Does gauss barrel effect lead shot dot cause I find myself talking GB off to reapply hot shot and leas shot to avoid the cast time the put it on afterwards also reworked my opener I posted earlier its much better.
Does gauss barrel effect lead shot dot cause I find myself talking GB off to reapply hot shot and leas shot to avoid the cast time the put it on afterwards also reworked my opener I posted earlier its much better.



Yes it does. Gauss Barrel is Potency+30% on damage abilities.
"new" opener combining old concepts lol
https://www.youtube.com/watch?v=VT90C_HLLbc
Last edited by Aiurily; 04-28-2016 at 07:14 AM.
If I'm reading the opener right:
Hypercharge > Gauss Round >GB off
Hot Shot > HE>B4B
Slug Shot > GB>RS>Pot
Lead Shot > Wildfire
Clean Shot > QuickR>Rapid Fire
Split Shot > Head Graze
Slug Shot > Reload
Split Shot > Reassemble
Clean Shot > Ricochet>Blank
Slug Shot > Gauss Round
Clean Shot > GB off
Split Shot > GB on>QuickR
Slug Shot > Clean Shot
The most interesting thing to me as an up-and-coming MCH (47 atm) is that second GCD - Slug Shot. Your WF gets 3 Clean Shots, 3 Splits, and 2 Slugs compared to the standard opener I've been familiar with where it's only 2 Clean Shots with 4 Split/2 Slug iirc. Essentially trading a Split Shot under WF for a Clean Shot.
That is pretty much the principle of it, so you've got it right.
i fixed something
https://www.youtube.com/watch?v=VT90C_HLLbc
anyway, as said in the video
pros: 3.68% higher potency overall (mad guessing here, i did some rough math but i don't trust my own math)
cons: 2.5s slower than usual in rotation (-1.5s precast, -0.5s gauss round, -0.5s triple weave HC HE BFB), and your hot shot/lead shot timing is messed up. solution is to let hot shot drop for a bit to fix it, slight potency loss down the road
here's some bad math i did, comparing this 5 ammo vs the normal 5 ammo
http://puu.sh/oye7m/e5a707fb93.png
Last edited by Aiurily; 04-28-2016 at 08:35 AM.

A8s is frustrating me. I don't seem to get a good parse due to bad streak of rng mainly ;( 1350 ish is my best so far.
Gets debuff 4. Rip
Gets blue/orange pentacle during gavel. Rip.
Gets water debuff. Rip.
Do you guys play mana song during robot dps phase. I keep mana up as soon as blaster dies, and till the end of balls/brawler. Then swap to rook for swindler and vortexer.
I'm on the last bit of A8 (post gavel), but so far my healers haven't needed any more mana than putting it up for transitions (time between swindler/vortexer dying and brute justice showing up) and intermissions.

My group has been dickin around with comps after A8s, and have been looking into replacing the useless caster spot with another MCH in the way of me changing jobs. I was initially going MNK but figured double Hypercharge is more raid DPS. ANYWAY, as some of you may know, with 2 MCHs in a party apparently there's a ACT bug where ACT only picks up on one MCH's wildfires, which obviously makes their dps look gimp.
My question is:
Does anyone know if FFlogs calibrates it properly to pick up both when you upload it? Or are numbers still screwy?
If not, that's going to severely hinder the enjoyment of parsing adventures if one or both mchs are getting screwed for numbers every time. Thanks for any help D:
I'm working on A8S myself now and I'm curious how many cooldowns (if any) you guys are saving for regulators in P1.
Obviously they come right after the opener, so if you do a full and proper opener you're going to be empty when they spawn - which isn't going to cut it at my current gear level at least.
I currently do a really ghetto version which saves Ricochet, Reassemble, and Reload for regulators, but no doubt there are more optimized versions out there. It's really annoying as executing a full opener is one of the joys of MCH.![]()
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