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  1. #1
    Player
    OneWingedSora's Avatar
    Join Date
    Apr 2014
    Posts
    507
    Character
    Mala Liath
    World
    Balmung
    Main Class
    Black Mage Lv 60
    Quote Originally Posted by Hakmatic View Post
    but like someone said pushing faster gives you more dps anyways.
    Quite the opposite actually, except for T11.
    (0)
    Kairi™

  2. #2
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by OneWingedSora View Post
    Quite the opposite actually, except for T11.
    I'm unsure how 10 or 12 would be any different. Cooldowns not lining up with adds?
    (0)

  3. #3
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by SpookyGhost View Post
    I'm unsure how 10 or 12 would be any different. Cooldowns not lining up with adds?
    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.
    (3)
    Last edited by Sleigh; 06-07-2015 at 12:24 PM.

  4. #4
    Player
    OneWingedSora's Avatar
    Join Date
    Apr 2014
    Posts
    507
    Character
    Mala Liath
    World
    Balmung
    Main Class
    Black Mage Lv 60
    Quote Originally Posted by SpookyGhost View Post
    I'm unsure how 10 or 12 would be any different. Cooldowns not lining up with adds?
    Less multi-dotting/AOEing on adds.
    (0)
    Kairi™