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  1. #1
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70

    4.05 patch: to 7 Fell cleaves or not 7 Fell cleaves?

    With the 4.05 change capture in the live unofficial translation "Unchained and Inner Release will no longer cost IB", we've all started to glance at a 7 Fell Cleave Zerk/IR burst.

    Just in case people didn't do the math (or didn't intuitively figured out), we have the following options:
    - use 125 out of 130 gauge to do 7 FC and be left with 5 gauge (effectively missing on 10 gauge = 50 potency at best): 3940 total potency (including main + S.Path)

    - use the full 130 gauge to do 6 FC + upheaval + 2 onslaughts: 4090 total potency (including main + S.Path)

    tldr; The no cost to IR allows us to do 2 extra Onslaughts and is better than a 7th FC. Onslaught is becoming a bit more relevant as a DPS ability.
    (2)

  2. #2
    Player
    Dizzy_Derp's Avatar
    Join Date
    Nov 2016
    Posts
    197
    Character
    Dizzy Dash
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Shinkyo View Post
    With the 4.05 change capture in the live unofficial translation "Unchained and Inner Release will no longer cost IB", we've all started to glance at a 7 Fell Cleave Zerk/IR burst.

    Just in case people didn't do the math (or didn't intuitively figured out), we have the following options:
    - use 125 out of 130 gauge to do 7 FC and be left with 5 gauge (effectively missing on 10 gauge = 50 potency at best): 3940 total potency (including main + S.Path)

    - use the full 130 gauge to do 6 FC + upheaval + 2 onslaughts: 4090 total potency (including main + S.Path)

    tldr; The no cost to IR allows us to do 2 extra Onslaughts and is better than a 7th FC. Onslaught is becoming a bit more relevant as a DPS ability.
    No The 7 is a meme. With the changes you will do your same is rotation just with an onslaught. What you will do is
    Eye -100 and Zerk
    Heavy with Internal Release and Upheaval -90
    Fell Cleave -65 into Onslaught -55
    Fell Cleave -30 into Infuriate -80
    Fell Cleave -55
    Maim -65
    Path -85
    Fell Cleave -60
    Fell Cleave -35
    Fell Cleave -10
    Still have no fkn idea to do with that leftover 10 but that's gonna be your highest possible potency ir
    (0)
    Last edited by Dizzy_Derp; 07-18-2017 at 06:23 AM.

  3. #3
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Dizzy_Derp View Post
    Still have no fkn idea to do with that leftover 10 but that's gonna be your highest possible potency ir
    Onslaught is 15s recast time (vs 20 IR duration) so you can fit another one at the end of you zerk/IR window.
    Don't know why you wouldn't take the 100 potency for 10 gauge, which is better than a FC outside IR.
    (3)

  4. #4
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    To fit 7 fell cleaves you need 100 gauge before berserk, infuriate ready, and you have to do maim and path inside your berserk and inner release duration. Since berserk and inner release are both 20s duration buffs, they fit at most 9 gcds, and the first as well as the last gcds of those 9 gcds must be fell cleaves, since otherwise you'd waste gauge by using maim while having 100 gauge.

    This would imply that the 9 gcds under berserk must overlap with the 9 gcds under inner release, which is impossible at low sks. If you do heavy swing > inner release > berserk > etc, inner release won't last until the 9th gcd, which is a fell cleave. On the other hand if you do heavy swing > berserk > inner release > etc, berserk won't last until your last fell cleave. To circumvent this you'd need pretty high sks.

    @dizzy: you can slip in another onslaught there.
    (1)

  5. #5
    Player
    Dizzy_Derp's Avatar
    Join Date
    Nov 2016
    Posts
    197
    Character
    Dizzy Dash
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by aleph_null View Post
    @dizzy: you can slip in another onslaught there.
    Oh yeah well that kinda obvious now that you say It -_- my math skillz are whak.
    (2)

  6. #6
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Two onslaughts and an upheaval sound good to sneak in.
    (1)

  7. #7
    Player
    DeadlockRahl's Avatar
    Join Date
    Apr 2017
    Posts
    10
    Character
    Deadlock Rahl
    World
    Moogle
    Main Class
    Marauder Lv 70
    So still the same preparation before popping Beserk and Inner Release.

    100 Beast Gauge - Check
    Storm's Eye Rotation was the last rotation used - Check
    One Heavy swing before Zerk and IR - Check


    God forbid anything happens after you pop them. Stun, knockback or something sends all that preparation shit down the drain.
    (0)
    Last edited by DeadlockRahl; 07-18-2017 at 04:04 PM.

  8. #8
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Quote Originally Posted by DeadlockRahl View Post
    Stun, knockback or something sends all that preparation shit down the drain.
    IE the entire Susano ex fight. Despite being 1 out of 7 possible targets, I seem to recall him targeting me for RNG mechanics more often than not when i prepare for an Inner Release. Or maybe just a fallacy.
    (0)

  9. #9
    Player
    samanator13's Avatar
    Join Date
    Jul 2017
    Posts
    8
    Character
    Sam Ga
    World
    Midgardsormr
    Main Class
    Warrior Lv 70
    Quote Originally Posted by DeadlockRahl View Post
    God forbid anything happens after you pop them. Stun, knockback or something sends all that preparation shit down the drain.
    Doesn't Inner Release negate Knockback/Stun/Bind/Heavy/Drawn in effects?

    (0)

  10. #10
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    It does in dungeons, some old primals, e.g. Sophia, head/wind III knockback and meteor pull, and critters. But god forbid this ability actually working in content that matters. In Susano, you still can get stunned, Lakshmi still draws you into this bleeding field and you get thrown off platform without Vril.

    Still I like this change and I ain't even bothered by the fact that we still have to pay 20 gauge points for onslaught.
    (1)

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