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  1. #681
    Player
    Caitlyn's Avatar
    Join Date
    Mar 2014
    Location
    Eden
    Posts
    5,440
    Character
    Geistherz Gungnir
    World
    Shiva
    Main Class
    Sage Lv 100
    Quote Originally Posted by Aeliott View Post
    Notes from the Japanese famitsu tooltips:
    Overheat INcreases damage dealt by 20%. So you will probably want to Overheat immediately before/after applying wildfire.
    Dismantle reduces ALL damage by 10%, not just physical
    Hypercharge effects remain the same as ENG tooltips; Bishop reduces magic resist, Rook increases (seemingly) ALL damage received by 5%
    I hope you re right. Otherwise, its very confusing ^^.

    I made a small chart about the MCH skills for 4.0. I guess there are many translation errors at the moment.




    I guess the Burst will be something like this:
    - Hot Shot
    - Reload
    - Rapidfire
    - Flamethrower (for Overheat)
    - Wildfire
    - Heated Split Shot
    - Heated Slug Shot
    - Heated Split Shot
    - Gauss Round
    - Reassemble
    - Heated Clean Shot
    - Ricochet
    - Quick Reload
    - Heated Slug Shot
    - Cooldown



    Just an idea, but need to be tested.
    (1)
    Last edited by Caitlyn; 06-01-2017 at 08:53 PM.

  2. #682
    Player
    Meteora91's Avatar
    Join Date
    Sep 2015
    Posts
    2
    Character
    Met Eor
    World
    Ragnarok
    Main Class
    Machinist Lv 60
    I think for a better burst we have to use both flamethrower and barrell stabilizer in the opener to have a wildfire with 2 clean, 1 split and 2 slug or 1 slug 1 cooldown but using stabilizer Like this i dont know how much it will take to build heat again and how this will influence our dps
    (0)

  3. #683
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    The way it looks to me, I don't think we'll want to use both barrel stablizer and flamethrower in the opener as that means we'll have nothing to get us back to 50 heat quickly after the post-overheat lockout period is over. It's actually a lot harder than it looks to build heat from 0 to 50, because non-hot shot weaponskills under 50 heat only produce 5 heat, and using ammo makes that weaponskill generate 0 heat (quick reload is even negative since the cast itself reduces heat by 10). Normal splitslugclean weaponskills are about 15% weaker on average than their heated counterparts, so staying under 50 heat for too long is pretty bad for DPS.

    I think we'll most likely open with flamethrower into an overheat and wildfire, then use barrel stablizer after that to return to 50 immediately. For mid-fight wildfires after that it will be the reverse where you use flamethrower after wildfire to return to 50 heat, and barrel stablizer becomes an extra cooldown every 2 mins that you can replace flamethrower with (if you use it to AoE something, etc), or potentially get an extra overheat phase between wildfires.
    (1)

  4. #684
    Player
    Aeliott's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    615
    Character
    Aeliott Cadenza
    World
    Phoenix
    Main Class
    Monk Lv 90
    An opener theorycraft I made, can I get some feedback? Naturally: numbers and such subject to change etc. I just wanted to get some rough idea of how things will align.
    Forgive the crude format :P
    Also the timeline is obviously just a very basic guideline, things will run slightly quicker when natural skill speed is taken into account (which also allows the Gauss Round squeezed in at the end)



    I think this must be close to the highest potency you can get inside Wildfire. 2 Heated Clean Shots, one with Reassemble, both damaging OGCDs. Having more than 2 ammo at the start would make it less ideal to trigger Overheat without Flamethrower ticking up to 100 which seems inefficient to me. After that you would use Heat Stabilizer once you can apply GB again ASAP, and use as many Heated combo moves as possible until WF is ready. Flamethrower should be up after the 2nd WF and will be available for all after that. Every other one from there might be worth overheating between Wildfires and raising back up with Stabilizer? Not sure.

    That opener at least gives you 3415.5 potency from when Wildfire is applied to when it detonates. Including 20% from Overheat, 25% detonation damage, 5% from Hypercharge, 5% from Gauss Barrel, 5% from Hot Shot, and multiplying the Reassembled Clean Shot potency by 1.6 (average crit boost from 1k crit with current values). I did not include other potential crits, turret shots or auto attacks (or direct hit, of course). The alternative could be using Stabilizer early and building the other 50 gauge in time.

    Assuming flamethrower is 60 potency every 0.5s, total potency prior to Wildfire is 2328.6 (again not counting autos / crits etc), total opener potency of approx 5744 in approx 25s.

    [Edit] Just realised the heat gauge might not go up to 10 at the start? Doesn't change anything though. You can also QR after the last Gauss Round
    (1)
    Last edited by Aeliott; 06-03-2017 at 12:59 AM.

  5. #685
    Player
    Aeliott's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    615
    Character
    Aeliott Cadenza
    World
    Phoenix
    Main Class
    Monk Lv 90
    Regardless of what the opener is, use Stabilizer as soon as your Barrel is available again. From there you can easily spam the Heated versions of your main combo, using Cooldown when you're at 90-95 heat*, and Quick Reload whenever unless Wildfire is imminent. Flamethrower will be ready after that Wildfire, so you can immediately get into Heated combo range yet again until the next Wildfire - and every subsequent one since both WF and FT are 60s. When Stabilizer is back up there might be opportunity to force another Overheat between Wildfires by using FT to push Overheat? Not sure. It's actually simpler than it first seemed to me though. In fact there'll be a very long window of 123 spam...at least they look cool :P with that lineup you should only see the normal versions of split/slug/clean when Gauss Barrel is locked out, or as opener prep.

    *It seems you'll have to use at least 2 Cooldowns between every Barrel reapplication and Wildfire? If my analysis is correct. So waiting until the highest number might not be necessary, but I don't think it makes much difference
    (1)
    Last edited by Aeliott; 06-03-2017 at 01:29 AM.

  6. #686
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    It seems to me like we will be able to get 6 GCDS inside a 10s wildfire. 3 with rapid fire will take 4.5s, and 2 more normal GCDS will take 5s. That leaves 0.5s for the last GCD which we just might be able to squeeze in if you ask me.

    There are several things you can do with this information. It seems apparent for example that the theoretically highest value sequence of 6 GCDS in this case would be 323123, which gives you 3 clean shots. But this also is problematic in it's own way because to setup a 323 sequence you need to do 121 with ammo earlier on, and as you observed that will severely delay things due to how ammo interacts with heat.

    There is also a second curious thing, and that's the fact that the new weaponskill 'cooldown' is 230 potency, which makes it break even with any heated 1-2-3 sequence, as the average of (190 + 230 + 270)/3 is 230. Which means, for example, that the above 323123 sequence is functionally identical to 323 cd cd cd. Putting this together with the fact that setting up a 323 sequence is problematic, my hunch, if 'cooldown' benefits from the potency increasing effect of ammo, is that we'll just aim to get a single reassembled heated clean in wildfire and then just spam cooldown for the other 5 GCDs.

    Are you by any chance aware of the "The Balance" discord server? Most of the dedicated ranged players are in there and we've already discussed this quite heavily over the past few days. You might find it interesting to poke around in there, and anyway, a lot of these things are up in the air until we see the final numbers on early access itself.
    (0)
    Last edited by Myon88; 06-03-2017 at 08:57 PM.

  7. #687
    Player
    Ephier's Avatar
    Join Date
    Sep 2013
    Posts
    781
    Character
    Ephier Samoht
    World
    Ultros
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Myon88 View Post
    It seems to me like we will be able to get 6 GCDS inside a 10s wildfire. 3 with rapid fire will take 4.5s, and 2 more normal GCDS will take 5s. That leaves 0.5s for the last GCD which we just might be able to squeeze in if you ask me.
    That last GCD would most likely have to be a split shot due to the speed at which it goes off and the damage is calculated. Slug and Cleans animations are too long for it to register.

    Quote Originally Posted by Aeliott View Post

    Assuming flamethrower is 60 potency every 0.5s, total potency prior to Wildfire is 2328.6 (again not counting autos / crits etc), total opener potency of approx 5744 in approx 25s.
    https://www.youtube.com/watch?v=qCEOk3kYXb8&t=2m13s


    That shows in the 10s that flamethrower is going off it deals 11 ticks. I'm not sure if the ticks are calculated as 120 potency or 60 potency but they seem kinda high (High 800s low 900s) compared to the auto attacks (1k~1.3k).

    Also another thing to note in terms of openers, It has not been stated whether or not we can preload heat with flamethrower. If that is the case we could potentially start the fight with 70 heat, leaving flamethrower to be used after wildfire to get you back into the 50% zone.
    (0)
    Last edited by Ephier; 06-03-2017 at 09:48 PM.

  8. #688
    Player
    Aeliott's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    615
    Character
    Aeliott Cadenza
    World
    Phoenix
    Main Class
    Monk Lv 90
    Quote Originally Posted by Ephier View Post
    https://www.youtube.com/watch?v=qCEOk3kYXb8&t=2m13s


    That shows in the 10s that flamethrower is going off it deals 11 ticks. I'm not sure if the ticks are calculated as 120 potency or 60 potency but they seem kinda high (High 800s low 900s) compared to the auto attacks (1k~1.3k).

    Also another thing to note in terms of openers, It has not been stated whether or not we can preload heat with flamethrower. If that is the case we could potentially start the fight with 70 heat, leaving flamethrower to be used after wildfire to get you back into the 50% zone.
    Ah I didn't think about that. Depends if the skill is targeted or not. The tooltips we currently have state 0 yalms, so I think it could be likely. That would definitely remove opener stress.

    Quote Originally Posted by Myon88 View Post
    Are you by any chance aware of the "The Balance" discord server? Most of the dedicated ranged players are in there and we've already discussed this quite heavily over the past few days. You might find it interesting to poke around in there, and anyway, a lot of these things are up in the air until we see the final numbers on early access itself.
    I've known of the existence of the Discord server, but don't have the details. I would definitely be interested in seeing what people have come up with, for BRD too
    (0)
    Last edited by Aeliott; 06-03-2017 at 09:54 PM.

  9. #689
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    https://discord.gg/CjQkEn3 Try this link, it should work.
    (0)

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