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  1. #1
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    847
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    I've gotten into a similar habit lately as well. I'm pretty much AFK beside the target dummy outside my FC house while I do stuff outside the game, and I'll come back every 3 minutes to practice an opener and get a feel for it.

    I'd kill for an area (maybe in that upcoming beginner palace with the in-game parsers) that lets you reset cooldowns on demand. Make it a magic tile on the floor or something that does it when you walk over.

    I also wouldn't mind a magic target dummy that nullifies your critrate, so you can compare sequences without RNG too. I hope you're reading this SE!
    (2)
    Last edited by Myon88; 08-23-2015 at 06:54 AM.

  2. #2
    Player
    Phyllo's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    786
    Character
    Phyllo Tia'ristel
    World
    Phoenix
    Main Class
    Machinist Lv 77
    Quote Originally Posted by Myon88 View Post
    I've gotten into a similar habit lately as well. I'm pretty much AFK beside the target dummy outside my FC house while I do stuff outside the game, and I'll come back every 3 minutes to practice an opener and get a feel for it.
    I'm assuming those three minutes of wait are for raging strikes? Run away from the dummy, change class, go back in machinist, it resets all cross class CD.
    (0)

  3. #3
    Player
    Myon88's Avatar
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    Jul 2015
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    847
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by Phyllo View Post
    I'm assuming those three minutes of wait are for raging strikes? Run away from the dummy, change class, go back in machinist, it resets all cross class CD.
    You got it, Raging Strikes. I actually didn't know about the cross class thing, I guess I've learned something new today!

    Quote Originally Posted by Griffeth View Post
    Do we have anyone putting this stuff in a doc and updating it? If not I can look at starting that as long as people are willing to work together to keep it updated.
    I seem to recall seeing one floating around before, but the names are escaping me right now. These kinds of things are intrinsically democratic in nature anyway, anyone's more than free to make one, and it will get bookmarked if people like what they're reading.
    (0)

  4. #4
    Player
    Ephier's Avatar
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    Sep 2013
    Posts
    781
    Character
    Ephier Samoht
    World
    Ultros
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Haxetc View Post
    Snip.
    But you get the point latency aside. You have more time to use your pot when you have used rapid Fire first effectively clipping less GCD. As for proof, no I do not as this is very simple for one to test themselves. I never laid it down as concrete evidence just something for the community to look at. Put rapid fire in the beginning as the first skill used in prebuff and put gauss round in its place in the rotation so Rico/GR will be used at the same time.
    (0)

  5. #5
    Player
    Empty-handed's Avatar
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    Dec 2013
    Posts
    297
    Character
    Empty Handed
    World
    Ragnarok
    Main Class
    Leatherworker Lv 60
    I tried the gauss round startup opener, indeed it came up again before wildfire exploded. However, I'm getting lower numbers in comparison to Aiurily opener .

    I will try the rf prebuff opener. Hmmm. Rf will come up early for the second wildfire in this case.
    (0)

  6. #6
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    847
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    I took the liberty of running each opener 10 times and recording total damage done in ACT. Used a macro to manually end encounters after Wildfire detonates, and checked against number of hits to make sure no parse is getting things like extra Lead Shot ticks due to me ending the encounter earlier or later. All were done completely unbuffed, no buffs, food, or potions.

    (number of hits)damage done, Wildfire damage

    Double Gauss Round opener,
    (32)42211, 6406
    (32)43625, 6751
    (32)42267, 6379
    (32)42290, 6513
    (32)41900, 6384
    (32)42162, 6450
    (32)42355, 6426
    (32)42731, 6522
    (32)41893, 6478
    (32)43665, 6658

    Average,
    (32)42647, 6497

    Single Gauss Round opener,
    (30)41039, 6531
    (30)43101, 6718
    (30)42056, 6984
    (30)41778, 6786
    (30)41132, 6773
    (30)42299, 6920
    (30)40280, 6666
    (30)41123, 6616
    (30)40690, 6643
    (30)41417, 6642

    Average,
    (30)41492, 6728
    (0)
    Last edited by Myon88; 08-24-2015 at 05:21 PM.

  7. #7
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
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    847
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    I used this double Gauss Round opener, http://forum.square-enix.com/ffxiv/t...=1#post3264822
    and this single Gauss Round one, http://forum.square-enix.com/ffxiv/t...=1#post3264432

    I won't type them all out as I've already gone over the post limit as it is. Now this is just a sample size of 10 each, so obviously you'd take it with a grain of salt, but even from this small set you can already see how the general principle behind each opener is reflected in the data.

    One is highly optimized for Wildfire damage, while the other has lower Wildfire numbers but greater total damage.

    32 hits vs 30 hits, because the double Gauss Round opener has an extra Gauss Round, and an extra normal turret shot (due to Hypercharge timing giving you an extra one), which also explains why Wildfire damage can be lower yet total damage done greater. An important thing to note is that the double Gauss Round opener takes 1 second longer due to the casting of that extra Gauss Round, so it technically has 1 more second to DPS which is partly why total damage done is greater.

    So the real question is, if the single Gauss Round opener's parse were to end 1 second later, would it catch up to or overtake in total damage done?

    Roughly 1 second, and roughly a 1000~'ish damage deficit. Frankly it's too close for me to call and I don't think you would notice a difference either way, if you were to use one or the other. This is splitting hairs to the highest degree after all.

    It's technically not as simple as just extending a hypothetical parse by a single second too, as our rotations are very granular, and damage output doesn't come in smooth 1 second ticks. You might have a Split Shot dealing 1200 damage, 1.4 seconds later, with a 1000 damage ogcd tacked onto it, and then a pause with no damage for 2.5 seconds... you get what I mean, it's complicated.
    (2)
    Last edited by Myon88; 08-24-2015 at 05:32 PM.

  8. #8
    Player
    Greywolfamakir's Avatar
    Join Date
    Aug 2013
    Posts
    311
    Character
    Greywolf Amakir
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    Hello

    2 Gauss Rounds:
    --> Base Potency: 180 + Passive Trait (+20%) + Gauss Barrel (+30%) + HE (~+8%) + Blood for Blood (+10%) + Raging Strikes (+20%) = 400 potency
    --> Base Potency: 180 + Passive Trait (+20%) + Gauss Barrel (+30%) + Wildfire (+25%) = 351 Potency
    1º+2º= 400+351 = 751 potency

    1 Gauss Round:
    Base Potency: 180 + Passive Trait (+20%) + Gauss Barrel (+30%) + HE (~+8%) + Blood for Blood (+10%) + Raging Strikes (+20%) + Wildfire (25%) = 500 potency

    If You use 2 Gauss Rounds You are getting more overall damage, but if You use just one, you get better burst during Wildfire.
    (0)
    Last edited by Greywolfamakir; 08-25-2015 at 12:16 AM.

  9. #9
    Player
    Myon88's Avatar
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    Jul 2015
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    847
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Precisely, it ultimately hinges on whether getting that extra bit of damage is worth the GCD spent casting it.

    To illustrate it another way, imagine that we suddenly got a new trait that gave Ricochet a 20 second cooldown, same as Gauss Round.

    Now, at 300 potency, Ricochet is obviously so lucrative to use that you would be more than happy to let it 'jump the queue' in your opener, so to speak.

    You would find a way to fit another cast of Ricochet in at all costs, even if it means shifting everything else 1 GCD further back. Because no matter what you happen to be doing at the time, if a 1 GCD, 300 potency attack lights up, chances are it's going to be a better option than whatever you were doing anyway.

    So the question is, at 180 potency, is Gauss Round lucrative enough to warrant the same behavior? You would obviously modify your opener to accomodate a double-Ricochet because it's just that worth it, and you would maybe do it for Gauss Round. So it's a matter of degrees, at some point between 300 and 0 potency it goes from being "Worth it" to "Not worth it".
    (0)
    Last edited by Myon88; 08-24-2015 at 07:36 PM.

  10. #10
    Player
    Phyllo's Avatar
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    Dec 2013
    Location
    Ul'dah
    Posts
    786
    Character
    Phyllo Tia'ristel
    World
    Phoenix
    Main Class
    Machinist Lv 77
    It's odd because I just checked yesterday and I still pull more dps with the single GR than I do with the double GR, if I remember correctly I was around 1800 with single GR and only 1600 with double GR.

    Edit: I hadn't thought of comparing the actual damage dealt rather than the dps parse, I'll check when I get back online.

    (On a side note, machinist burst is just outrageously high when you get a lot of critical xD)
    (0)
    Last edited by Phyllo; 08-24-2015 at 11:53 PM.

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