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  1. #1
    Player
    Sinaloa's Avatar
    Join Date
    Sep 2013
    Posts
    248
    Character
    Sinaloa Dorn
    World
    Phoenix
    Main Class
    Scholar Lv 61

    Estimated DPS in darklight

    Started this game a month ago hoping into coil right now I would like to make out the weak spots in our raid. Made out quite a lot and we are working on it (turn 2 30% in our first ID/2 evenings with noone being there before). Someone told me some numbers we got thus I want to know if those are ok or if we need to send some of the people into a bootcamp.

    Long Story short:

    I´m interested in full darklight dps-numbers that can be expected in raid-circumstances by any class especially: Monk, Bard, Warrior, Paladin. But basicly interested in any.
    (0)

  2. #2
    Player
    Darkstarz's Avatar
    Join Date
    Aug 2013
    Posts
    61
    Character
    Pika Chu
    World
    Moogle
    Main Class
    Thaumaturge Lv 50
    180-200 on most fights in full darklight +1 relic.
    (0)

  3. #3
    Player
    ClassicWang's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2
    Character
    Classic Wang
    World
    Balmung
    Main Class
    Paladin Lv 60
    Full DL with a Relic+1 in any of those fights should be minimum 200 DPS+ for any DPS class. You could parse them at a training dummy and if they can't even pull that off on a tank and spank dummy they have to fix their rotation.
    (0)

  4. #4
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    For a Bard in Turn 2, you can forgive a 5% DPS loss for focusing on silences, another 5% for dealing with rot, and then minus x% for however much time they are playing songs in combat.

    A percentage of damage due to Flaming Arrow not being counted should also be attributed. E.g. add a few % off-the-cuff for FA.

    Final #s for a busy Bard in Turn 2 should be around 160-180 in a progression group. Generally speaking they only need 150 to pass.

    A Monk not silencing should be doing a clear 220 with a R+1 and DL.

    A DRG should be doing 200.

    A WAR and PLD ... who cares? Keep in mind the left (common) path features a 10% slash resist buff on the later parts of the fight. I'd expect to see ~75.

    BLM and SMN in that gear level ... dunno, BLM should probably be around 190-200 -- IIRC there is a 10% magic resist on the latter components.

    SMN should probably hit 240 combined player + pet.
    (0)

  5. #5
    Player
    Sinaloa's Avatar
    Join Date
    Sep 2013
    Posts
    248
    Character
    Sinaloa Dorn
    World
    Phoenix
    Main Class
    Scholar Lv 61
    Thank you.
    (0)

  6. #6
    Player
    Scella's Avatar
    Join Date
    Oct 2013
    Posts
    5
    Character
    Scella Ladt
    World
    Cerberus
    Main Class
    Lancer Lv 50
    As Wang said, 200+ with full DL +1. So far on my bard with DL accessories and ak gear, I've reached 230 on short fights. I've seen a bard reach 290 with lolrng on first node in turn 2 tho.
    Also no dmg should be lost rotating rot as a bard, moving doesn't impair your rotation as a bard, your fingers do
    (1)

  7. #7
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Oh yeah, Bards will always parse surpassing well on a short limited fight due to having the most cooldowns in the game. I remember my old FC raid leader who always sucked his own dong on his Bard parses, when most of them were taken with super short fights.

    In terms of rot, I was trying to be generous ^_^.
    (0)

  8. #8
    Player
    Bardo's Avatar
    Join Date
    Aug 2013
    Posts
    296
    Character
    Bardo Phor
    World
    Sargatanas
    Main Class
    Archer Lv 70
    You also need to remember that ADS gets 20%+ defensive buffs against certain types of damage depending on which nodes you kill to get to him.

    So if you go down the west side, your bards, dragoons, and monks WILL be doing less damage at no fault of their own.
    If you go down the east side, it will be paladin, warrior, black mage, and summoner that take a hit to their damage.

    You don't really need incredible dps to beat turn2.
    If you handle the Rot and don't stand in Laser/Firestream/Ballast/GravityWell, a group averaging DPS doing as low as 120 could still beat the 12 minute enrage.

    Turn4 is where DPS really begins to matter and pretty much everyone needs to be at or above 200dps.
    (0)
    Last edited by Bardo; 11-14-2013 at 03:37 AM.

  9. #9
    Player
    Sinaloa's Avatar
    Join Date
    Sep 2013
    Posts
    248
    Character
    Sinaloa Dorn
    World
    Phoenix
    Main Class
    Scholar Lv 61
    Quote Originally Posted by Bardo View Post
    You don't really need incredible dps to beat turn2.
    If you handle the Rot and don't stand in Laser/Firestream/Ballast/GravityWell, a group averaging DPS doing as low as 120 could still beat the 12 minute enrage.
    We didn´t fail so far for DPS or HPS issues but it never hurts to know where you are standing. The mainissue is that our raid has to run during the prime time shortening interruption- and evasiontimes by 0.5 seconds. Ppl got better though during yesterdays run.
    (0)