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  1. #1
    Player
    Dacen_Drg's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    20
    Character
    Dacen Drg
    World
    Excalibur
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Erys View Post
    Since this source has the most updated potencies it's safe to assume double Full Thrust combo is superior to 5 step combo strings. Math for this:
    Ht-IDC4-TTT4-TTT4-Ht: this combo nets 3920 potency (180+1040+830+290+830+290)
    While Ht-IDC44-TTT44-Ht-ID: again 14 gcds with a net potency of 3819 (180+1040*+290+290+830+290+290+180+190+130)
    *[this one doesn't fully tick, it has 2 ticks left, miserable difference but still]
    The difference is 101 potency, which we all know it might seem tiny but it's a gain over time anyways.
    Unless I am looking at this wrong, for the double Full Thrust combo rotation you forgot the 290 for fourth hit after Chaos Thrust, which would therefore make it worth even more. So this would therefore be very interesting to look into more. The issue I do see is that it is one less "4th" hit (we need new name) which means 10s lost on BotD which might mean that when we enter LotD it won't be at 30s? which is not ideal.
    (0)

  2. #2
    Player
    Erys's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    191
    Character
    Erys Shir'en
    World
    Zodiark
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by Dacen_Drg View Post
    snip
    Sorry for that I will edit it at once, the potency output is correct. I just forgot to write the potency in the string, the total is correct, my bad.
    As for BotD timer, let me edit the first post quick and I will edit this one explaining BotD timer.

    Assuming a 2.4 gcd:
    Ht-IDC4-TTT4-TTT4-Ht
    We activate BotD right before Impulse Drive, with 15s on the counter that means we are going through 3 gcds before our first refresh. That'd be 2.4x3s=7.2s that we are losing, then we refresh with 10 seconds 15-7.2s=7.8+10=17.8seconds.
    Now we go through another 3 gcds for our second refresh 17.8-7.2=10.6+10=20.6 seconds.
    Another 3gcds and we are at 23.4seconds on out timer.
    Then we repeat our rotation and this time we go through 4 gcds before refreshing, 23.4-9.6=13.8+10=23.8 seconds.

    The calculations I did were based on the assumption that we'd have to go through 4 gcds everytime, as you can see with the last refresh being only a 0.4 we gain against the timer. Therefore we have even more leeway than I said, but again, this would have to take into account mechanics; so putting 1 more gcd per combo to represent that possibility of mechanics messing up with our thing - +, while not correct (because I can't math that much, duh) it's the best I can come up to give us a "realistic" scenario of what to expect towards our timer.

    In conclusion when approaching Nastrond phase we should be above 20seconds, give or take. We would Geirskogul after a refresh hit which would make us hit 30 seconds and nastrond right after, trying to get those 4 Nastronds. If 4 Nastronds is not possible, any amount of time above 20 will allow us to hit 3 Nastronds all of them under blood for blood which will be 960 potency anyways.
    If the mechanics incoming will drain a great deal of BotD timer, we will have to deviate from our new rotation and double refresh. Same if when approaching nastrond and we won't have 20+s after refreshing once, which will be hard, we just use double refresh before Geirskoguling into Life.
    (0)
    Last edited by Erys; 06-03-2017 at 06:14 AM.