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  1. #1
    Player
    Butcherboy's Avatar
    Join Date
    Feb 2014
    Posts
    527
    Character
    Commodore Butcherboy
    World
    Cactuar
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Greywolfamakir View Post
    I would like something a bit more "random" just like old Thudercloud's BLM, I mean, something like "Demolish:Grants a 5% chance that after each damage over time tick inflicted by Demolish will add 1 stack of Meditation".
    Or DM has a multiplier. A chance to doing 3x the initial 70 potency. I was thinking of this last night and the animation you do 3 kicks so each kick is 70 POT and up 3 if it happens.
    (0)

  2. #2
    Player
    valsemiel's Avatar
    Join Date
    Jul 2014
    Posts
    48
    Character
    Shinobu Shinobu
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    In regards to PB in particular, the NA community hasn't reached a consensus on its benefits. The only time I've seen PB + TK usage advocated was in this guide by Akame Sama in Angered.
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    Last edited by valsemiel; 12-01-2015 at 11:43 PM.

  3. #3
    Player
    Kihra's Avatar
    Join Date
    Sep 2015
    Posts
    7
    Character
    Kihra Arilith
    World
    Behemoth
    Main Class
    Ninja Lv 60
    It's not about active vs. effective DPS. Both use effective DPS. FFLogs excludes overkill by default. The main reason I chose to exclude overkill was that FF actually allows quite a few casts to go off on a mob that is essentially already dead. It's just the way the engine works. It seemed pretty silly to count this damage as legit when really it's just possible because of how laggy the combat engine is.
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  4. #4
    Player
    Greywolfamakir's Avatar
    Join Date
    Aug 2013
    Posts
    311
    Character
    Greywolf Amakir
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kihra View Post
    It's not about active vs. effective DPS. Both use effective DPS. FFLogs excludes overkill by default. The main reason I chose to exclude overkill was that FF actually allows quite a few casts to go off on a mob that is essentially already dead. It's just the way the engine works. It seemed pretty silly to count this damage as legit when really it's just possible because of how laggy the combat engine is.
    OK, then overkill in FF is pretty pretty high, because I have a lot of logs currently uploaded and I'm used to see how DPS is much lower in FFLogs than in Overlay, I'm not speaking about ~10 DPS, It's around ~50-70 DPS.

    That MNK ends the combat with 1452 DPS in the Overlay, I'm pretty sure that this DPS is gonna be turned into ~1390-1400 DPS in FFLogs. (maybe less than 1390).

    That MNK is pretty pretty good, ofc, I checked full video and I got impresed too, but there are a lot of MNKs doing pretty well too in FFLogs, maybe better.

    Quote Originally Posted by valsemiel View Post
    As far as I know, FFLogs simply adjusts for overkill with maybe 10 or so DPS randomly disappearing on top of that. Therefore, a 1500+ parse in ACT would translate to ~1470-1490 on FFLogs
    I assume that you do not usually upload logs to FFLogs, because if You do, you should know that the gap between Overlay and FFLogs is much higher than 10 DPS.
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    Last edited by Greywolfamakir; 12-02-2015 at 05:46 AM.

  5. #5
    Player
    Kihra's Avatar
    Join Date
    Sep 2015
    Posts
    7
    Character
    Kihra Arilith
    World
    Behemoth
    Main Class
    Ninja Lv 60
    Quote Originally Posted by Greywolfamakir
    OK, then overkill in FF is pretty pretty high, because I have a lot of logs currently uploaded and I'm used to see how DPS is much lower in FFLogs than in Overlay, I'm not speaking about ~10 DPS, It's around ~50-70 DPS.

    That MNK ends the combat with 1452 DPS in the Overlay, I'm pretty sure that this DPS is gonna be turned into ~1390-1400 DPS in FFLogs. (maybe less than 1390).
    We also have different DoT simulation algorithms. Mine tends to come in a bit lower because it fits to the actual DoT ticks. There has always been something a bit off with ACT's DoT simulation, as the total damage it thinks you deal with DoTs (when added to direct damage) exceeds the health of the mobs, even excluding overkill. Its expected DoT damage always seems to be higher than the real DoT damage done (which ACT ignores).
    (0)
    Last edited by Kihra; 12-02-2015 at 05:50 AM.

  6. #6
    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 Kihra View Post
    We also have different DoT simulation algorithms. Mine tends to come in a bit lower because it fits to the actual DoT ticks. There has always been something a bit off with ACT's DoT simulation, as the total damage it thinks you deal with DoTs (when added to direct damage) exceeds the health of the mobs, even excluding overkill. Its expected DoT damage always seems to be higher than the real DoT damage done (which ACT ignores).
    I'm interested in any theories/equations/methods you can share on this. Ravahn's method seems perfectly sound, and it seems like it should underestimate since the game's zealous rounding tendencies seem like crit rate and average tick should be underreported. But if the results are off then there's room for improvement :S

    (WTB official DoT accumulation display)
    (0)
    ٩( ʘᆺʘ )۶ Qiqirns never skip egg day!

  7. #7
    Player
    Kihra's Avatar
    Join Date
    Sep 2015
    Posts
    7
    Character
    Kihra Arilith
    World
    Behemoth
    Main Class
    Ninja Lv 60
    Quote Originally Posted by SunnyHirose
    I'm interested in any theories/equations/methods you can share on this.
    We basically take two different approaches. In both cases, we figure out what your crit rate and expected tick amount are.

    Once we have those numbers, ACT and FFLogs do two different things. ACT ignores the actual combined tick amount reported in-game and instead simulates a DoT amount by combining T and C to produce a new number, N. So in ACT you basically always do your "expected amount" of DoT damage.

    In FFLogs, I fit to the actual combined tick amount, assigning each player a portion of the tick based off their percentage of the total. This method works well for a small # of DoTs/HoTs.

    The fact that people consistently come in lower on FFLogs makes me think there are two potential issues in play: (1) Maybe DoTs don't crit quite as much as ACT thinks they do, or (2) Maybe the game is not reporting the correct combined tick amounts and/or underreporting that damage.
    (0)

  8. #8
    Player
    valsemiel's Avatar
    Join Date
    Jul 2014
    Posts
    48
    Character
    Shinobu Shinobu
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Greywolfamakir View Post
    I assume that you do not usually upload logs to FFLogs, because if You do, you should know that the gap between Overlay and FFLogs is much higher than 10 DPS.
    On turns like A1-2, sure depending on how you play. But I've never seen something as ridiculous as 50-70 DPS overkill in A3 and I've logged around 20 kills so far. Also the ~10 DPS I quoted was on top of overkill which is removed from your ACT #s since even if you enable the Include Overkill option on FFLogs, you'll still notice a few DPS missing which as Kihra explained, is due to the difference in calculating DoTs between the two programs.
    (0)
    Last edited by valsemiel; 12-02-2015 at 07:13 AM.

  9. #9
    Player
    valsemiel's Avatar
    Join Date
    Jul 2014
    Posts
    48
    Character
    Shinobu Shinobu
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    So I used Momo's A3S opener yesterday during raid and I was able to consistently finish the 1st phase in the high 1700s & P2 around 1600 which is way higher than my usual. Finished the fight at 1430 DPS (12 minutes) but felt like it could've been higher if I didn't Tornado Kick 5ish GCDs early :>
    (0)

  10. 12-04-2015 12:45 AM

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