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  1. #1241
    Player
    Hivernica's Avatar
    Join Date
    Mar 2014
    Location
    Ul'dah
    Posts
    353
    Character
    Damien Nellemond
    World
    Coeurl
    Main Class
    Astrologian Lv 84
    I'm really sorry to interrupt with noob talk, but I have a few questions.
    My main dps class (I main scholar) used to be monk back in 2.x before I realized I really liked dragoon as well. After getting all healers, DRK, DRG, NIN and BRD to 60, I decided to do monk. To be honest I don't know why I waited to so long, I still love monk. I'm currently lvl53, soon to be lvl54.

    My first question is: should I really worry about fracture? I'm the kind of person who wants to do their best and not just be "ok", but whenever I try to use it I end up losing DK or TS for one GCD or 2. Never more than that though. It's quite annoying, so I was wondering if the dps gain from fracture was really worth it.

    My second question is: what's forbidden chakra? I've checked the new skills online and form shift, elixir field, meditation, tornado kick and purification make 5 skills. Does the meditation icon change to forbidden chakra once you get 5 stacks, kinda like the icon of the draw ability changes when you draw a card on astrologian?
    (0)
    Quand la magie tombe au rythme d’un billet pris dans le vent
    On reprend notre chemin et on grave un nom commun dans le néant


  2. #1242
    Player
    Ricdeau's Avatar
    Join Date
    Aug 2013
    Posts
    484
    Character
    Ricdeau Cyton
    World
    Gilgamesh
    Main Class
    Monk Lv 60
    Quote Originally Posted by Hivernica View Post
    I'm really sorry to interrupt with noob talk, but I have a few questions.
    My main dps class (I main scholar) used to be monk back in 2.x before I realized I really liked dragoon as well. After getting all healers, DRK, DRG, NIN and BRD to 60, I decided to do monk. To be honest I don't know why I waited to so long, I still love monk. I'm currently lvl53, soon to be lvl54.

    My first question is: should I really worry about fracture? I'm the kind of person who wants to do their best and not just be "ok", but whenever I try to use it I end up losing DK or TS for one GCD or 2. Never more than that though. It's quite annoying, so I was wondering if the dps gain from fracture was really worth it.

    My second question is: what's forbidden chakra? I've checked the new skills online and form shift, elixir field, meditation, tornado kick and purification make 5 skills. Does the meditation icon change to forbidden chakra once you get 5 stacks, kinda like the icon of the draw ability changes when you draw a card on astrologian?
    If you want to do maximum DPS then, yes, you will need to learn how to use Fracture properly. With that being said there are times to use it and there are times to not use it. It is a filler ability to extend a rotation to reduce Demolish clipping only. There some set criteria that has to be considered if you are using Fracture; do not try to keep it up 100% of the time, if you refresh ToD during a Dragon Kick/Twin Snakes buff cycle do not use Fracture, if you are on a fresh Dragon Kick/Twin Snakes buff cycle and you do not need to refresh ToD and Demo has ~5-6 second left at the time you will refresh do use Fracture. That's really the basics of using it. In practice it's not so clear cut since you have phase/jump timings to worry about. Sometimes it's better to use Fracture over ToD if you know that ToD won't run it's course. If TP starvation is going to be a problem Fracture is the first thing to cut. I'd really skip Fracture until you're 60. You time up to 60 I recommend getting very comfortable with everything else.

    Forbidden Chakra and Meditation are the same ability. Once you get Meditation to 5 stack then it turns into Forbidden Chakra. Once at 5 stacks you have the option to use Forbidden Chakra or Purification to consume those stacks.

    I'd really focus on getting down a solid opener that you are comfortable with, maximizing your oGCD usage and timing, and when to or when to not use Meditation mid combat (learning which mechanics and breaks afford you enough time to use it without cutting your GCD uptime on the boss). Fracture is really the last thing I tell people to learn about since it's not a large DPS increase and is very specific in application, but it is needed at times to maximize output.
    (0)

  3. #1243
    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!

  4. #1244
    Player
    Hivernica's Avatar
    Join Date
    Mar 2014
    Location
    Ul'dah
    Posts
    353
    Character
    Damien Nellemond
    World
    Coeurl
    Main Class
    Astrologian Lv 84
    I see, thank you. I used to raid a lot (I did FCOB on scholar, but cleared t10-11 on monk as a sub) but now with college I only have time to maybe cap esoteric and do void ark. Your input on fracture helped a lot, so thanks again for that.
    (0)
    Quand la magie tombe au rythme d’un billet pris dans le vent
    On reprend notre chemin et on grave un nom commun dans le néant


  5. 12-04-2015 12:45 AM

  6. 12-04-2015 12:45 AM

  7. #1245
    Player
    Almalexia's Avatar
    Join Date
    Mar 2011
    Posts
    856
    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    From earlier in the thread:

    Quote Originally Posted by valsemiel View Post
    FS x3 > BFB @ 1 on macro > ST > Dem + (PB) > SP > SP > DK + (Pot) > TwS + (IR) > Fracture + (EF) > BS + (StP) > TS + (HF) > Dem + (FC) > ToD

    I imagine the early BFB lets you combo #2 with IR and allows you to get 3 total by P3. As for the rest, I'm not entirely sure. He uses a pot before IR which is something I don't see often (is there some advantage to this or vice versa?) Then he opts to Fracture instead of SP on his last second of PB which I'm guessing is to maximize DoT uptime on the boss for that phase as you can only fit in 1 ToD anyway vs 2 Fractures if you use it early. All this yields him roughly 1800+ DPS by the end of P1 (he even reports 1900 which I find to be insanely high) and 1600-1700 by the end of P2. I actually had a fellow MNK use DK for me, a NIN and an AST with Enhanced Balance (+15%) and I never ended P1 anywhere near 1900 so I'm wondering what other people usually burst there.
    Based on this video: https://www.youtube.com/watch?v=AC4uWjzM2GQ

    Tried this yesterday and it is a menace with Balance. I didn't realize before that his jello ass was invulnerable during transition - refreshing DoTs was a big mistake.
    (0)

  8. #1246
    Player
    valsemiel's Avatar
    Join Date
    Jul 2014
    Posts
    48
    Character
    Shinobu Shinobu
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    Yeah, DoTs don't tick during his invuln so refreshing them is wasted potency. As for the opener, I just wanted to elaborate on the key differences.

    Opener:

    FS x3 > BFB @ 1 on macro > ST > Dem + (PB) > SP > SP > DK + (Pot) > TwS + (IR) > Fracture + (EF) > BS + (StP) > TS + (HF) > Dem (Clipped) + (FC) > ToD

    Buff order is debatable. Definitely want the Fracture though since it'll let you fit in 2. Clipping the Demolish also let's you fit in 3. Also, StP as 2nd OGCD let's you fit in another one exactly before phase shift.


    After the opener you'll want to do this:

    DK > TwS > SP > BS > TS + (ST) > Fracture > Dem (Clipped) > DK > TwS > SP > BS + (EF) > TS > SP > DK > TwS > SP > BS + (StP)

    Key here is dot clipping again. The final few GCDs may be SkS dependent. For me, ~575 worked just fine.
    (1)

  9. #1247
    Player
    valsemiel's Avatar
    Join Date
    Jul 2014
    Posts
    48
    Character
    Shinobu Shinobu
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    One other tiny thing I noticed using this rotation is that I don't think I ever missed a positional due to mechanics. Using Fracture instead of SP during PB let's you bait Protean Wave south and allows you hit your rear positionals afterward without having to worry about being stuck between 2 claustrophobic pizza slices (since traditional opener forces you to be around the flank for Snap Punch during bait). While you can squeeze in, I usually play it safe and just True Strike the flank which is a 40 potency loss (trivial yes, but everything counts when you're going for a #1 parse). Maybe I'm overanalyzing it and Momo didn't actually make these considerations when crafting his opener, but I really feel like he put alot of thought into optimizing that first phase.
    (0)

  10. 12-04-2015 08:05 AM

  11. 12-04-2015 08:11 AM

  12. #1248
    Player
    Hitoseijuro's Avatar
    Join Date
    Jul 2015
    Posts
    71
    Character
    Leona Dawnstar
    World
    Malboro
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by valsemiel View Post
    Maybe I'm overanalyzing it and Momo didn't actually make these considerations when crafting his opener, but I really feel like he put alot of thought into optimizing that first phase.
    I'm going to say no, that he did tailor his opener/rotation to the fight. He clips demo because at that exact time he will get the full timer of one more demolish. Had he not clipped it and used it in the next rotation that one would be also clipped and if he got 5 tics out of that he would break even in potency, however if he gets 4 tics he actually loses potency, he would get roughly 14 seconds in of demolish, which is roughly 4.6 tics. Either way his first method should at worst go even. That being said the first demo clip is at 5 seconds, Im not sure if thats a given 2 tics lost, or a potential 1 at best. If 5 secs will still have a potential of 1 tic lost, then his method of how he clipped his demo still gains more advantage. When he clips demo the ninja also applies trick attack, sadly I dont think he gets the vuln in time for demo, but it looks like that was also considered but could just be coincidence.
    (0)

  13. #1249
    Player
    javid's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    535
    Character
    Javid Conlak
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    lets talk a lil' about TK, and the requisite potency it would have to have to be worth eating your GL DURING up time. This analysis is a cursory calculation (hopefully someone will do a thorough analysis). First off what is GLx3 worth: 30% dmg up and 15% SS; 30% dmg+ 15% SS= 30% dmg + [1/(1-15% SS)-1]= 47% dmg. I'm assuming your rotation is std and perfect balance is NOT up. So the only thing that is missing is GL from your total dmg output. Second assumption being made: I assume
    you'll use TK RIGHT b4 a snap punch/ demolish such that you'll only have to get 2 more GL's. Therefore the comparision will be between building 2 GL stacks and that same allot time under GLX3.

    GLx1 vs GLX3
    Weaponskill *(10%dmg + 5% SS) vs Weaponskill *(47% dmg)
    Weaponskill *(10%dmg + 5% SS) vs Weaponskill *(47% dmg)
    Weaponskill *(10%dmg + 5% SS) vs Weaponskill *(47% dmg)
    GLx2 vs GLx3
    Weaponskill *(20%dmg + 10% SS) vs Weaponskill *(47% dmg)
    Weaponskill *(20%dmg + 10% SS) vs Weaponskill *(47% dmg)
    Weaponskill *(20%dmg + 10% SS) vs Weaponskill *(47% dmg)
    GLx3 vs GLx3
    (note: SS is very important in this comparison as in their maybe a certain amount of SS that allow for 1 or multiple additional hits while under GLx3 vs building back up to GLx3 from GLx1. I leave that to someone else to see if there is such a SS that could cause this occurrence.)

    but here is the math:

    Building totals: 3*(10%dmg+5%SS)+ 3*(20%dmg + 10%SS) = 90%dmg+ 45%SS= 90%dmg + [1/(1-45% SS)-1] = 171% (bonus) [actual dps % has to include an additonal 100%= 271% dmg]

    GLx3 during the whole time it took in the first scenario to build from GLx1 back to GLx3: 6*(47% dmg) = 282%(bonus) [382% dmg actual]

    Difference is 382-271 = 111% dmg difference!!!!!!!!!!!!!!!!!!!
    THIS IS HUUUUUUUGEE NEWWWWSSSSSS
    (note: another assumption was made during these calcuation and that is the use of OGCDs....the more of them used during this building process the bigger the gab. however we have EF,FC,IR*,B4B,HF,SP,ST OGCDs, 6 flat dps increases. Can the addition of these 6+IR skills make the difference between building GL from x1 to x3 and already having x3 in that same allotted time wider than 330% (the potency of TK) dmg!!!!!!???? MY GUESS IS NOOOOO)

    I want all the mathematics-crack-addicts and max-min guys to start testing this analysis to see if its viable.

    So far the only two things that will really make a difference in this comparision is if such a SS amount exist that would allow for more attacks to be hit under the same time it would take to build back up to GLX3; and the use of OGCD be enough dmg difference between building from GLx1-GLx3 and already being under GLx3. The magic number difference to beat is 330%!!!


    MNK's let's get to work!!

    EDIT:
    EVEN THOUGH SNAP PUNCH/DEMOLISH is applied moments after TK; that snap/demo will cost a Base GCD without GLx3; and therefore should be factored into the difference between the analysis so add 47% to the GLx3 side making the cursory difference 429%-271%=158% dmg difference STILL NOT 330%!!!

    EDIT2:
    TK SHOULD ONLY BE APPLIED RIGHT B4 A SNAP PUNCH ROTATION TO KEEP MAX DPS OF DEMOLISH. So only use TK b4 an upcoming Snap punch NOT A dEMOLISH!

    EDIT3:
    .....so far I've done some parsing and....I've not seeen any better averaging dps in the 3:00min window's I've setup. I've seen spike dmg (obviously) followed by deep valleys to average the spike out. Then again I looked at the "raw" math I did and compared it. You get a 330 TK every 40 secs and the Dps losed in rebuilding from GLx1 bk to GLx3 is at MINIMIUM 158% dmg, so that means you get 330-158 dmg every 40 sec (172, an extra snap punch every 40 sec.........that shitty compared to DRG's extra 280 every 20ish sec.....)

    mnk needs help.....wish they take it back to 500 (500-158dmg minium 342 every 40 sec still isn't drg but at least its a boom....)


    EDIT4:
    .....................ALRIGHT!! I give up on TK. It is not possible (assuming TP wasn't an issue) to eat up your GLx3 with a TK and fit Fracture during the building back up GL without losing either DK or TS. As stated b4 at most a TK would AT BEST be worth 170 dmg every 40 sec (no additional TP required), but a continues** proper application of Fracture is worth AT LEAST 220 dmg every 18 sec (assuming your TP can last and your rotation is sound). So TK is just that...... BURST dps skill for when its crunch time and don't have time for a full DoT.

    (note: it's not impossible to weave in a few fractures while eating up GLx3; it's just now you'll have to be extremely careful not to sacrifice DK TS or Demolish)
    (0)
    Last edited by javid; 12-08-2015 at 08:02 AM.

  14. #1250
    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)

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