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  1. #1
    Player
    YuriRamona's Avatar
    Join Date
    Aug 2013
    Posts
    202
    Character
    Yuri Ramona
    World
    Diabolos
    Main Class
    Arcanist Lv 50

    SCH DPS spell selection

    Total potency
    • Bio II: 0 initial potency + 350 potency over 30 seconds = 350
    • Miasma: 20 initial potency + 280 potency over 24 seconds = 300
    • Bio: 0 initial potency + 240 potency over 18 seconds = 240
    • Thunder: 30 initial potency + 210 potency over 18 seconds = 240
    • Shadow Flare: (0 initial potency + 250 potency over 30 seconds) / (3.0/2.5 corrective for cast time) = 208
    • Aero: 50 initial potency + 150 potency over 18 seconds = 200
    • Miasma II: 20 initial potency + 50 potency over 15 seconds = 70
    • Energy Drain: 150
    • Ruin II/Ruin: 80
    DoT's damage per second
    • Bio: 240 / (18 sec duration + 2.5 sec cooldown) = 11.7
    • Thunder: 240 / 20.5 = 11.7
    • Miasma: 300 / 26.5 = 11.3
    • Bio II: 350 / 32.5 = 9.9
    • Aero: 200/20.5 = 9.8
    • Shadow Flare: 300 / 30.5 = 7.5
    • Miasma II: 70 / 17.5 = 4
    Considerations:
    • Bio, Aero, Miasma II, and Ruin II have instant cast times on the global cooldown.
    • Miasma II is AoE across 5y, so it beats Ruin spam at 2 targets and is a viable DoT at 3 targets.
    • Shadow Flare can inflict a Slow effect, and will replace Sacred Soil if it is in effect.
    • Bane will generally yield higher damage for your aetherflow charge than Energy Drain as long as Bio/Miasma/Bio II have more than 6 seconds remaining.
    When you don't have global cooldowns to spare, use the total potency chart to pick your spell.

    When you can afford to apply DoTs back-to-back and time is an issue, use the damage per second chart.

    * This thread was inspired by the WHM DPS spell thread. I could not find any of this same information from the SMN threads, so please let me know if anything is incorrect.
    (4)
    Last edited by YuriRamona; 11-26-2013 at 04:02 AM.

  2. #2
    Player
    Wolf_Gang's Avatar
    Join Date
    Sep 2013
    Posts
    475
    Character
    Ice Beam
    World
    Gilgamesh
    Main Class
    Arcanist Lv 17
    My rotation:
    Bio II -> Miasma -> Bio -> Bane -> Thunder -> Aero -> Swiftcast -> Shadowflare -> Miasma II -> \tabTarget Thunder or spam Ruin.
    (0)

  3. #3
    Player
    SeraviEdalborez's Avatar
    Join Date
    Mar 2011
    Posts
    1,558
    Character
    Seravi Edalborez
    World
    Hyperion
    Main Class
    Gladiator Lv 90
    Thunder: 30 initial potency + 210 potency over 18 seconds = 240
    Aero: 50 initial potency + 150 potency over 18 seconds = 200
    (3)

    XI: Zeroblade, Titan Server

  4. #4
    Player
    Karyou's Avatar
    Join Date
    Aug 2013
    Posts
    23
    Character
    Kaie Karyou
    World
    Gilgamesh
    Main Class
    Scholar Lv 60
    I always try to make sure that I'm always ready to switch back to healing ASAP, so I favor the stuff that are instant-cast. I find it's all situational, really. If we are running into three or more enemies, I'll take the time to throw up Shadow Flare first, then heal whatever damage has happened, then throw on Cleric Stance and go Areo - Bio - Ruin II. If everyone is fine and no serious damage has been taken, I move onto Thunder - Bio II - Miasma - and another Ruin II. By then there is usually damage needing to be healed even in the more bulky of parties, so I'll throw off Cleric Stance and go back to healing.
    (0)

  5. #5
    Player
    Rhindas's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    493
    Character
    Selawyn Kludra
    World
    Sargatanas
    Main Class
    Arcanist Lv 70
    Shadow Flare can inflict a Slow effect, and will replace Sacred Soil if it is in effect.
    This is important to know. Though generally it's not a game breaker in most cases, the game doesn't really tell you this.

    I'm glad to see the numbers run here because I feel Bio is under appreciated. It doesn't seem too powerful at first glance but it adds up so quickly if the DoTs are refreshed efficiently but it gets left to run out so often.
    (0)

  6. #6
    Player
    Delvish's Avatar
    Join Date
    Aug 2013
    Posts
    108
    Character
    Delvish Strebers
    World
    Balmung
    Main Class
    Arcanist Lv 0
    During trash pulls, I find that the tank will drop rather quickly until I pull up Shadow Flare. That slow effect can make a surprising amount of difference, not to mention the DoT effect tacked on.
    (0)

  7. #7
    Rotation of mine : Bio II Miasma Bio swiftcast + bane thunder aero and spam of energy drain + ruin 2 (single target obviously)

    Went up to 270 dps with that on last boss in AK. But its just stupid that your dps pretty much rely on crit RNG. If you got 20%+ crit overall and a bard in your group it will grant you good support dps, otherwise ... not so much
    (0)

  8. #8
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Is it even realistically possible to gets all of the ticks from a DoT spell? Due to the global timer.
    (0)

  9. #9
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by sharazisspecial View Post
    Is it even realistically possible to gets all of the ticks from a DoT spell? Due to the global timer.
    Yuri has tested it and the game seems to wait until the next global tic to apply the DoT or start the countdown, one of the two, so you always get your full amount of damage.

    Also, thanks for all the DPS information Yuri, it will be very helpful for a few FC members as I don't play SCH.
    (0)

  10. #10
    Player
    YuriRamona's Avatar
    Join Date
    Aug 2013
    Posts
    202
    Character
    Yuri Ramona
    World
    Diabolos
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Delvish View Post
    During trash pulls, I find that the tank will drop rather quickly until I pull up Shadow Flare. That slow effect can make a surprising amount of difference, not to mention the DoT effect tacked on.
    Considering that Shadow Flare has twice the duration of Sacred Soil, it has very good utility due to the slow debuff effect, and decent damage mitigation due to slow.

    A 5% extension on cast bars means more time for melee/tanks to dodge telegraphed abilities, which can be very useful.

    Quote Originally Posted by Estellios View Post
    Yuri has tested it and the game seems to wait until the next global tic to apply the DoT or start the countdown, one of the two, so you always get your full amount of damage.

    Also, thanks for all the DPS information Yuri, it will be very helpful for a few FC members as I don't play SCH.
    I haven't actually done definitive testing, it's just my observation that debuffs/buffs wait a second to become applied and then begin ticking for its full duration.

    It wouldn't be that hard to test, I suppose. Cast Bio a dozen times or so, and see if it ticks the HP down exactly 6 times every time.
    (0)

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