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  1. #681
    Player
    Tanktric's Avatar
    Join Date
    Jul 2015
    Posts
    2
    Character
    Claire Feld
    World
    Ultros
    Main Class
    Dragoon Lv 52
    Quote Originally Posted by Dervy View Post
    Due to how Macro's work in this game, general rule of thumb, don't use them. I don't remember the exact numbers off the top of my head, but you can't get macros to be timed in milliseconds. I've lost the maths (I hope someone else can revive them from the dead), but essentially, you'll end up clipping your GCD making you lose DPS.
    So do keep that in mind.
    Thanks for the reply!

    I was planning on not having the macro timed.
    I know this can't be done:
    /ac Internal Release
    /wait 0.5
    /ac Blood of the Dragon

    I was thinking more of this:
    /ac Internal Release
    /ac Blood of the Dragon

    And Spamming it in between 2 GCDs

    The macro works, but im uncertain if it pushes the second GCD.
    I might run a 3-4 minute drill with a couple double-oGCD macros.
    (0)

  2. #682
    Player
    Thendiel's Avatar
    Join Date
    Apr 2014
    Posts
    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.
    (0)

  3. #683
    Player
    lootbox's Avatar
    Join Date
    Jul 2015
    Posts
    6
    Character
    Madame Paddington
    World
    Malboro
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Dervy View Post
    snip
    Gotcha. Here's what I came up with:

    Say a non-critical hit deals D damage (substitute in your formula for weaponskill, auto-attack, or DoT damage), and c = crit - 354. Then:

    Expected Damage = D * non-crit chance + D * crit chance * crit damage multiplier
    Expected Damage = D * (1 - crit chance) + D * crit chance * crit damage multiplier

    crit chance = 0.000233 * c + 0.049511233
    crit damage multiplier = 0.000233 * c + 1.4493610

    ...wolfram alpha magic...

    Expected Damage = (5.4289e-8 * c^2 + 0.000116237 * c + 1.02225) * D

    Take the derivative with respect to c:
    (1.08578e-7 * c + 0.000116237) * D

    This gives a formula for how much we should expect damage to increase for each additional point of crit, given the current crit value (where, again, c = crit - 354). At higher values of crit, each additional point increases damage by more.

    I don't know if this is useful at all to you but I was bored at work and figured I'd share.

    EDIT: I think WA did some weird rounding first time through.
    Updated formula which includes critical chance buff here.
    (0)
    Last edited by lootbox; 07-07-2015 at 04:06 PM.

  4. #684
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    No, this would help me out heck load actually. I was manually changing Critical Hit Rating... Rotation PPS... typing it out the data... to check the effective damage per Critical Hit Rating. This will speed up a lot of things for me, thank you so much.
    (0)

  5. #685
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by Outfoxed View Post
    does crits multiplicative (critdmg and crit%) self-scaling ever make it *the* stat to get?
    I was actually looking at Crit potency scaling earlier today, and worked out numbers for unbuffed and IR buffed. N is the output potency, y is the input potency, x is the crit from gear (so crit-354):

    N=y*(.000000054083224164x^2+.000200400589023914x+1.0222056254851818) if completely unbuffed.
    N=y*(.000000054083224164x^2+.000140056389350814x+1.0670520504151738) if buffed with Internal Release (non MNK).
    N=y*(.000000054083224164x^2+.000128384489339814x+1.0894757204151818) if buffed with Battle Litany.

    I'll work out the numbers for, IR+BL, MNK-IR, and MNK-IR+BL in a bit. . .and then remember that Straight Shot is a thing. >_<
    (0)
    Last edited by Viridiana; 07-07-2015 at 12:21 PM.

  6. #686
    Player
    Tsubaki_Tsukino's Avatar
    Join Date
    May 2014
    Posts
    5
    Character
    Tsubaki Tsukino
    World
    Faerie
    Main Class
    Lancer Lv 50

    Elusive Jump

    Sorry to derail the current conversation, but has anyone else noticed that Elusive Jump's recast went back up to 180 seconds? Or am I losing my mind and remembering incorrectly that when Heavensward came out that Elusive Jump's timer went down to 90 seconds.
    (0)

  7. #687
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Tsubaki_Tsukino View Post
    Sorry to derail the current conversation, but has anyone else noticed that Elusive Jump's recast went back up to 180 seconds? Or am I losing my mind and remembering incorrectly that when Heavensward came out that Elusive Jump's timer went down to 90 seconds.
    It has been and continues to be 180 seconds.
    (0)

  8. #688
    Player
    kyrios91's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    160
    Character
    Dux Dragunity
    World
    Midgardsormr
    Main Class
    Lancer Lv 70
    So i get the chance to parse on a dummy (No party, food, and pot buffs) and I hit 1055 DPS in 3 mins. I wonder if that's a good standard?
    (0)

  9. #689
    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
    (0)
    Last edited by Outfoxed; 07-07-2015 at 04:22 PM.

  10. #690
    Player
    lootbox's Avatar
    Join Date
    Jul 2015
    Posts
    6
    Character
    Madame Paddington
    World
    Malboro
    Main Class
    Lancer Lv 60
    Viridiana's post reminded me that I forgot to account for critical chance buffs. Same thing, but including critical chance buff b:

    Expected Damage = D * non-crit chance + D * crit chance * crit damage multiplier
    Expected Damage = D * (1 - crit chance) + D * crit chance * crit damage multiplier

    crit chance = 0.000233 * c + 0.049511233 + b
    crit damage multiplier = 0.000233 * c + 1.4493610

    ...wolfram alpha magic...

    Expected Damage = (5.4289e-8 * c^2 + (0.000116237 + 0.000233 * b) * c + 1.02225 + 0.449361 * b) * D

    Take the derivative with respect to c:
    (1.08578e-7 * c + 0.000116237 + 0.000233 * b) * D

    Changes bolded all involving b. If Internal Release is on, b = 0.1. If Battle Litany is on, b = 0.15. If both are up, b = 0.25. If nothing is up, b = 0 and you get the same formula from before.

    Hope this helps!
    (0)

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