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  1. #11
    Player
    Zakard's Avatar
    Join Date
    Sep 2013
    Posts
    94
    Character
    Zakard Evans
    World
    Gilgamesh
    Main Class
    Monk Lv 60
    hum you shouldnt use rear rotation that early.doing 1 rotation of DK-twin and after directly starting bootshine+true strike isnt that good since you wont have DK debuff up.you need to do 2 rotation of dragon kick since debuff wont apply if you are not in the correct stance.

    personaly i do TOD-DK-twin-demo-dk-twin-snap-boot-true-snap
    (1)

  2. #12
    Player
    Koopatroopa's Avatar
    Join Date
    Dec 2013
    Posts
    15
    Character
    Koopa Troopa
    World
    Excalibur
    Main Class
    Astrologian Lv 60
    Good point about the DK debuff, I always forget about that. Thanks
    (0)
    Last edited by Koopatroopa; 12-18-2013 at 06:42 PM.

  3. #13
    Player
    Shaone's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Shaone Abides
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Has anyone tested optimal ToD positioning in the rotation with regards to GL3 stacks? I'm thinking now with the 27% damage increase for GL3 it might be holding off until later in the rotation, as the next move after GL3 is reached.

    I think demolish would still be worth applying ASAP regardless of current GL3 stack level, because it doesn't slow down building GL3 and has a short duration.

    Thoughts?
    (0)
    Last edited by Shaone; 12-19-2013 at 12:27 AM.

  4. #14
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Shaone View Post
    Has anyone tested optimal ToD positioning in the rotation with regards to GL3 stacks? I'm thinking now with the 27% damage increase for GL3 it might be holding off until later in the rotation, as the next move after GL3 is reached.

    I think demolish would still be worth applying ASAP regardless of current GL3 stack level, because it doesn't slow down building GL3 and has a short duration.

    Thoughts?
    This was always the case IMO.
    (0)

  5. #15
    Player
    Shaone's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Shaone Abides
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Yeah I'm already working on the assumption that ToD is best after GL3 stacks, would love to get it confirmed

    So presently my max DPS boss opening on 2.1 goes something like:

    Shoulder Tackle -> PB -> Snap, Snap, Snap*, Twin, Dragon, Death, (B4B), Boot, (Internal Release), True, (Steel Peak), Demo, (Howling Fist), Dragon, Twin, Snap, Boot, True, Snap, continue normal position dance and keeping up DoTs.

    *Yes this Snap could be a Demolish, but I'm assuming even though it would take me to GL3, it would still be applied with GL2 modifier, so I hold off a little... And no, I don't use Fracture, although I have dabbled in it at times.
    (0)

  6. #16
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Fracture is a DPS loss post-patch.
    (2)

  7. #17
    Player Rochetm's Avatar
    Join Date
    Sep 2013
    Posts
    553
    Character
    Kicking Wolf
    World
    Lamia
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by EasymodeX View Post
    Fracture is a DPS loss post-patch.
    I had gotten that feeling but had not tested it but after testing it out Fracture isn't worth it anymore.
    (0)

  8. #18
    Player
    hamsteak's Avatar
    Join Date
    Aug 2013
    Location
    The Moldy Ul'dahn Sewage System
    Posts
    366
    Character
    Hidden Dragon
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    nothing really changed for me except i have to remember to use demolish from behind

    i feel bad for those monks who only did the side rotation, it'll take a while for them to get used to the changes
    (1)

  9. #19
    Player
    Powercow's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    782
    Character
    Powercow Cowcow
    World
    Excalibur
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by EasymodeX View Post
    Fracture is a DPS loss post-patch.
    How do you figure? It's still as strong as the crit bootshine with about 15.3% crit (which is not really that hard to get) and it still beats out Dragon Kick, Twin Snakes, Snap Punch and the buffed True Strike in terms of damage/use.

    In a longer fight it's too expensive TP-wise, but how is that any different from 2.0? You still didn't use it when TP was a concern.

    Edit - Unless you meant Impulse Drive. And yeah ID sucks now.
    (0)
    Last edited by Powercow; 12-19-2013 at 05:33 AM.
    If someone wins an argument, they have learned nothing.

    FOR DOCKHAND!

  10. #20
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Rochetm View Post
    I had gotten that feeling but had not tested it but after testing it out Fracture isn't worth it anymore.
    Oh, my bad, I just checked other timing options and the scenario where FR is a dps increase is when you use it alternated with Touch of Death if you are not maintaining 100% TOD uptime. I originally added the FR after the TD which causes buff loss unnecessarily which was my error.

    Basic Monk cycle:

    DK TW DM
    BS TR SP
    DK TW SP
    BS TR DM
    DK TW SP
    BS TR SP

    In this cycle, the main thing is that DK+TW both have a 15s buff duration (which apply for ~15.3 effective duration if the lag and snapshotting this patch is the same as last). With that assumption, the cycle accomodates 7 GCDs. E.g. you can add 1 bonus GCD every 2 rows in the above. For reference, the above rates as "159.1" PPS (autoattacks not factored).

    Adding 1 TD boosts that to 161.9.

    DK TW DM TD
    BS TR SP
    DK TW SP
    BS TR DM
    DK TW SP
    BS TR SP

    However, TD uptime isn't optimal with this. Ignoring that for a moment, adding Fracture every other DM cycle (for easier timing) ... ?

    DK TW DM TD
    BS TR SP
    DK TW SP
    BS TR DM FR
    DK TW SP
    BS TR SP

    This results in 162.8.

    But, the timing constraint here is not DM. It is DK/TW. So we should be alternating every DK pair, not every DM. In order to accomodate a proper loop to cycle back to the top, have to extend the set like this:

    DK TW DM TD
    BS TR SP
    DK TW SP FR
    BS TR DM
    DK TW SP TD
    BS TR SP
    DK TW DM FR
    BS TR SP
    DK TW SP TD
    BS TR DM
    DK TW SP FR
    BS TR SP

    This results in 162.9. Gained a lot for that optimization and increased TP/s? ... >_<.
    (1)
    Last edited by EasymodeX; 12-19-2013 at 05:44 AM.

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