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  1. #201
    Player
    JMadFour's Avatar
    Join Date
    Nov 2013
    Posts
    269
    Character
    Malthoran Madyson
    World
    Leviathan
    Main Class
    Summoner Lv 71
    I feel like there needs to be a Crystal or something on the Left and Right of the Balance Meter, for Verstone and Verfire Ready.

    Overall, I really like the playstyle of the RDM and I'm probably gonna make it my main(switching from MCH), even after the inevitable nerf.

    the proc-based spell weaving between Jolt/Verstone/Verfire and dualcast Aero/Thunder is..FUN. lots and lots of FUN.

    I'm enjoying the basic gameplay of the RDM a lot more than I imagined I would, and I haven't even really gotten to the utility and stuff, I'm still in my early 50s.
    (1)
    Last edited by JMadFour; 07-02-2017 at 03:38 AM.

  2. #202
    Player
    GospelVhae's Avatar
    Join Date
    Nov 2016
    Posts
    44
    Character
    Freyja Crescent
    World
    Tonberry
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by AlphaFox View Post
    By the way, dunno if anyone here knows or would be interested but I stumbled on a Macro that is working wonders for me. Got the idea from when we had Thunder 3/Thunder 2 macros for Blackmage.

    /micon Jolt
    /ac Impact <t>
    /ac Jolt <t>

    Seeing as there is NO reason to not use impact over Jolt, this will use Impact every time it is up. If it can't it will use Jolt II, tested it out in a 70 dungeon with no errors or slow downs that I could see. You will get a constant error about "Cant cast during" but eh.
    Thanks for this! I totally forgot this was a thing. I use something similar for Dragoon

    /macroicon "Fang and Claw"
    /ac "Fang and Claw"
    /ac "Wheeling Thrust"
    (0)

  3. #203
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    It's definitely easier to use macros like that, however you still face the queuing error (half a sec before and after of it not recognizing any other commands). For some people that will result in a net improvement, as opposed to pressing the wrong button, but macros in your rotation are always advised against.
    (2)

  4. #204
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by AlphaFox View Post
    By the way, dunno if anyone here knows or would be interested but I stumbled on a Macro that is working wonders for me. Got the idea from when we had Thunder 3/Thunder 2 macros for Blackmage.

    /micon Jolt
    /ac Impact <t>
    /ac Jolt <t>

    Seeing as there is NO reason to not use impact over Jolt, this will use Impact every time it is up. If it can't it will use Jolt II, tested it out in a 70 dungeon with no errors or slow downs that I could see. You will get a constant error about "Cant cast during" but eh.
    Thanks, Rena. I'll give it a whirl.
    (0)

  5. #205
    Player
    KilimYolo's Avatar
    Join Date
    Jun 2017
    Posts
    54
    Character
    Kilim Yolo
    World
    Omega
    Main Class
    White Mage Lv 80
    This macro can be improved:
    https://www.reddit.com/r/ffxiv/comme...on_this_macro/
    Therefore avoid constant errors.
    (0)

  6. #206
    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.

  7. #207
    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)

  8. #208
    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)

  9. #209
    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)

  10. #210
    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)

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