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  1. #101
    Player
    OmegaNovaios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    273
    Character
    Omega Novaios
    World
    Hyperion
    Main Class
    Arcanist Lv 50

    Increase in both 2-4 Target AOE DPS and 5+ Target AOE DPS

    In 2.1 the loss of Thunder is replaced with the addition of Blizzard II for SMN. SMN was already the king of non-SR (speed run) AOE, now it's going to help close the gap on SR AOE when compared to other jobs. Before you had to cast Thunder individually on every target to maximize AOE DPS on 2-4 targets (which took up the entire time between your rotation). Now Thunder mutlicast is replaced with Blizzard II and it works very similarly to casting Ruin/Ruin II between DOTs in your rotation. You never really had enough time to cast Thunder on all 4 mobs between rotations.

    Bio: Potency 40/tick Duration 18s (6 ticks) Total Potency = 240 (2-4)
    Miasma: Potency 20 + Potency 35/tick Duration 24s (8 ticks) Total Potency = 300 (2-4)
    Bio II: Potency 35/tick Duration 30s (10 ticks) Total Potency = 350 (2-4)
    Shadow Flare: Potency 25/tick Duration 30s (10 ticks) Total Potency = 250 (ALL)
    Miasma II: Potency 20 + Potency 10/tick 15s (5 ticks) Total potency = 70 (ALL)

    Bane: Potency 0
    (3)

  2. #102
    Player
    OmegaNovaios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    273
    Character
    Omega Novaios
    World
    Hyperion
    Main Class
    Arcanist Lv 50

    Continued

    Blizzard II x3: Potency 50 (ALL) Total Potency = 150 (ALL)
    OR 450 POT on 3 mobs
    v
    Thunder x3: Potency 30 + Potency 35/tick Duration 18s = Total Potency 240 (2-3)
    OR 720 POT on 3 mobs

    Total Potency on 3 mobs:
    Blizzard II Rotation = 4,080
    Thunder Roation = 4,350

    Too hard to calculate Pet DMG here but it will lessen the DPS the gap between these
    two rotations, but as is, that is:

    4,080/4,350 = 93.8% OR a loss in 6.2% TOTAL DMG on 3 targets w/o pet

    However on 5+ targets Blizzard II does actually increase your TOTAL DMG exponentially per target increase and also Blizzard II will increase AOE burst DPS for both 2-4 and 5+ targets. Sometimes mobs die before DOTs expire, which is particularly bad for SMN trying to level up or earn Gold in FATEs.
    (2)
    Last edited by OmegaNovaios; 12-16-2013 at 06:55 PM.

  3. #103
    Player
    xardus's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Xardus Xarstealth
    World
    Moogle
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by OmegaNovaios View Post
    On average you can use 1 stack of Aetherflow per rotation and you can use Ruin/Ruin II about 3 times between DOTs every rotation. Pet Potency doesn't work exactly when compared to Character Potency DMG isn't so easy to calculate. For example Garuda's 100 Potency attack is about 70% stronger than Ifrit's 120 Potency Attack (not including Ifrit's Auto-Attack). However Ifrit's 120 Potency Attack + Auto-Attack = Garuda's 100 Potency Attack (no Auto-Attack available).

    Bio: Potency 40/tick Duration 18s (6 ticks) Total Potency = 240
    Miasma: Potency 20 + Potency 35/tick Duration 24s (8 ticks) Total Potency = 300
    Bio II: Potency 35/tick Duration 30s (10 ticks) Total Potency = 350
    Thunder: Potency 30 + Potency 35/tick Duration 18s (6 ticks) Total Potency = 240
    Shadow Flare: Potency 25/tick Duration 30s (10 ticks) Total Potency = 250
    Energy Drain: Potency 150
    Fester: Potency 300 (max)
    Ruin/RuinII x3 (w/Thunder) and x4 (w/o Thunder): Potency 240 and 320
    i dont understand a thing and that confusing me about ur maths LOL
    why you can do ruid\ruin2 x3? thunder has 2.5 cast time as ruin,you can do max 1 ruin and 1 ruin2 in that time,with a gcd to use for fester or rouse\spur

    and you are not considering that we have to stay close to the target using blizzard,so you cant use in most boss fights,and we still dont know if mana cost for summoner is the same of blm,we cant take benefits from umbrella ice so we will have a good loss of mana spamming it, 3xthunder are 646 mana over 18 seconds ,blizzard can be used often but forces us to run under mob,cast blizzard,cast miasma,run back,same reason for what we dont use so often miasma2,im trying to change my gamestyle to introduce miasma in every fights but i cant do easily on T1,unthinkable in t2,t3...no one cares titan is the only think we need lol,t4 is the only place where we really need miasma2 and now blizzard,but im still worried about mana usage,we have so less mana than blm and if we want to keep up our mana we cant use fester
    (0)
    Last edited by xardus; 12-16-2013 at 08:17 PM.

  4. #104
    Player
    Raiker's Avatar
    Join Date
    Sep 2013
    Posts
    85
    Character
    Dagger Amethyst
    World
    Goblin
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by xardus View Post
    i dont understand a thing and that confusing me about ur maths LOL
    why you can do ruid\ruin2 x3? thunder has 2.5 cast time as ruin,you can do max 1 ruin and 1 ruin2 in that time,with a gcd to use for fester or rouse\spur
    Oh, thunder's potential was not based off of a single target, it was based of off each target it hit. You can apply thunder on several targets vs. smacking one with ruin/ruin 2. What Omega was trying to point out is that we're weaker by 5% or whatever that number is based on 2~4 mobs, but the damage regarding 5+ mobs has been increased.
    (0)

  5. #105
    Player
    xardus's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Xardus Xarstealth
    World
    Moogle
    Main Class
    Arcanist Lv 50
    oh...i missed that point lol thx hehehe
    anyway i added an edit on my post with more considerations
    (0)

  6. #106
    Player
    Madoka's Avatar
    Join Date
    May 2011
    Location
    Limsa
    Posts
    561
    Character
    Ayukawa Madoka
    World
    Excalibur
    Main Class
    Arcanist Lv 90
    Ruin2 is not off GCD, using Ruin+Ruin2 is still two GCDs. There is literally no reason to use Ruin 2 in any rotation

    Daily limit edit

    Using Ruin 2 is going to screw with a Tank's option to blind in the hopes of avoiding some damage. just take the second of down time moving out of an AoE or use it to cast Fester if it's off CD.

    It's fine in crap dungeons, but never use Ruin 2 in coil or primals. Let the tank help themselves with Flash.
    (1)
    Last edited by Madoka; 12-16-2013 at 08:46 PM.

  7. #107
    Player
    PriyaJugulataris's Avatar
    Join Date
    Nov 2013
    Location
    Limsa
    Posts
    170
    Character
    Princess Priya
    World
    Goblin
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Madoka View Post
    Ruin2 is not off GCD, using Ruin+Ruin2 is still two GCDs. There is literally no reason to use Ruin 2 in any rotation
    Well if you want to blind pre Titan's table flip, I ain't gonna be mad. Also guys, quote from the developers.
    "As I mentioned during the previous LIVE letter, there are a lot of cases where melee combos and chains are interrupted making burst DPS difficult, so dragoon and monk will be receiving roughly a 10% increase in damage per second. Rather than reducing the effectiveness of other classes, we will be making adjustments to increase certain elements this time."
    I lol'd
    (1)

  8. #108
    Player
    OmegaNovaios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    273
    Character
    Omega Novaios
    World
    Hyperion
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Madoka View Post
    Ruin2 is not off GCD, using Ruin+Ruin2 is still two GCDs. There is literally no reason to use Ruin 2 in any rotation
    You can replace Ruin with Ruin II if you need to move while doing your rotation since it's instant cast. This will apply at any time during the rotation, as instead of casting a DOT you simply use Ruin II and cast the next spell in your rotation afterwards and omit a Ruin from the end of your rotation. This effectively makes it so your rotation doesn't lose DPS (or at least very much DPS) if you compare it to say BLM.

    Also, Ruin II can be used to close a burst or for the kill shot since it's instant cast, which can end a fight or push or thwart a mechanic from occurring. Such as on Turn 5 Conflag. Let's say the Conflag will blow up in 2 seconds and has 1 HP left. If you cast Ruin then it will blow up before you finish the cast, but if you use Ruin II then it dies 1.5 seconds before then.
    (0)
    Last edited by OmegaNovaios; 12-16-2013 at 09:10 PM.

  9. #109
    Player
    Roy_M's Avatar
    Join Date
    Oct 2013
    Posts
    63
    Character
    Roy Masters
    World
    Hyperion
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Madoka View Post
    Ruin2 is not off GCD, using Ruin+Ruin2 is still two GCDs. There is literally no reason to use Ruin 2 in any rotation
    Actually I like to use Ruin2 over Ruin 1 if my MP allows it since I could use skills that ignores GCD like Fester-Virus-Spur-Energy Drain and so on it also blinds the target that helps the tank somehow, than the time it takes to cast Ruin 1 but I guess it s about preference
    (0)

  10. #110
    Player
    xardus's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Xardus Xarstealth
    World
    Moogle
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Madoka View Post
    Ruin2 is not off GCD, using Ruin+Ruin2 is still two GCDs. There is literally no reason to use Ruin 2 in any rotation
    mmh..how you play summoner?LOL
    uding ruin1 then ruin2 you have gcd where you can use fester,Energydrain,rouse\spur\enkindle\bane\virus\an eye for an eye...there are lots of think you can do in that gcd time after ruin2,and that why we have to use sometime
    (0)

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