


It's pretty class specific. Ranged are the best milkers in FFXIV due to multi-DoT and AoE supremacy, so those guys typically do worse proportionately to melee/tanks than in non-echo environments.
- For 10, the sooner those sons/daughters get wrecked the lower the capacity is for everyone to multi-DoT/AoE, including melee. Typically though you can skip mechanics in T10 much easier now so group DPS shouldn't really scale too negatively, mostly just all ranged.
- 11 is straight burn
- 12, groups are pushing 2 Bennu pretty easily now. That's a LOT less multi-DoT and destroys the AoE portion. No real upside to having more DPS in terms of numbers, you could skip fountain stacks even before echo. It might take a very very good comp but unless you can skip that first dodge phase it's detrimental to uptime vs downtime ratio.
- 13 is mostly the same but add phase gets melted, everyone just stands around. Lower uptime to downtime ratio for everyone unless you choose to keep things alive.
Other than that it's mostly CDs, yeah. Burstier classes like DRG and BRD are positively impacted by more downtime to uptime, which is part of why they're so dominant in a T9/T13 scenario. One of the biggest things for all DoM is the closer you clear to 5m30s-ish, the better for them because you get 2 BV Foe's sessions. Otherwise you wanna clear closer to after Raging Strikes comes back which would be 6m20s to 6m30s for casters.
Sometimes quick pushes can be beneficial to personal DPS, due to less mechanics, and possibly lining up CDs better, but I'd say it's the exception rather than the rule.
Also gotta stress that, outside of possibly wanting to drop DoM in certain fights, there's not much to say negatively about this kind of stuff. It's just less personal DPS, oh well. The main thing to take away is you just really can't compare DPS numbers in different environments as if it's "just" 15% increase, it'll cause misconceptions if you do.
Last edited by Sleigh; 06-07-2015 at 12:24 PM.
This. Multiplying with 0.85 gives you lower than original number.
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10 and 11, sure, for melee. 12, unless you can beat the first dodge phase it's pretty much gonna be a personal DPS loss ratio wise. Less uptime vs downtime when you're talking about a set amount of downtime = worse numbers.
Easiest way of looking at it (fake numbers incoming because I don't want to throw out fight durations): let's say you do 600 DPS on your uptime. Let's not count something like GL3 dropping off and negatively impacting MNK's GL3 uptime.
Over 10 minutes of a theoretical fight, you have 9 minutes of uptime and 1 minute of unrelated-to-DPS downtime. You do 540 DPS total for the encounter.
With echo you do 690 DPS on your uptime, but the uptime falls to 7m48s with 1 minute of downtime. You do about 600ish DPS in this instance, a piddling 10%~ increase even though your DPS while attacking was in fact multiplied by 1.15.
Last edited by Sleigh; 06-07-2015 at 07:11 PM.
That would help explain why I'm not able to hit pre-echo numbers if I deduct the 15% lol.


If you do normaly 500 dps then multiple with 1.15 that will be 575. If you multiple 575 with 0.85 it will be 488 dps but original dps was 500. You need divide 15%(echo) with 115%(overall damage) that will be 13.04%. Then after that you need multiple 0.1304 with 575 that is 74.999 and remove that number from your parse so you will reach 500 dps again. That will tell the number what it would be without echo.
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