
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? ... >_<.
Last edited by EasymodeX; 12-19-2013 at 05:44 AM.
so basically this is the most sensible cycle right now?
TD has a duration of 30 sec, so you need to refresh it ever 5 cycles if you just try to keep TD up. You calculated it for every 6 cycles, but what happens if you do so ever 5 cycles? What is better: Alternating with FR every 3 cycles or just sticking to keeping TD up every 5 cycles?

Well, I only spent 20 minutes poking at various approaches, but that seems like a "winner for now" -- honestly not much different than a pre-2.1 approach. On the side, there's actually another significantly more convoluted timing for TD/FR that gets +0.1 more PPS, but it's not even worth typing.
If you use TD every time it drops immediately, and you only use 1 off-cycle attack (FR) for DK-cycles (2 sets) -- in other words, for DK-cycles where you DON'T use TD, you use FR instead, then you can gain the +0.1 more PPS. #notworth.TD has a duration of 30 sec, so you need to refresh it ever 5 cycles if you just try to keep TD up. You calculated it for every 6 cycles, but what happens if you do so ever 5 cycles? What is better: Alternating with FR every 3 cycles or just sticking to keeping TD up every 5 cycles?
This basically requires that you track how many attacks you are using within a DK cycle, and you can't just use the off-cycle attack at the same time in the cycle (e.g. "right before DK") -- you need to stagger it earlier and earlier until you get a TD span overlap that allows a FR, and then you need to make sure you don't use 2 off-cycle attacks between DKs. It's kind of only reasonable on paper.
As a general note, since Bootshine and True are "often" (always) intended to be used every other set now, instead of "when the fight is stable for some minor +DPS", this creates a more sensitive risk for DK/TW buff uptime re: mechanics. As a result, it's worth considering dropping FR and only using TD for fights with lots of mechanics or where you're not comfortable with achieving 100% contact time, because if you inject FRs around then you may drop DK/TW here and there, which removes any purpose for blowing the TP on Fractures.
That's why i said "most sensible"Well, I only spent 20 minutes poking at various approaches, but that seems like a "winner for now" -- honestly not much different than a pre-2.1 approach. On the side, there's actually another significantly more convoluted timing for TD/FR that gets +0.1 more PPS, but it's not even worth typing.It's not the most damaging one, but the one that makes most sense.
That's not what i meant. What if you just apply TD immediately when it runs out and ignore FR completely. You calculated it for just using 1 TD every 6 cycles, but TD should run out every 5 cycles (assuming your global cooldown is 2 seconds).If you use TD every time it drops immediately, and you only use 1 off-cycle attack (FR) for DK-cycles (2 sets) -- in other words, for DK-cycles where you DON'T use TD, you use FR instead, then you can gain the +0.1 more PPS. #notworth.
This basically requires that you track how many attacks you are using within a DK cycle, and you can't just use the off-cycle attack at the same time in the cycle (e.g. "right before DK") -- you need to stagger it earlier and earlier until you get a TD span overlap that allows a FR, and then you need to make sure you don't use 2 off-cycle attacks between DKs. It's kind of only reasonable on paper.

That's a DPS loss: you're comparing 98%ish uptime of TD versus 70% uptime of TD plus 40% uptime of FR. The latter wins for DPS.
I'll double check; yeah, it's 162.4. 0.4pps is not a super meaningful DPS loss, so that is worth considering to drop Fracture for (a) pure TP efficiency (you save ~5.5% TP / can burn 5.5% longer), (b) simplicity re: hotkeys and priority rulesets, and (c) xclass skill slots.
Last edited by EasymodeX; 12-19-2013 at 11:55 PM.
Great, that's what i wanted to know. Thanks a lot.That's a DPS loss: you're comparing 98%ish uptime of TD versus 70% uptime of TD plus 40% uptime of FR. The latter wins for DPS.
I'll double check; yeah, it's 162.4. 0.4pps is not a super meaningful DPS loss, so that is worth considering to drop Fracture for (a) pure TP efficiency (you save ~5.5% TP / can burn 5.5% longer), (b) simplicity re: hotkeys and priority rulesets, and (c) xclass skill slots.
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
What are all these abbreviations?
Just got to 50 and trying to compare what the skills are (haven't played much much or bothered with a proper rotation before, just lazy leveling through daily roulette).
DK is Dragon Kick, BS is Bootshine, DM is Demolish I'm guessing, but that's as far as I can make out of it being a new monk/pugi and all.

TW = Twin SnakesDK 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
What are all these abbreviations?
Just got to 50 and trying to compare what the skills are (haven't played much much or bothered with a proper rotation before, just lazy leveling through daily roulette).
DK is Dragon Kick, BS is Bootshine, DM is Demolish I'm guessing, but that's as far as I can make out of it being a new monk/pugi and all.
TR = True Strike
TD = Touch of Death
FR = Fracture
SP = Snap Punch
I would not follow that "rotation" though. There's not reason to reapply TD before it expires, or always use it after a finisher when you can slot it anywhere. Fracture is a really minor DPS gain and a dps loss when TP is an issue and don't dot blindlessly when there's invulrenable periods or similar.
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It's not the most damaging one, but the one that makes most sense.




