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.

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.
Last edited by valsemiel; 12-01-2015 at 11:43 PM.

Parser DPS and FFLogs DPS are not the same, I mean, FFLogs uses DPS effective, and Parser Overlay uses DPS active, DPS active usually is higher than DPS effective if you do like 1470 in your ACT overlay, it will looks like ~1400 in FFLogs.
You can see ppl with no AST and no MCH doing more than 1400 DPS(e) in FFLogs.
Last edited by Greywolfamakir; 12-02-2015 at 03:47 AM.

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, which again, would be way more than what anyone else in a similar composition has accomplished. 1400, while nothing to scoff at, is an attainable number that I feel many 210 Monks could do given the proper circumstances & RNG. 1500+ on the other hand is a threshold I feel is reserved for the absolute best of players.Parser DPS and FFLogs DPS are not the same, I mean, FFLogs uses DPS effective, and Parser Overlay uses DPS active, DPS active usually is higher than DPS effective if you do like 1470 in your ACT overlay, it will looks like ~1400 in FFLogs.
You can see ppl with no AST and no MCH doing more than 1400 DPS(e) in FFLogs.
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.

While I don't mean to discredit anyone, the fact that the current top 3 parses have an almost perfect composition (missing another MNK for DK) and receive 40-50% uptime on Balance/Arrow cards, yet still don't come anywhere near 1500 means that either they were unlucky or simply aren't as skilled as the MNK in question.
His P1 rotation alone solidifies his place as top-tier for me. If you look at it in detail, you'll notice he maps out a perfect sequence of GCDs for that 57 second window of time. By using Fracture (220 pot) instead of Snap Punch (180 pot) on his last second of PB, he can squeeze in another Fracture before the boss becomes invulnerable. Similarly, because it is a 57 second window, he knows that he can delay ToD since he can only fit in 1 anyway. He also clips both of his first 2 Demolishes early around 4-6 seconds (still 90-130 more potency than SP) while the 3rd gets to tick for the full duration and falls off exactly before the transition.
I highly doubt most players make these kinds of meticulous considerations on a fight by fight basis (I guarantee you 100% of the top 10 will use either a variant of the 3.0 opener or Ossom's) so it's fascinating to see and also quite educational.
Last edited by valsemiel; 12-02-2015 at 05:23 AM.

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.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.
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.
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.
Last edited by Greywolfamakir; 12-02-2015 at 05:46 AM.
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).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).
Last edited by Kihra; 12-02-2015 at 05:50 AM.

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.
Last edited by valsemiel; 12-02-2015 at 07:13 AM.
You've forgotten D. That it's really nice to be Japanese and be right on top of the datacenter so you can actually attack mobs that are moving when you're right on top of them and that your dots never count back up.I'm a 210 MNK with 3.0 BiS and I usually end phase 1 at high 1500-1600s with a DRG, MCH comp using the old 3.0 opener. My crit rate with litany is anywhere from 32-40% and my best A3S to date is ~1400 DPS @ 12 minutes. The disparity in numbers, however, leads me to believe either:
A.) I'm doing something extremely wrong ( Most likely conclusion ;_; )
B.) Having a fast add phase allows for a better overall parse (which is actually contrary to my personal experience, as I've gotten more DPS when people die)
C.) That A3 favors high initial burst due to all the forced downtime of the phase transitions later.

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 :>
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