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Thread: BLM Buffs Inc!

  1. #251
    Player
    Alkimi's Avatar
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    Alkimi Asura
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    Ragnarok
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    Thaumaturge Lv 70
    Quote Originally Posted by Aikaal View Post
    ** Many BLMs don't see the point to multi-thunder more than one add. 3 Thunder debuffs = 3 times 5% chances to get a proc, why wouldn't you do that? Of course it's less damage than Summoner but it's still a DPS gain.
    I really can't think of a situation where this is a thing.

    If the 3 mobs are close together then just use an AoE rotation, if they're spread out then chances are stuff needs to die fast and that won't happen with you taking 7.5-10.5 seconds to cast whatever tier of Thunder on everything.

    Thundercloud procs do more damage than Fire, yes, but they still take up a GCD and are far too reliant on randomness. Hence why the only really optimal time to cast Thunder spells is during Umbral Ice phases where you need something to fill the gap while MP recharges.
    (1)

  2. #252
    Player
    ZeroAmano's Avatar
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    Zero Amano
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    Tonberry
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    Thaumaturge Lv 50
    Quote Originally Posted by Xisin View Post
    I have a turn 9 video posted already to show how how i move around and maintain dps. I didn't bother to record anythign for turn 6 as its turn 6 and everyone's cleared it by now.... Also blm has the lowest or second lowest single target in the game, didn't think anyone would argue that.
    Actually...I would. In my server our dragoon are bad that hitting low dps than blms. But it's probably server issue. I know pro drg who could hit 400+ in T8 but I never seen it in my server so in our server it's like Mnk>Smn>Blm>Drg>Bard
    In general I wouldn't aruge it. Even our dps is just a bit low than Drg by 10~20.
    (0)

  3. #253
    Player
    Xisin's Avatar
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    Xisin Fendada
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    Sargatanas
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    Quote Originally Posted by Alkimi View Post
    I really can't think of a situation where this is a thing.

    If the 3 mobs are close together then just use an AoE rotation, if they're spread out then chances are stuff needs to die fast and that won't happen with you taking 7.5-10.5 seconds to cast whatever tier of Thunder on everything.

    Thundercloud procs do more damage than Fire, yes, but they still take up a GCD and are far too reliant on randomness. Hence why the only really optimal time to cast Thunder spells is during Umbral Ice phases where you need something to fill the gap while MP recharges.
    Thunder II is actually our most efficient spell. the reason you don't spam it under normal circumstances is that it is indeed a dot. On the golems towards the end its best to raging strikes quelling strikes burn the dps golem, then during the ice phase dot the other two. On the second set of golems, you won't have quelling up at all so rather than risking pulling hate off the melee dps (and it will happen if you are close in gear) you can dot each one then start.

    Dotting all 3 on the first set isn't a bad thing either.

    Thunder 2 potency total = 295 319 mp (this is very important) and a 2.77ish cast time that varies with spell speed.
    To give you an idea of that power

    Fire = 150 potency * 1.8 Astral fire 3 = 270
    flare = 260 potency * 1.8 = 468 - Those golems will never be together for a flare though

    thunder on all 3 golems (they will all mostly tick to full duration) = 295*3 = 885 potency

    Basically thunder 2 has better damage than a fire 1 in Af3, on top of that each application increases the odds of thunder procs.

    3 casts of fire 1 will yield a total of 810 potency in 6.93 seconds. (according to my spell speed) gcd = 2.31
    3 casts of thunder 2 = 885 potency in 8.31 seconds

    885/8.31 = 106.498 potency per second
    810/6.93 = 116.883 potency per second + highly probable thunderclouds.

    This is the reasoning behind my personal recommendation of RS + QS on the first set and then dotting the second set to prevent hate draw from the melee + other dps targeted golem.
    (0)
    Last edited by Xisin; 05-28-2014 at 11:48 AM.

  4. #254
    Player
    Xisin's Avatar
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    Xisin Fendada
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    Sargatanas
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    Quote Originally Posted by ZeroAmano View Post
    Actually...I would. In my server our dragoon are bad that hitting low dps than blms. But it's probably server issue. I know pro drg who could hit 400+ in T8 but I never seen it in my server so in our server it's like Mnk>Smn>Blm>Drg>Bard
    In general I wouldn't aruge it. Even our dps is just a bit low than Drg by 10~20.
    You can't compare bad players to good players and say that it's a credible argument in regards to drg vs blm stdps. My statics dragoon beats my numbers on single target situations for the most part. Those dragoons you play with are bad. I know atleast 3 drgs in my fc that beat my blm single target dps, and by a margin of around 20-30 at times.
    (0)
    Last edited by Xisin; 05-28-2014 at 11:24 AM.

  5. #255
    Player
    ZeroAmano's Avatar
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    Zero Amano
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    Tonberry
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    Quote Originally Posted by Xisin View Post
    You can't compare bad players to good players and say that it's a credible argument in regards to drg vs blm stdps. My statics dragoon beats my numbers on single target situations for the most part. Those dragoons you play with are bad. I know atleast 3 drgs in my fc that beat my blm single target dps, and by a margin of around 20-30 at times.
    Yeah i knew it. So i said it's probably server issue. In T8 I think it's more like Mnk 450/Drg 420/Smn 400/Blm 380/Bard 360 (ilv110)
    If your group ask you don't need to move. Then there is a chance to beat both Smn and Drg. But it's for T8 anyway. In general we are the second lowest dps that just a bit better than bard.
    (0)

  6. #256
    Player
    NightReach's Avatar
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    Teresa Faintsmile
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    Gilgamesh
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    Marauder Lv 50
    the thing is without Peon/Mana, SMN/Mnk/DRG going full dps dries out by 5 min. BLM doesn't have resource issue faced by all other DPS unless you fk up really hard. From a balance point of view a practically resourceless dps should do less then one that requires resource management. However since fight are shorter and shorter, resource becomes less important, and since things like BRD exist BLM comes somewhat behind.

    I never really disagreed on BLM buff/adjustment, like i said movement dps needs to be strongly buffed, and removing double procc situation via usable fire 3 stacks or increase damage dealt by double procced fire 3.
    (0)

  7. #257
    Player
    blackermage's Avatar
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    Tachibana Kanade
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    Adamantoise
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    Gladiator Lv 50
    Quote Originally Posted by Xisin View Post
    Thunder II is actually our most efficient spell. the reason you don't spam it under normal circumstances is that it is indeed a dot. On the golems towards the end its best to raging strikes quelling strikes burn the dps golem, then during the ice phase dot the other two. On the second set of golems, you won't have quelling up at all so rather than risking pulling hate off the melee dps (and it will happen if you are close in gear) you can dot each one then start.

    Dotting all 3 on the first set isn't a bad thing either.


    Thunder 2 potency total = 295 319 mp (this is very important) and a 2.77ish cast time that varies with spell speed.
    To give you an idea of that power

    Fire = 150 potency * 1.8 Astral fire 3 = 270
    flare = 260 potency * 1.8 = 468 - Those golems will never be together for a flare though

    thunder on all 3 golems (they will all mostly tick to full duration) = 295*3 = 885 potency

    Basically thunder 2 has better damage than a fire 1 in Af3, on top of that each application increases the odds of thunder procs.

    3 casts of fire 1 will yield a total of 810 potency in 6.93 seconds. (according to my spell speed) gcd = 2.31
    3 casts of thunder 2 = 885 potency in 8.31 seconds

    885/8.31 = 106.498 potency per second
    810/6.93 = 116.883 potency per second + highly probable thunderclouds.

    This is the reasoning behind my personal recommendation of RS + QS on the first set and then dotting the second set to prevent hate draw from the melee + other dps targeted golem.
    Technically, fire1 under astral 3 is closer to 130 potency per second, if you include firestarters.
    Based on http://www.reddit.com/r/ffxiv/commen...ue_proc_rates/

    EPotency = 150 * 1.8 + 0.25 (220 * 1.8) = 369
    ECastTime = 2.3 + 0.25 (2.3) = 2.875s,
    EPotency/s = 369 / 2.875 ~= 128.34 potency/s

    Just clarifying that without any thunderstarter procs (the Expected value of a thunder including thunderclouds is very volatile depending on when you get it), fire1 casts are stronger. Of course, when in UI3, multiple t2 are still optimal.
    (0)
    Last edited by blackermage; 05-28-2014 at 04:19 PM. Reason: Wrong numbers, 25% instead of 30

  8. #258
    Player
    Xisin's Avatar
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    Xisin Fendada
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    Sargatanas
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    Thaumaturge Lv 90
    those numbers are just for that particular situation, as i mathed out, the main purpose behind it is to simply not peel hate off your dps. Cause if you do peel hate then everyone ends up losing
    (0)

  9. #259
    Player
    Aikaal's Avatar
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    Aikaal Leyma
    World
    Gilgamesh
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    Summoner Lv 90
    Quote Originally Posted by Cherub View Post
    I avoided spoiling myself from the t9 boss up to this point. Thank you very much :/
    That's unfortunate There's not a lot of BLM that actually do T9 and I'm happy to be one of them.

    Quote Originally Posted by Alkimi View Post
    I really can't think of a situation where this is a thing.
    If mobs are stack together it's better to do AoE rotation but there are cases where multiple adds spawn and you can't stack them. Phase 2 of T9 is the best example. You have to kill 3 golems quickly and if you stack them, they merge and wipe your group so multi-dotting is a DPS gain at this point.
    (0)

  10. #260
    Player
    God_Mode's Avatar
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    God Mode
    World
    Ragnarok
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    Thaumaturge Lv 50
    Quote Originally Posted by Halloween View Post
    I would like to hear how you can get 350dps on t6 (cut)
    I've been doing close to 360 on T6 the past week with an i97 (lv100 soldiery weapon).

    I personally never got targeted by the honey bee so this was a plus for sure , however over this what I personally do is

    a) Sprint in precast before chains
    b) I abuse the skill cast cheating , you can start moving when your cast bar is at around 80-85%
    c) AM always set in macro for long distances
    d) Double flares whenever you have 2+ targets (convert or ether if it's down)

    On fights like leviathan ex I'm generally always around 350 and this fight has some hard movements too , however the rules above apply for every fight, on T8 I'm going from 340 to 370 , it really depends on the procs/crits rng but usually our MNK is always far away from me even if I do a perfect fight.

    My personal feeling is that most of the BLM QQ'ing about the job are the ones that are unable to maximize their movements, however based on the direction they took with the new coil and based on the raw damage on the dummies compared to DRG/MNK /lolBRD's a little boost to the single target damage is something that I approve. A properly used BLM which si 100% skilled should be able to compete with a properly skilled MNK, I'd be more than happy to lower a bit the AOE damage (lolDungeonsFarm) for some more DPS on single target.
    (2)

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