Yeah, sorry about that.Each tick is its own chance to crit. The only exception is a NIN using Kassatsu (force next Ninjutsu to crit) followed by Doton, which will make all Doton ticks crit.
Auto attacks are, roughly speaking, 100 potency per three seconds, regardless of the delay stat.
Also, you flubbed your math there. Just the four casts of Ruin would be 320 potency, plus the 150 potency of the dot. Then figure that you should be able to fit another Ruin in there (because it's a 2.5 cast instead of 3.0) for 400 potency.
Regardless, my argument that SMNs are doing AA with Ruin is correct yes?
So, that Spell Speed proc is useful, right?
Well, SMN actually has an auto-attack, too, where they whack the enemy with their books. But that mostly only happens if you're not actively casting. So, Bio, Ruin II, off-GCD abilities, etc.
But in a broad sense, Ruin could be compared to auto-attack, yeah. Spell speed proc is still pretty useless, though.![]()
Well, SMN actually has an auto-attack, too, where they whack the enemy with their books. But that mostly only happens if you're not actively casting. So, Bio, Ruin II, off-GCD abilities, etc.
But in a broad sense, Ruin could be compared to auto-attack, yeah. Spell speed proc is still pretty useless, though.![]()
DoTs are on a Global 3s tick timer. As you said, you have a DoT with a timer of 15s, so you'd get 15/3= 5 DoT ticks. But, as it's on a global timer, your DoT ticks could be at 1,4,7,10,13s... 2,5,8,11,14s... 3,6,9,12,15s. Because of how this works, you have a chance of "clipping" a DoT tick each time you reapply it and your chance increases the closer you apply it to 3s, within that 0-3s window. Applying a DoT tick at 1.5s left means you have a 50% chance of missing out on additional potency from your last DoT application, which could of been spent on another ability. This only matters in the long run, and because of this, Skill/spellspeed is valued a lot less.
Buffs in this game are "snapshotted". The only buffs that apply are those which you currently had up when applying the DoT.
And Poison Potions are pretty cool. I personally don't use them, progression groups love them. Up to you if you want to use them.
Dots stack to one tick. People forget that measma, bio 2, bio, and measma two all go on same click If on at same time.
Shadowflare so it's own.
So if you put say bio on you see every tick is let's say 150 dam,
But put all them on you see the number every tick is now 800 dam each 3 seconds tell one falls off.


Interestingly, this means that if you're OOM, the best bet is to sit on the butt and just poke with your book.
I'm bringing back this thread
Because Spell Speed becomes useful again comes Heavensward
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Last edited by elemental10; 05-27-2015 at 12:41 AM.



From what I understand the spell speed fix is going to be rather counter intuitive. The way dot ticks work in this game with everything being processed according to a server-side clock every 3 seconds means that spell speed can't directly affect the speed of the ticks (unless they rewrote the entire mechanics behind dots). Instead what we're likely to get is a frontloading of the damage whereby the damage of each tick is increased proportional to spell speed in such a way as to simulate a faster tick speed. The overall effect should be the same though, just more complex than it needs to be due to 'server limitations'.
My one question at this point is, if they implement it as I suspect they will, will dots still run for their full duration with higher tick damage or will they end prematurely after dealing the total damage they ordinarily would (thus dealing the same damage per MP cost, just faster)? The former would potentially make spell speed our most potent stat but it would seem a little unbalanced to me.
Either way I'll be happy.
Last edited by Alberel; 05-27-2015 at 01:19 AM.


Changing DoT duration would alter rotations and increase complexity--not just for players, but for the devs in terms of balancing. I have no doubt DoT duration will remain fixed and the only change we'll see is increased damage/tic.My one question at this point is, if they implement it as I suspect they will, will dots still run for their full duration with higher tick damage or will they end prematurely after dealing the total damage they ordinarily would (thus dealing the same damage per MP cost, just faster)? The former would potentially make spell speed our most potent stat but it would seem a little unbalanced to me.



I agree it certainly seems the more likely course the developers will take due to it being simpler mechanically. Having the dot durations remain static despite the added tick damage will cause spellspeed to behave identically to determination though. We may see some balancing issues with this depending on how big an effect the stat has. For all the other non-dot dependent jobs their speed stats cause them to burn through their resources faster. SMNs, however, will see an increase in damage with no proportional increase in MP consumption (on our dot upkeep at least). I'm just curious to see how this will turn out.
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