Still, that's sacrificing 90 potency every 3 combos - in 180s you're doing ~75 gcds which is ~25 combos. Divide that in 3 and you're left with 8 x 90 = 720 potency of damage you sacrificed, which is another full RA combo that you just flat out did not do by dropping half your RA's to RoH in a 3-minute parse - which is far and away below what you'll encounter in DF runs of any relevant content. The difference only gets exponentially worse as the encounter gets longer - more and more lost potency in favor of negligible changes in mitigation.
This comment confuses the heck out of me:
Like - it looks like you're trying in vain to twist my words from:
"The damage you're mitigating with Rage of Halone is so negligible that it's covered by passive healing without the debuff"
into something ludicrous like:
"Because the damage is so negligible as stated above, you clearly should be mitigating it, rather than accelerating the battle by a noticeable amount in exchange for adding literally no additional benefit to your survival or to the healers' ability to dps."
Seems legit.
Basically - don't talk out your ass, please and thank you. I know for a fact from my own testing in situations where it actually matters that weaving RoH in for the additional mitigation is not only a waste of time on the mitigation front, but it causes a significant/noticeable change in how much damage you deal. Here's a real-world example for you.
This is me, killing Sephirot Extreme on my Paladin.
Blah blah blah longwinded explanation of how replacing RA with RoH as you suggest would end up dropping my fight DPS by ~10 over the duration of the encounter. I was at 868.2 (rank #173/1397 - 87.6%). If I used RoH the way you suggest, I drop to 858.2 (197/1397 - 85.8%).
Now, that may seem like a small loss, but think of it the other way around. I just parsed 858.2 using RoH for mitigation in a GB>RoH>RA rotation in the fight. All I have to do is stop being dumb to jump up ~25 ranks in the standings. Changing NOTHING ELSE about how I played the fight. At all. No other changes. Same cooldowns in the same places, same attacks to hold hate, same Flashes in add phase, etc, etc. So, yeah. It sounds like it's small, but this is the difference between someone who plays "good enough" and someone who actively seeks to improve their play, get better, and challenge others to play up to the same level.
I personally prefer to be in the group constantly looking to improve and optimize and figure ways to do better in an encounter at all times. If I'm already mitigating damage properly and not risking death, why am I still playing it safe? Why not push the envelope and see if I can do better? Use fewer mitigation tools in favor of offense?
I know you'll ignore everything I say and laugh about how small the difference is, and I'll just ignore that post and keep on actually playing my Job optimally, not listening to people who ignore the majority when they tell them that something they said was wrong.

Reply With Quote




