I ask about clipping because it was a gray area I always wanted to explore more and with NIN it stopped being as relevant to maximizing class dps (due to the restrictive combo system) so my attention focused on other things. Basically it just seems to me that doing DK > TS > Demo > Boot > True > Snap > DK > TS > Snap > Boot > True> Demo > DK > TS > Snap > Boot > True > Snap as your rotation - or in other words alternating DK > TS > Snap and Boot > True > Snap with demo every third combo ends up clipping DK and TS at the ~5s mark a lot of the time - and I wonder if it's better to let them drop momentarily as well in the same way the opener does it. That would in effect make your basic rotation something along the lines of DK > TS > Demo > Boot > True > Snap > Boot > True > (DK falls) > Snap (TS falls) > repeat. That would make your Snap lose out on ~20 potency, then your next DK miss out on either ~33 potency or ~17 potency depending on if it applies its own buff to itself, and then the next Twin would miss out on either 14 or 0 potency with the same stipulations. So worst case scenario that loses you 67 potency to gain 92 (fully buffed boot over DK) + 61 (True > twin) = 153 potency... for a net gain of 87 potency every 18s. Of course, that's ignoring Touch of Death - putting that up at some point could cause your extra True to not get DK (so a bonus of only 38) and your Snap to lose another ~20 potency. In which case you gain 130 potency at the cost of 97 potency for a net gain of only 33 potency. 33 potency seems to be still a significant chunk to aim for. And if DK and TS do apply to their own hit, then that means you'd actually gain 63 potency when applying ToD in a rotation and 117 potency when not.
Anwyay, I haven't done any testing to confirm these theoreticals, but it seems to me that rotation (DK > TS > Demo > [Boot > True > Snap]x2 > repeat) should be, in theory, better than alternating DK > TS > Snap and Boot > True > Snap with demo every third combo. Unless there's something I'm missing about our basic maintenance combo post opener.
Without Fracture and doing the basic rotation and not the different one I was just talking about, I'm pulling about 570-580 with party buff, food, and a pot in the opener with this as my gear http://ffxiv.ariyala.com/PEU1 (i123 overall) and it seems like it's a little lower possibly than it should be? Or am I right about on track? Fracture puts it in the 585-590 range but then I run out of TP long before my second invigorate with my skillspeed and I'm sure in a real situation the damage lost from all that extra paeon would be too great.

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