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  1. #1
    Player
    Thendiel's Avatar
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    Apr 2014
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    115
    Character
    Thendiel Swansong
    World
    Adamantoise
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Outfoxed View Post
    so here goes.

    with skillspeed being so invaluable.... is it even worth hitting 2.4 gcd?
    does crits multiplicative (critdmg and crit%) self-scaling ever make it *the* stat to get?
    I'm not sure I understand your point here. From a pure stat weight perspective (at our current gear levels), Skill Speed and Critical Hit Rate are very nearly identical to each other. Hitting a 2.4 second GCD then provides advantages (HT clipping and streamlined BotD use) that go above and beyond the stat weights themselves. So, we definitely want to shoot for that time-frame, unless dropping Skill Speed provides us with some HUGE advantage in terms of the crit/det supplied by our gear.

    Is your point that Critical Hit Rate will have progressively higher gains the more of it we stack? If so, it's hard to imagine this making a huge difference unless we somehow push crit into the 900-1000 range or higher.

    Quote Originally Posted by Outfoxed View Post
    also on IDEAL blood for blood and geirskogul usage.

    I will organize it by BotDs.

    BotD1: Should land 1 geirskogul under Blood for blood
    BotD2: Should land 2 geirskoguls under blood for blood
    BotD3: Should land 2 geirskoguls under blood for blood.
    BotD4: Blood for blood will be down the entire 60 seconds.

    BotD and BFB synchronize at this point (240seconds in) so repeat from BotD1.

    You WILL have to delay your geirskogul until it falls under blood for blood.
    This is really interesting. I'll have to practice this, as it would presumably be essential to sustained single-target DPS. Any rules of thumb for how to put it into action? Or perhaps a video? If not, that's fine--I'll play around with GK timing on my own and see if I can get things to sync up properly the way you describe.
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  2. #2
    Player
    Outfoxed's Avatar
    Join Date
    Apr 2015
    Posts
    55
    Character
    Cydney Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Thendiel View Post

    This is really interesting. I'll have to practice this, as it would presumably be essential to sustained single-target DPS. Any rules of thumb for how to put it into action? Or perhaps a video? If not, that's fine--I'll play around with GK timing on my own and see if I can get things to sync up properly the way you describe.
    It's mostly in the numbers.

    BotD is cast 5 seconds after BFB in our rotation.
    BotD casts->5/65/125/185/245
    BFB casts->0/80/160/240

    you'll notice how after 240 seconds in the rotation however the two skills have realigned once again (with BotD being cast 5 seconds after BFB) which is where the loop starts again. meaning that every 240 seconds or 4 botds the loop restarts

    The first botd(5 seconds)/bfb(0 seconds in) you will get 1 geirskogul off. no trick to it

    The second botd(65seconds in)/bfb(80seconds in) you will have to delay your first geirskogul for roughly 15 seconds until blood for blood comes up.

    The third botd/bfb (125seconds/160seconds in) should have you delaying your second GK. Though if this doesn't work you'll have to calculate which one

    The fourth botd (I'm revising this over what I said earlier about not getting a GK off) will have BFB come off cooldown in the final 5 seconds of the botd. Meaning you can get 1 gk in the final five seconds of botd4 and another gk in the first 15 seconds of botd5

    So the trick would be to delay the 1st gk of the second and the 2nd gk of the third and the 3rd gk of the 4th. And then the loop starts again just like in our initial rotation.

    Off the top of my head (revising what i said earlier)..... I actually suspect that you may be able to double up in every single blood for blood cast except the very first because you actually have a BotD up to shove a Geirskogul in the 5 seconds between Blood for blood and BotD unlike in the initial rotation.

    So my revised stance is that if you aren't getting 2 geirskoguls per BFB you're probably dealing suboptimal damage.

    Basically the idea would be that you figure out where blood for blood is and see how you can get your geirskoguls in.

    i'll edit this tomorrow if i remember and you havent went and figured it out already
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    Last edited by Outfoxed; 07-07-2015 at 04:22 PM.

  3. #3
    Player
    Outfoxed's Avatar
    Join Date
    Apr 2015
    Posts
    55
    Character
    Cydney Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Thendiel View Post


    This is really interesting. I'll have to practice this, as it would presumably be essential to sustained single-target DPS. Any rules of thumb for how to put it into action? Or perhaps a video? If not, that's fine--I'll play around with GK timing on my own and see if I can get things to sync up properly the way you describe.

    the red indicates blood for blood
    http://i.imgur.com/z5GFbBp.jpg

    hastily made diagram. you'll notice that every blood for blood (red) either occurs late enough into botd that it's possible to delay a geirskogul to get 2 into the window.

    once it hits 240seconds in the loop resets with both botd/bfb being cast 5 seconds after the other just like the opener of our rotation.

    of note though is that during the very end of the loop (last 5 seconds of BotD4) you can see how BFB comes off cooldown right before a new BotD is cast and you can shove a GK in there. and then the remaining 15 seconds of BFB flow over to the beginning of loop2 allowing us to throw another GK in.

    basically, the only time you should get one GK in per blood for blood is the initial blood for blood.

    the GK you should delay is equal to botd-1 with loop resetting at 4.

    delay GK1 of botd2, GK2 of botd3, and GK3 of botd4.
    and then start all over.

    Code:
    for (botd = 1; botd<=4; botd++){
    
    if(botd !=1)
    cout<< "delay GK " << botd-1 << " of " << botd << endl;
    
    }

    also on the topic of stat weighs, they're so insignificant now, I have a feeling we'll just take whatever we can get on our gear at this point.
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    Last edited by Outfoxed; 07-08-2015 at 03:40 AM.

  4. #4
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    Quote Originally Posted by Outfoxed View Post
    [url]
    also on the topic of stat weighs, they're so insignificant now, I have a feeling we'll just take whatever we can get at this point
    other than skillspeed thresholds, yeah basically
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  5. #5
    Player
    Outfoxed's Avatar
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    Apr 2015
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    55
    Character
    Cydney Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Aiurily View Post
    other than skillspeed thresholds, yeah basically
    i'm not even sure how important skillspeed threshholds are. hitting the 2.4 threshhold is approx 1% increase in damage from HT/Phlebotomize at least from my own numbers. or roughly 10dps on a parse of over 1000. is it really worth investing 600 odd points into skill speed? who knows... i mean between increased tp consumption and slightly better secondary stats, it may not even be really a threshhold. but from the stat weighs it seems that crit/det are worth 30-40% more than skillspeed. so the question is... is the 30% increase in value from secondary stats worth the ~1% increase in damage.

    oh yeah, and with future updates, i suspect the value of crit will become more and more powerful due the exponential nature of the crit stat. (critdmg*critchance).

    basically... even the skillspeed threshhold isn't a guarantee.

    so..... unless i'm late.... does anyone have any mathematical proof that grabbing enough SS (instead of a 40% stronger crit) is worth the 1potency per second off of HT? if it takes 600 skillspeed to hit 2.4 or 2.39 gcd then the question is.... what's better.... a 1potency per second increase in damage or a 40% increase in secondary stat from pure crit.

    seeing as how stat weighs were only releasd within the last couple of days, we finally have the capability to prove or disprove the 2.4gcd assumption
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    Last edited by Outfoxed; 07-08-2015 at 04:16 AM.

  6. #6
    Player
    Dervy's Avatar
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    Aug 2013
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    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Outfoxed View Post
    so..... unless i'm late.... does anyone have any mathematical proof that grabbing enough SS (instead of a 40% stronger crit) is worth the 1potency per second off of HT? if it takes 600 skillspeed to hit 2.4 or 2.39 gcd then the question is.... what's better.... a 1potency per second increase in damage or a 40% increase in secondary stat from pure crit.

    seeing as how stat weighs were only releasd within the last couple of days, we finally have the capability to prove or disprove the 2.4gcd assumption
    I'll calculate it after my Raid, but I'll use a 1:1 Ratio of CRIT/SS as they share the same Item Budget (of 24)

    EDIT: Has anyone else noticed they've decreased the Animation "lock" of potions? It feels so much more fluid now.
    (0)
    Last edited by Dervy; 07-08-2015 at 04:21 AM.

  7. #7
    Player
    SunnyHirose's Avatar
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    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Outfoxed View Post
    i'm not even sure how important skillspeed threshholds are. hitting the 2.4 threshhold is approx 1% increase in damage from HT/Phlebotomize at least from my own numbers.
    1% is huge compared to what people usually argue about in this forum.
    (5)