There would be a hard breakpoint where you get one more skill in your opener and SS would fly to the top. If you need any testing help for your sim, let me know. I have all the 160, 170, 180, and some 190 gear. Parsing around 900 sustained (no external buffs).
edit: It would be nice if he just removed that from his post. It is very misleading to people who are trying to gear. I had someone quote this post as to why they are wearing -20ilvl gear.
Last edited by Eevey; 07-17-2015 at 03:23 AM. Reason: another thought
the way i read slash/pierce debuff works is rather than being multiplicative with your modifiers, it simply just means you divide your potency after the modifiers by 0.9 to factor the debuff in the final numbers. so split with gauss would be 140 x 1.638 (229.30), then divided by 0.9 for debuff=254.8 (255 rounded) vs the 252 rounded
stance dancing is manageable, but i've been finding it takes a fair amount of tunnelvision to make sure that head graze/blank also are used in gauss only. im sure if you ignored those oGCDs that the benefit from stance dancing would be pretty small; but working around rico+gr and then those two attacks as well is sort of annoying outside of a dummy fight


Thanks for the info. I wasn't exactly sure how the debuffs worked. That would make it even better to have GB on with a DRG. And I agree about tunnel vision being the biggest problem. between having to manage procs, OGCD abilities, and dealing with mechanics during a fight, toggling GB on and off could actual prove more detrimental if you're not focused enough. MCH is a very precise class and one mistake can be costly to your dps, especially during a buff phase.
I guess we'll have to see what changes 3.05 has in store, if there's any at all.
@Lavieh: Yeah, without a DRG (or ammo) Clean Shot falls behind with GB. What makes GB strong is its scaling, which doesn't work as well with our low potencies. It's too bad GB doesn't affect turrets, but that might make them too powerful.
Last edited by Ryaz; 07-17-2015 at 12:33 PM.
Higher potency with crit magnitude is also a factor if you're really planning to compare the two although I'd prefer a similar optimized parse to compare instead of theoretical.
w/ GB
CS
327.6*1.5=491.4
Slug
294.84*1.5=442.26
Split
229.32*1.5=343.98
w/o GB
CS
252*1.5=378
Slug
226.8*1.5=340.2
Split
176.4=264.6
98 Potency gain on average per crit with GB on. And when you look at actual raw noncrit potency w/ GB there is a 60~ skill potency gain. You AA every ~3s and GCDs are ~2.4s so for example in a 5 minute parse, if you have GB off for 48 seconds:
20 GCDs fit into that duration, 16 AAs fit into that duration. In that window w/ GB, based on the 60~ skill potency gain, 60*20=1200 potency gain. Without GB,80*16=1280 potency. And that's not factoring crit in. Let's assume 10% crit and 2 of those skills crit. We're looking at
w/ GB
1200+98=1298 potency
w/o GB
1280 potency
This is also not considering that there are times when stance dancing that you may have to use headgraze/blank w/o GB
You need to hot shot before you do this testing though it's in favor of the AA still. With HS it's a lot closer.
You actually get 18 AA in 48 seconds. 2.64 delay. Also, AA can crit![]()

Regardless, you aren't always going to be using Clean Shot and there are clear potency gains on Split shot and Slug shot (With out ammo included).
Also most guns have a 2.64 Delay ( replying to Massterchef)
The highest I have seen is 2.8 (DW gun) and lowest is 2.48 (IW)
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