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  1. #1
    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)

  2. #2
    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.

  3. #3
    Player
    Naryoril's Avatar
    Join Date
    Sep 2013
    Posts
    229
    Character
    Y'sira Nia
    World
    Leviathan
    Main Class
    White Mage Lv 100
    Quote Originally Posted by EasymodeX View Post
    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.
    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?
    (0)

  4. #4
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Naryoril View Post
    so basically this is the most sensible cycle right now?
    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.

    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?
    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.


    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.
    (0)

  5. #5
    Player
    Naryoril's Avatar
    Join Date
    Sep 2013
    Posts
    229
    Character
    Y'sira Nia
    World
    Leviathan
    Main Class
    White Mage Lv 100
    Quote Originally Posted by EasymodeX View Post
    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.
    That's why i said "most sensible" It's not the most damaging one, but the one that makes most sense.

    Quote Originally Posted by EasymodeX View Post
    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 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).
    (0)

  6. #6
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Naryoril View Post
    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).
    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.
    (1)
    Last edited by EasymodeX; 12-19-2013 at 11:55 PM.

  7. #7
    Player
    Naryoril's Avatar
    Join Date
    Sep 2013
    Posts
    229
    Character
    Y'sira Nia
    World
    Leviathan
    Main Class
    White Mage Lv 100
    Quote Originally Posted by EasymodeX View Post
    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.
    Great, that's what i wanted to know. Thanks a lot.
    (0)

  8. #8
    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 EasymodeX View Post
    This results in 162.9. Gained a lot for that optimization and increased TP/s? ... >_<.
    That seems really insignificant, lol.
    I'm surprised since it's still a fairly strong attack, though Bootshine is already higher and the other two dots are way ahead.
    (0)

  9. #9
    Player
    Aramaki's Avatar
    Join Date
    Dec 2013
    Posts
    7
    Character
    Shin Yuki
    World
    Odin
    Main Class
    Monk Lv 80
    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.
    (0)

  10. #10
    Player
    enil's Avatar
    Join Date
    Sep 2013
    Posts
    162
    Character
    Mirri Weatherlight
    World
    Tonberry
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Aramaki View Post
    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 Snakes
    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.
    (0)