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  1. #1
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    preliminary napkin math off what i have available. Basing it PURELY off just jolt.
    This is not stat weights (directly), it's potency per second increase as i dont know the value of int

    this is not "for the class", it's done off 1 spell. going to take a lot more work to factor in this all for our rotation. skillspeed is overvalued because of this.

    TL: DR
    DH: .0118
    SS: .0111
    CRIT: .0109
    DET: .0107

    basis:
    Crit:
    (((200 * Crit-CritBase)/2170)+50)/10= crit rate
    (((200 * Crit-CritBase)/2170)+400)/10= crit damage
    (base is 364)
    source: https://www.reddit.com/r/ffxiv/comme...hance/djaaslc/

    DH:
    37.5 = 1% (after 364)


    SS:
    66.7 = .01s off GCD (after 381)


    DET:
    172 = 1%
    source (DH SS DET): https://www.reddit.com/r/ffxiv/comme...rect_hit_data/

    Math:
    With my current stats that would mean:
    1458 crit
    15.08% = crit rate
    1.5008 crit damage
    1427 DH
    28.35% DH chance
    972 SS
    .0886 seconds off global
    895 det
    5.2% damage
    SO with all of that
    jolt is normally 2.5s, 240 potency = 96 potency per second
    modified by the above:
    4.28% chance of direct crit = 450 (1.5008 * 1.25 = 1.876)
    10.8% chance to crit = 360
    24.07% chance to DH = 300
    60.85% chance to hit = 240
    19.26+38.88+72.21+146.04= 276.39
    276.39*1.052 = 290.76
    global = 2.5 - .0886 = 2.4114
    290/2.4114 = 120.26 PPS
    adding 80 crit:
    15.82% chance
    1.5082 crit damage

    4.485 chance to DCH = 452
    11.335 chance to CH = 362
    23.865 chance to DH = 300
    60.315 chance to hit = 240
    20.27+41.03+71.6+144.76 = 277.656
    277.656*1.052 = 292.09
    global set to 2.4114
    292.09/2.4114 = 121.13 PPS
    80 crit = .87 PPS increase
    1 crit = .010875 PPS
    adding 80 DH (to the base)
    = 30.48% chance to DH

    4.6% chance to DCH = 450.24
    10.48% chance to crit = 360.19
    25.88% chance to DH = 300
    59.04% chance to hit = 240
    20.71+37.75+77.64+141.7 = 277.8
    277.8*1.052 = 292.25
    292.25/2.4114 = 121.2
    80 DH = .94
    1 DH = .01175PPS
    adding 80 SS
    = 2.4s GCD
    290.76/2.4 = 121.15
    80 SS = .89 PPS
    1 SS = .011125 PPS
    adding 80 det
    = 5.67
    276.39*1.0567 = 292.06
    292.06/2.4114 = 121.116 PPS
    80 det = .856 pps increase
    1 det = .0107 PPS
    DH: .0118
    SS: .0111
    CRIT: .0109
    DET: .0107
    ALL OF THIS IS ALL FROM THE ABOVE SOURCES's FORMULAS
    THIS IS ALSO ALL NAPKIN MATH DONE WITH A HANDY DANDY CALCULATOR AT 8:30 AM BECAUSE I COULDN'T SLEEP DUE TO A NEIGHBOR MOWING THEIR LAWN

    i'd still shy away from skillspeed, however this would mean DH > crit, which is the opposite of what i've heard
    (0)
    Last edited by xyaie; 07-03-2017 at 11:14 PM.

  2. #2
    Player
    Mikaeus_The_Lunarch's Avatar
    Join Date
    Aug 2016
    Posts
    95
    Character
    Mikaeus Thelunarch
    World
    Adamantoise
    Main Class
    Astrologian Lv 80
    As an ast main and levelling rdm, what cards are recommended beyond the obligatory balance? I've had asts give me arrow, but I feel like arrows just better on other jobs. Spear definitely seems good with a lil coordination though

    Not saying rdm doesn't benefit from arrows, just that 9 times outtta 10, I'll give an arrow to other jobs like blm
    (0)

  3. #3
    Player
    GospelVhae's Avatar
    Join Date
    Nov 2016
    Posts
    44
    Character
    Freyja Crescent
    World
    Tonberry
    Main Class
    Red Mage Lv 70
    Spears and Balance only, really.

    Arrows are better given to SAMs for double/triple Midare Satsugekka
    (0)

  4. #4
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    We sill do not yet know enough to base what stats are best, myself i truly think it is Crit> DH> Maybe SS?
    Reading descriptions however does still make me wonder about if spell speed is beneficial so i melded some to try
    (0)

  5. #5
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Maero View Post
    We sill do not yet know enough to base what stats are best, myself i truly think it is Crit> DH> Maybe SS?
    Reading descriptions however does still make me wonder about if spell speed is beneficial so i melded some to try
    Don't take it as law yet, but i did some math exactly 3 post before yours. End result for just how potent a stat is for an ability flat:
    TL: DR
    DH: .0118
    SS: .0111
    CRIT: .0109
    DET: .0107
    that said, spell speed is likely lower, and likely the worst for us as it does 0 to effect your melee abilities. if a flat 15% of our time is spent doing abilities that in no way are modified by spell speed that would leave it lower than det @.009435
    (2)

  6. #6
    Player
    Fortune_Cookie's Avatar
    Join Date
    Jun 2017
    Posts
    63
    Character
    Eden Dawn
    World
    Louisoix
    Main Class
    Astrologian Lv 70
    Too late for napkin math so this may well be garbage:

    To estimate the value of ss we need to determine RDM's "base cycle". Let's ignore Manafication, Acceleration and the guaranteed proc from Verholy/flare to make life simple.

    Expected length of "ready" proc chain is 1, so on average 1 proc per Jolt2/Impact. This makes the repeating cast pattern J2+VA+VS+VA+Im+VA+VS+VA (obviously mixing WM and BM) for a total of 2250 potency and 76 mana. That means we need 139/76~1.829 patterns per base cycle.

    So one base cycle deals 2250*1.839+550+970 potency in 8*1.829 +1 GCDs +5.2s.

    On your numbers that would yield 159.173 PPS at base numbers and 159.837 PPS at increased SS for an 0.0083 PPS/SS benefit. Or more straightforwardly, ~187 SS is a 1% increase at the breakpoint (and more at higher SS).

    [There are a lot of rounding errors in all of this - just for illustration. Also: not a replacement for a proper simulation.]
    (0)
    Last edited by Fortune_Cookie; 07-04-2017 at 08:52 AM.

  7. #7
    Player
    Meng_Qing's Avatar
    Join Date
    Jul 2017
    Posts
    13
    Character
    Qian Meng
    World
    Sargatanas
    Main Class
    Red Mage Lv 70
    Yes... RDM casts 2 spells on 2 GCD of 5 seconds.

    Even if you don't believe RDM has 2 GCD over 2 skills. Then it's still close to 5 seconds (2s cast (first spell) + double cast + 2.5s GCD = close to 5s).

    Now, does that make double cast useless? No, in fact for skills whose cast time is very long (veraero, verraise), it's a godsend. Since you technically save time by not casting those long cast times. That's the way it was meant to be. Why do you think the 2nd spell of a RDM's rotation for double cast is always those long cast spells?

    Does RDM's mobility help a lot?
    (1)

  8. #8
    Player
    Draxxion's Avatar
    Join Date
    Feb 2015
    Posts
    231
    Character
    Draco'li Tayuun
    World
    Faerie
    Main Class
    Red Mage Lv 80
    One question I have kind of had about Jolt II and Impact from a mechanics stand point is why Jolt II doesn't become Impact when it is procced? If the rotation and math behind it is that Impact is used like a Jolt III to be followed up by a Verthunder or Veraero then why doesn't it just do that? Thought the point of this expansion was to avoid button bloat. I can kind of see it because it doesn't generate mana, but mechanically they are used in the same manner.
    (1)

  9. #9
    Player
    PrismaticDaybreak's Avatar
    Join Date
    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Impact generates 4 of each mana.
    (2)

  10. #10
    Player
    Draxxion's Avatar
    Join Date
    Feb 2015
    Posts
    231
    Character
    Draco'li Tayuun
    World
    Faerie
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by PrismaticDaybreak View Post
    Impact generates 4 of each mana.
    Oh yes it does. That is what I get for not reading my own ability descriptions late at night. Still I do question if maybe Square had a different intention for the spell besides it being used like Jolt II would. Other then 1 additional mana more and 30 more potency I am still curious why the extra button? Still think if Jolt II procs Impactful then Jolt II should be replaced by Impact for the duration. Give it the Ruin IV treatment and save some buttons.
    (0)

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