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  1. #1521
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by Kapiz View Post
    It helps me get 9 GCDs under Blood for blood, especially when the last GCD is a DoT.
    I think that's a fair point. Bfb is a very strong buff and 1 extra GCD inside it (especially if it's a valuable GCD like chaos thrust) is a considerable bonus. I'm not online but I'll have to double check if I get 8 or 9 myself - I'm not at a 2.5s GCD myself, but closer to 2.47 (I don't think it's possible to lose it all, as mentioned above, we have just too much sks on gear to avoid completely).
    (0)

  2. #1522
    Player
    Shamox's Avatar
    Join Date
    Feb 2014
    Location
    Distinguished Ultimate Nova Star Dragon
    Posts
    338
    Character
    Eagle Master
    World
    Moogle
    Main Class
    Ninja Lv 70
    https://docs.google.com/document/d/1...FM8cdN5g/edit#

    You'll find some usefull informations here.
    Even if it's not up to date.
    (0)

  3. #1523
    Player
    muzzl's Avatar
    Join Date
    Mar 2017
    Posts
    2
    Character
    Muzzl Razudant
    World
    Gilgamesh
    Main Class
    Scholar Lv 60
    I am not sure I understand the chart about blood for blood which shows that holding on to it for a cooldown is always a DPS loss. Is there an unstated assumption behind those numbers? Like maybe the idea is that the battle is going to end when you're under blood for blood so holding onto it for a GCD means that you are going to lose a GCD of it later on?

    It seems to me that in many fights it would be possible to hold on to it for several GCDs while still getting the same amount of full b4b uses. If the chart is still accurate when you know you are not going to lose any b4b duration I would very much appreciate an explanation about why.

    Thanks.
    (1)

  4. #1524
    Player

    Join Date
    Mar 2017
    Posts
    22
    Continuing in the same notion that Myon88 started, I would like to go a bit further in the discussion of secondary stats for DRG and report an on-going experiment that I am currently conducting. My testing revolves around whether builds that favor heavy Skill Speed (more than the suggested) and builds that favor heavy DET (more than the current value of the BiS build) are a liability for DRG in a savage fight scenario or not. If yes (which basically confirms the stat weights priority by Dervy) then how big of a disadvantage are they?

    According to the current stat weights for DRG, Skill Speed is the least valued secondary stat. Indeed, Skill Speed doesn't give a direct boost to stats but instead makes you hit faster and fit more spells in a given time. Moreover, more Skill Speed opens new possibilities such as the consistent 3.5 Geirskogul per minute that Thendiel has been vocal about in the past and a potential return to IDC4-TTT4-TTT4 combo before having to refresh Disembowel.
    (1)

  5. #1525
    Player

    Join Date
    Mar 2017
    Posts
    22
    Before we go any further, I know that the first thing that comes to your mind when you hear high Skill Speed is obviously TP issues. I did sufficient testing and found that with Ninja's Goad (or MCH TP tower) and correct usage of my Invigorate I could DPS non-stop for around 5:30 minutes without running into TP issues with a 1000 Skill Speed build on a dummy. I could definitely push it a bit further if I didn't say to Ninja to stop giving me Goad given that you will almost never encounter a fight of more than 5:30 minutes non-stop DPS without downtime due to execution of mechanics. I have been experimenting with a high skill speed build (both high SkS and Crit to be precise) for a few weeks (between 930 and 1050 SkS and 1050-1300 CRIT) in an effort to see how it fares compared to the current BiS which revolves around Crit/Det. I will not report any precise numbers yet because, as I said, it is an on-going experiment but so far I have seen some great results DPS-wise.
    (1)

  6. #1526
    Player

    Join Date
    Mar 2017
    Posts
    22
    Once I have sufficient data from which we can draw additional information and conclusions, I will post them here. I should mention that the testing has been conducted mainly in A9S and A10S for the time being.
    Now that Savage lockout was removed I will try to get my hands on a specific build that revolves between 1200 and 1300 Skill Speed and test it out (ZTA3 and Z7V9 Ariyala builds).

    Myon88's discussion about DET has piqued my interest to test a DET heavily oriented build and analyze it. More specifically, I am talking about the following Ariyala build: ZU7A, which prioritizes DET over CRIT and has low Skill Speed.

    I need to clarify that these experiments are done for the sake of "science" and seeing how the stat weights that we have found based on theorycrafting translate into an actual savage fight such as 'The Creator'. They are not done to invalidate what we already know, but rather to add more data on the table and more food for thought for future theorycrafting.
    (1)

  7. #1527
    Player
    Krindor's Avatar
    Join Date
    Jun 2014
    Posts
    435
    Character
    U'tyada Tia
    World
    Odin
    Main Class
    Marauder Lv 67
    Didn't read everything, but in terms of crit vs det, you'll never have a time where Det > Crit simply due to crits quadratic growth. At crit levels over 1300 you'll see a weight of roughly 0.3 which is 50% more than det. Det doesn't see this kind of growth and will therefore always be behind or rather, after a certain amount of crit the gains from crit will be superior to det. I used to have graphs on this but they are lost somewhere.

    As for SS it's definitely not possible to predict with simple math. I'll have a proper sim out some time before SB that should be able to see exactly how SS affects the damage but it's a very hard stat to put a value on. Depending on fight enocunter it will also vary if there's a gain or not depending if you land an attack or not and you'll more or less never know the accurate push time in any fight because SE can't properly design their encounters even if it's static (See A9S where faust could land at 2 completely different times).
    (0)

  8. #1528
    Player
    Shamox's Avatar
    Join Date
    Feb 2014
    Location
    Distinguished Ultimate Nova Star Dragon
    Posts
    338
    Character
    Eagle Master
    World
    Moogle
    Main Class
    Ninja Lv 70
    Idk if it really have potential but here's the higher SS you can get I guess (while keeping acc) :
    http://ffxiv.ariyala.com/ZUB3

    1367 being the cap for 2.11s.
    (0)

  9. #1529
    Player
    BiggiePoppler's Avatar
    Join Date
    Aug 2016
    Posts
    2
    Character
    Biggie Poppler
    World
    Cactuar
    Main Class
    Astrologian Lv 60
    Hi, I'm just starting to get into a9s and 10s now and i'm deciding on how to build before progressing further to 11s and 12s.

    I have two gear builds one centered on the 260 Shire Weapon and the other on the 265 Zurvanite and i am simply wondering if there is one that is better or if they are close enough to where it doesnt matter.

    http://ffxiv.ariyala.com/ZVZU
    http://ffxiv.ariyala.com/ZVF0

    Thanks!
    (0)

  10. #1530
    Player
    enthauptet's Avatar
    Join Date
    Aug 2015
    Location
    Gridania
    Posts
    719
    Character
    Judy Hopps
    World
    Excalibur
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by BiggiePoppler View Post
    Hi, I'm just starting to get into a9s and 10s now and i'm deciding on how to build before progressing further to 11s and 12s.

    I have two gear builds one centered on the 260 Shire Weapon and the other on the 265 Zurvanite and i am simply wondering if there is one that is better or if they are close enough to where it doesnt matter.

    http://ffxiv.ariyala.com/ZVZU
    http://ffxiv.ariyala.com/ZVF0

    Thanks!
    I'd probably use the shire one since it has quite a bit more crit.
    (0)

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