There's two things kinda wrong with your statement. The first is, that there would be a better rotation than the one you found before that would better utilize the let's say for purpose SS, you have gained. In theory this is true, but in actual in game use it's not. Maybe on Striking Dummy? But in a fight? Highly Unlikely for the exact reason you mention, disconnects of a fight, RNG that can mess around with you and such. That is what slightly reduces the use of Spellspeed as well. How many casts it gave you over the course of the fight actually almost never changes or changes very little because of how fights play out. Now if we are looking at SS, like a modifier similar to DET, that's completely different.
The second way you are wrong, I would take you back to the 2.5+ series a sec. Many people stood by on calculators and sims alone, but several people could not pull the numbers I was able to do, when I would sacrifice yes, main stat for secondaries.
Many people claimed I was wrong regardless of reasoning and logical testing in game showed otherwise. It was only after I showed parse data relative to what I was saying, that people began to question how things actually worked again with SMN.
Turns out, that the old damage calculator was slightly off and the NA scene largely as a whole, didn't actually understand that DET scaled higher with more main stat. However the JP scene was more privy on this. Turns out I was proving the JP calculators in game without even knowing of either calculators existence. Have I tried builds from multiple people before? Absolutely, and executed my rotation the exact same way because even then, when Spellspeed had stronger influence on our cast times and such, it still never changed my rotation or gave an extra cast. Many people went full INT builds by maximizing ilvl, but that stuff was bloated with Spellspeed.
RNG has been existent in raiding for a long time. In T10 with charges/ tethers, T11 tethers, T13 Megaflare/ Earthshakers, T6 Flower debuff, T5 Dread stun....etcetc.
Now understand this does not take away from the fact that, now in Heavensward, Spellspeed is different, because it is. However, regardless, you should still go by what you see in game. A simulator is not server code. Nor are simulators always updated where as patch by patch, things can be tweaked behind the scenes without notice. If you would recall, stat scaling has been adjusted before between patches.
You don't have to trust what you see in game, but that's on you. However, I would strongly recommend against saying any Simulator or Calculator as the top result over what actually executes in-game better. That's not bad advice, that's kinda just common sense, I think.
Do you guys think, that it is impossible, for someone to have little to no human error involved, when they understand the rotation they execute that much? I don't think so, and I feel a lot of people that post ridiculous numbers on DPS boards make it there with very little human error in between runs. You are definitely correct in, it's not based on science but what works in-game.



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