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  1. #21
    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 EasymodeX View Post
    Fracture is a DPS loss post-patch.
    Good cause I hate trying to work it in and I can never tell when the animation goes off lol

    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
    This keeps tripping me up. I didn't only do the side rotation but I have to keep reminding myself to move for Demolish.
    (0)

  2. #22
    Player
    Zartan's Avatar
    Join Date
    Aug 2013
    Posts
    10
    Character
    Peter Griffon
    World
    Faerie
    Main Class
    Warrior Lv 50
    That's what she said.
    (1)

  3. #23
    Player
    Wingszerodrive's Avatar
    Join Date
    Sep 2013
    Posts
    106
    Character
    Eversongs Neuphora
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Zakard View Post
    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
    yea i revised thanks i noticed that when i was doing that now i do BS after i get my DK debuff
    (0)

  4. #24
    Player
    Wingszerodrive's Avatar
    Join Date
    Sep 2013
    Posts
    106
    Character
    Eversongs Neuphora
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Powercow View Post
    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.

    yea i usually skip fracture now due to tp long fights.... but i usually apply it in the begining and when i have the 3 GL or when i have to move for a period i know i will lose GL
    (0)

  5. #25
    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)

  6. #26
    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)

  7. #27
    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)

  8. #28
    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)

  9. #29
    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.

  10. #30
    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)

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