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  1. #1
    Player
    ShinryuReishiki's Avatar
    Join Date
    Sep 2013
    Posts
    184
    Character
    Shinryu Reishiki
    World
    Ultros
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Judge_Xero View Post
    Quote Originally Posted by PotatoTree View Post
    Also remember that SMN are severely disadvantaged when there are multiple things to kill that die very fast (ie: bennus in T12, adds in T13,e tc). This is because the dots die with them and are wasted dps, but the SMN still needs to set up the dots to fester.
    It's not that bad with DoTs.
    It is pretty bad. For example, on our first couple clears of T13 most of the adds would live long enough to get the full worth of my DoTs out, some Gusts would even get a second set. With everyone more geared, the adds are all dying much faster, so I'm not getting as much mileage out of my DoTs. My gear has improved yet my overall DPS has dropped.
    (0)

  2. #2
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by ShinryuReishiki View Post
    It is pretty bad. For example, on our first couple clears of T13 most of the adds would live long enough to get the full worth of my DoTs out, some Gusts would even get a second set. With everyone more geared, the adds are all dying much faster, so I'm not getting as much mileage out of my DoTs. My gear has improved yet my overall DPS has dropped.
    This is an issue when trying to get the most out of your DoTs and your team mates get better gear thus reducing your DoT up time/dps. Here is a graph I made to help others understand how to get the most mileage out of your spells.

    As you can see

    - Bio + Ruin spam is the most efficient combination up to 17 seconds of a mobs life span.

    - B2MB + Ruin Spam is only worth while when the mob will live for longer than 19 seconds, or if you will be using Fester or Bane.



    The MP per Potency is only based off a 19 second scale. Obviously it changes the closer to 0 you get for any given scenario.

    You should also weigh in whether or not you would use Fester with your three DoTs up. Since that is a case by case variable, I didn't include it in the graph. i.e. Does this mob have to die in 12 seconds or is 13 seconds ok.

    ----------------------------------------------------------------------------------------------------------

    So as everyone gears up and things start dying quicker, you will have to shift down the graph to the point where you get the most bang for your buck.
    (0)
    Last edited by Judge_Xero; 12-25-2014 at 04:52 AM.
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  3. #3
    Player
    ShinryuReishiki's Avatar
    Join Date
    Sep 2013
    Posts
    184
    Character
    Shinryu Reishiki
    World
    Ultros
    Main Class
    Pictomancer Lv 100
    The example I gave is an AOE scenario; there's no reason you wouldn't be able to Bane. There are two sets of Gusts, the first is a set of 3, and the latter is a Storm + 2 Gusts. In both cases the Gusts have to be tanked together. Even if they die in 10s, Bane is the most effective thing you can do. However, you're getting significantly less potency out of your DoTs if they die in 10s vs 20s. (And then waiting around doing nothing until next adds spawn...)

    It's much less of an issue in a single add scenario like phase 1-2 Bennus, phase 2 Shadows, or in a multiple add scenario where you can't just kill everything freely like phase 3 Bennus (Well, depending on strategy).
    (0)

  4. #4
    Player
    ViviAnimus's Avatar
    Join Date
    May 2014
    Posts
    261
    Character
    Vivi Stargazer
    World
    Odin
    Main Class
    Arcanist Lv 50
    Following:

    There is definitely something wrong with Summoner. On my server that are almost no Summoners anymore. I do also wonder why Melee DPS needs to have a higher natural damage output. People used to say that Melee DPS has to avoid more stuff. In Final Coil this is not the case anymore. They have to do the same mechanics and everything. I don't see the justification for more damage output. The only job that is a bit more difficult to play is Ninja. Summoner in my personal experience harder than Dragoon and Monk.
    If anything, Summoner should do more damage than a Black Mage or be at least below it. I would delete Raise from Summoner and give it a normal virus so people can stop crying and it can finally have decent DPS that's up there.
    (1)

  5. #5
    Player
    Leonus's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    677
    Character
    Kenrir Amnis
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by ViviAnimus View Post
    Following:

    I do also wonder why Melee DPS needs to have a higher natural damage output.
    Well, the moment ranged dps out damages or is even with melee dps, it completely invalidates them for anything other than limit break. You really ever only want 2 melee dps around the boss. Any more than that and it gets too crowded. Ranged dps can stand kinda.. wherever. (Except in front of the boss) also FCOB just seems to be melee friendly in terms of uptime for dps.

    It is generally safer to have more ranged dps than melee dps. The higher damage I think is to reward the party for bringing melee.

    This is just my opinion though.

    Also, smn needs a buff and I personally think they need to be able to go even with blm in dps. Good smns are still good smns, but they need some love so they aren't forced to switch like drgs were when nin came out.

    Edit: Never played smn, I'm not much of a caster dps kinda guy, or at all really.
    (1)
    Last edited by Leonus; 12-25-2014 at 12:43 PM.