So would you like me to list this set on the main page for you instead?

So would you like me to list this set on the main page for you instead?Considering I hardly believe the formulas that pointed at it, yeah. Nothing is really a thing until someone actually has the set and tests it rigorously (which, thanks to the new drop system, is no longer confined to a few people with lucky drops... but is instead confined to a very small number of raiders ._.;; ). I'm personally shooting for the 777 crit set because muh TP management

I'd like it better, anyway. My model possibly exaggerates the effect of skill speed on DoTs when it's that high.So would you like me to list this set on the main page for you instead?
(I didn't consider Urchin Loaf at all because it's going to be prohibitively expensive for most players. Heck, on my server, you couldn't even buy a week's supply a month ago.)
e: A4S down, now I can resume life \o/
Last edited by SunnyHirose; 09-17-2015 at 02:21 PM.
Is 2.40s GCD really needed?
I have 588 SkS (2.41s GCD) and my HTs are buffing themselves. I think this is because damage is determined when starting the GCD, while the HT buff applies after more than a second into the GCD, making it effectively last a little over 25s.
I just experimented with 2.47s GCD and HT still buffs itself. Of course, double-weaving and/or lag makes this too risky, but 2.40s appears to be excessive.
What kind of rotation are you doing? Mind to elaborate it a little bit more?Is 2.40s GCD really needed?
I have 588 SkS (2.41s GCD) and my HTs are buffing themselves. I think this is because damage is determined when starting the GCD, while the HT buff applies after more than a second into the GCD, making it effectively last a little over 25s.
I just experimented with 2.47s GCD and HT still buffs itself. Of course, double-weaving and/or lag makes this too risky, but 2.40s appears to be excessive.
The same one detailed on the first page.
The reasoning for 2.40s GCD is to make sure HT doesn't drop, letting it buff the next HT:
HT(2.4s used up here) --> 9 other GCDs using up remaining 21.6s of buff --> HT again on the dot
But HT applies ~1s into its own GCD:
HT(~1.4s used up here) --> 9 other GCDs using up 21.6s of buff --> ~1s leeway to HT again
On the bigger picture, it's easier to manage BotD and GSK timing with more skill speed, let's not forget that we have another timer that we need to manage.The same one detailed on the first page.
The reasoning for 2.40s GCD is to make sure HT doesn't drop, letting it buff the next HT:
HT(2.4s used up here) --> 9 other GCDs using up remaining 21.6s of buff --> HT again on the dot
But HT applies ~1s into its own GCD:
HT(~1.4s used up here) --> 9 other GCDs using up 21.6s of buff --> ~1s leeway to HT again
Imo 2.4s is needed to do the "Optimum" rotation. The magic number has perfect synergy with all the skills DRG currently have, for now.

2.4s isn't needed to have HT buff itself because of animation/debuff/buff delay and how attacks snapshot on the start of the attack, though when you are over 2.40 there is a slight delay where HT will drop and any oGCD's or autoattacks in that brief period may not have the HT buff - I'm not sure this is really worth getting the SS as well. For people with bad ping the extra SS helps maintain the HT buffed HT when double weaving or if jumps eat into your GCD.The same one detailed on the first page.
The reasoning for 2.40s GCD is to make sure HT doesn't drop, letting it buff the next HT:
HT(2.4s used up here) --> 9 other GCDs using up remaining 21.6s of buff --> HT again on the dot
But HT applies ~1s into its own GCD:
HT(~1.4s used up here) --> 9 other GCDs using up 21.6s of buff --> ~1s leeway to HT again
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