

Awesome.sounds pretty solid!! If you break that a8s dummy by i227 let me know what ur doing that im not cus idk anymore <_<
Morzone Vandalfo on Siren
Main job: SCH/MNK
Raid job: Gathering
PS5 based. PSN ID: natek_morzy
They come out as about equal, unless you're going into A8S the 1st set works without any issues if you use baked pipira during A7S. So basically you would have to see how much extra crit you can meld into the pieces and the one with the most comes out as the leader.


Go for option A. And no, you shouldn't need anymore than 675 accuracy if you're staying outside savage. U can always get lore later for when they eventually let us upgrade it to i240 outside savage.
A) trade only certain items out such as the head piece, gloves, belt, shoes, earrings, and bracelet(which now that I look at it is about 80% of the gear) but leave the midan pants + necklace
>>> Without melds this has me at 1196 str 675 acc 857 crit 391 det 715 sks (would I even want to meld acc at this point? or just focus on det/crit)
B)should I just get full out lore?
>>> Without melds 1211 STR 730 acc 755 crit (just seems terrible) 462 det 703 sks
Morzone Vandalfo on Siren
Main job: SCH/MNK
Raid job: Gathering
PS5 based. PSN ID: natek_morzy

Thank you, eventually I would like to reach Savage content but with my group its going to be a while.
Demo Snap Snap is definitely stronger as an opener in A5s, because you can get 2 GCDs on the boss before he goes big. Actually Snap Demo Snap would probably be best, but Snap Snap Demo is most definitely the worst you are correct.
That said, I don't see how you really get any extra ticks, as far as I can tell, people who do Demo Snap Snap, end up clipping their first Demo a bit anyways. So their first Demo has less ticks, they might have more Demo ticks throughout the fight, but they might waste more GCDs doing more Demolishes for only like 1-2 Ticks more, which is another loss. I'm not exactly sure though because its been a while since I looked at Demo > Snap > Snap as a opener.
Haven't been looking into demo first either, but yeah they do clip their first demo tick unless they fracture, and only way they can fracture without losing DK/TS is with something like 950 SkS. But not including that, it's more that if they start with demo it will tick for 1 1/2 tick and being reaplied 1 1/2 tick earlier, so say that the fight ends with the last tick of a demolition of demo first, while in snap first it's then going to be 1 1/2 tick that doesn't get to tick, which is a loss of 75 potency essentially making up the difference between demo first and snap first.
Been thinking on this a bit.The buff to Demo is actually another argument for why you shouldn't open with Demolish on your opener, its a nerf.
Snap Snap Demo = 180(Snap) + 180*1.1(Snap) + 420*1.2(Demo) = 882 Potency
Demo Snap Snap = 420(Demo If you get the positional, 380 otherwise) + 180*1.1 + 180*1.2 = 834 (With Positional) 794 (Without Positional)
Unless I'm insane, an unbuffed demolish that misses its positional bonus is worth 380 potency. A fully buffed demolish with all the fixins is worth roughly 659 potency. A lukewarm demolish, which double snap openers give, will be multiplied by 1.35 (2 stacks of GL + B4B + FoF) is worth 567 potency.
If you run the numbers, it's better to have two demolishes in your opener always, just like its better to have two sets of DoTS under buffs just like bards. Demolish is just too gosh darn good to not have two of, even if the DoT ticks aren't affected by blunt resistance down. it's the highest potency GCD, and baby you'd be crazy to not want more of them under hypercharge and trick attack and battle litany. In Demolish openers unless they're started right on the server tick, the last tick of the opening Demolish is almost always cut off, dropping the potency to 330, but the second one will always tick 7 times totaling 330 + 659 = 989 total demolish potency in a standard 20 second blood for blood duration.
But what if we decided to get absolutely heretical?
We know that demolish outstrips snap punch in tooltip potency at 3 ticks, but snap has the edge because it benefits more from dragon kick. But in Snap openers, that wittle baby demolish is around 8 seconds remaining by the time you're swinging around to True Strike even at 800+ skill speed. You've already dealt more tooltip potency than Snap punch and you're likely to get another tick unless you're supremely unlucky. That's 4 ticks of baby demolish + its multiplied strike potency, now what I suggest you do here will get me banished for life: Those last 8 seconds of Demolish? Screw 'em. TA is still up, HC is still up. Smash that mf Demolish button again and get the fully buffed 659 potency big daddy for a total of 1024 Demo potency per opener.
So yes, double Snap openers are worth it, but only if you clip your demolish and only for a 35 potency gain. I wouldn't sell my grandma for it, and you could probably get more out of your opener by moving shoulder tackle to a place where it's fully buffed or downloading a VPN to eliminate latency.


Morzone Vandalfo on Siren
Main job: SCH/MNK
Raid job: Gathering
PS5 based. PSN ID: natek_morzy
Hey guys i main dragoon but we had a bunch of monk loot drop for us in a6s so i decided im gonna give monk a go in our next raid. My rotation seems ok, already beat a8s dummy, so just looking for a few little tips. Mainly r u guys using pb at the start of the 2 fausts or is it better to save it for hummel?
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sounds pretty solid!! If you break that a8s dummy by i227 let me know what ur doing that im not cus idk anymore <_<
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