I m pretty sure tri disaster have no gcd because there is not single ability in this game that have gcd(if we do not count pet abilities) with cooldown based ability. If I can guess it will have 10 sec cd and will burn aetherflow like bane.


I m pretty sure tri disaster have no gcd because there is not single ability in this game that have gcd(if we do not count pet abilities) with cooldown based ability. If I can guess it will have 10 sec cd and will burn aetherflow like bane.


Applying all dots actually is never as huge of a dps gain as one might expect.
I anticipate unless there are extremely niche scenarios like needing to bane a group of adds that are far away from target, OR its cd is extremely short (I'm talking like 30-60 seconds here) it will amount to a fairly negligible increase in dps.
Assuming best case that it is an oGCD ability that doesn't use aether, then its damage contribution is 240/CD pps.
In general, SMN pps is roughly ~85pps or so (This may be wrong. I remember doing the math for this AGES ago...but I totally can't remember now and can't be bothered). + an additional ~30-35pps from pet.
So if you look at it that way...
30 sec CD = 8pps, 7% dps increase
60 sec CD = 4 pps, 3.4% dps increase
120 sec CD = 1.7% dps increase
etc etc. I mean its possibly -useful-...but its not very good guys. No matter how you look at it, the actual dps increase over its CD is minimal. Esp if it has an extremely long CD, it would be much better to use it for disconnects/add bursts rather than use it on CD for tiny dps increase (kind of like how monks use PB).
Last edited by pandabearcat; 05-26-2015 at 08:56 PM.
Skill/spellspeed increases DAMAGE of DoTs confirmed by PCGamesN Q&A. Apparently a decrease in DoT tick timing caused a lot of balancing issues. I can see why, Bards would be insane.
The major reason for no speed increase was it was technically impossible.
"it would've been OP"-argument can just as well be countered with: "We can change the conversion". Or just go the WoW root and only affect the tick time of caster DoTs (and not "physical" dots). There are a lot of solutions to the "balancing issue" problem - but no point in exploring them if the server can't handle that.


I like how skillspeed is still a flat decrease in cast times.
Oh man. What a ridiculously badly thought out stat.
They're just lucky we can't get high enough ss for it to matter, and that for some odd reason dps classes have to worry about "mana".

If Dreadwyrm Trance is enabled by spending all your Aetherflow stacks, I wonder if using a stack on Tri-disaster in opener would be ideal. Could probably get 2 Festers and a Deathflare in under Raging Strikes...
You mean all of AF stacks will be completely consumed by dread stancing? Because according to what the reporter said, it's enabled 30 seconds after AF is used, at least that's what I understand. If it's gonna consume all of the 3 stacks are they co-shared with fester and bane?



Idk the impression I got was it activates after your last Aetherflow stack is used, which is around where you would use a last Fester at 30 seconds post Aetherflow. To me, it sounded like they were assuming users were out of stacks by 30 seconds, which then changes into a half-minute period for SMN where they decline in damage faster (essentially what Dreadwyrm Trance was built around).
However, when I read Bayohne's comment it could be it always activates when Aetherflow has 30s left but idk. I didn't think it was possible that one ability would be based off another's cd timer so that's why I came up with my first assumption of it having to deal with the stacks remaining.
Last edited by Havenchild; 05-28-2015 at 08:40 PM.



The Dreadwyrm Stance does sounds strange. I hope it activates as soon as you use all your Aetherflow up.
What I would like to see if that is the case for those AOE and/or swap target burst scenarios would be
- Tri-Disaster -> Bane -> (All Aetherflow used up) -> Trance -> Death Flare
- Tri-Disaster -> Fester -> Trance -> (insert single target Bahamut Skill here) - probably a couple uses of the single target skill by the sounds of it.
30s might be much too late to get all your Dread Skills in.
--------------------------------------------------------------
But all in all, that is so much better than, -> B2, M, B -> Bane, Miasma II, Blizz II
Oh man 3-4 mobs.
SC Shadow Flare -> 3D -> Bane -> Miasma II -> Death Flare
3D - Shadow Flare (Contagion) -> Bane (Rouse/Spur) -> Miasma II (Enkindle) -> Death Flare
--------------------------------------
That changes the AOE potential so much when your Dot wind-up turns into your AOE Casts.
Shadow Flare - 250 Potency/Target
Miasma II - 70 Potency/Target
4 Targets - In nearly 1 GCD you could cast 4760 Potency not including Death Flare.
--------------------------------------
Single Target - The only situation I can think of where you could use Tri-Disaster as a DPS increase is if you can't have Shadow Flare in place on a boss pull. I think if you pre-cast Shadow Flare on the pull and then go into Tri-Disaster.
SF @ 250 Potency + Ruin X 2 (410 Potency > 300)
-------------------------------------
But I also saw that we'll be getting Ruin III, which might completely change everything especially if it has a high MP cost.
i.e. 150 Potency @ 200 MP - Then you have to compare hard casting your dots + MP cost (around 420 MP 300 Potency) VS 3D + Ruin III X 3 (600MP - 450 Potency)
Last edited by Judge_Xero; 05-29-2015 at 12:22 AM.
"I don't always drink beer, but when I do, it's often."
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