out how to address the 3-tick of CT clip -- if not in general, then at least once when you BFB.
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  6. #6
    Player
    Aratak's Avatar
    Join Date
    Oct 2013
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    18
    Character
    Kasia Halha
    World
    Cerberus
    Main Class
    Lancer Lv 50
    As I said my example rotation is not very good.

    The Idea of fitting more 3-turn-combos in rotations using the 9th buffed action from HT is probably not the right way to craft a new rotation. Fully buffed TTT has an average potency per action of 262 while the rotations in Ayvar's threat are all in the 26~ range in terms of average potency.
    At this point I don't see much hope to find something significantly better DPS-wise.

    Maybe it is better just to analyse how certain breakingpoints in skillspeed affect the rotations in Ayvar's thread. The original 27-turn-rotation for example would benefit form high skillspeed in terms of 2 (3 on 2. iteration) HT buffs on the HT's themselves, while the clipping (BFB) issue probably gets worse.

    That or crafting a rotation aiming for maximum TP efficiency with 'decent' DPS.
    The combos have 4.1368 and 6.55 average potency per TP while PH and Fracture have 3.744... and 3.1625 (assuming all actions are fully buffed and all DOT's ticked to the maximum number).
    (0)
    Last edited by Aratak; 10-24-2013 at 11:40 PM.