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  1. #1
    Player
    0Lime's Avatar
    Join Date
    Aug 2013
    Posts
    38
    Character
    Noel Farrence
    World
    Gilgamesh
    Main Class
    Rogue Lv 90
    Quote Originally Posted by silentwindfr View Post
    snip
    Actually, I did read you, but thanks for answering my question, as I wanted to make sure.
    Yes I'm aware of what GL does, I've played monk since 2.0. If the potency is high enough it would be a DPS increase to use tornado kick into a snap punch. Since snap punch is used right after TK, we're effectively only losing 2 stacks of GL, and if the potency is worth it, then it's a DPS increase.

    I would love to test it myself, but I've yet to level MNK to 70.
    (2)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by 0Lime View Post
    Actually, I did read you, but thanks for answering my question, as I wanted to make sure.
    Yes I'm aware of what GL does, I've played monk since 2.0. If the potency is high enough it would be a DPS increase to use tornado kick into a snap punch. Since snap punch is used right after TK, we're effectively only losing 2 stacks of GL, and if the potency is worth it, then it's a DPS increase.

    I would love to test it myself, but I've yet to level MNK to 70.
    A little too tired to develop a full sample size for this (requiring about at least five 5+minute tests each way in which I open normally and then sync my 4rd IR with 3rd RoF in order to use TK before Snap, and then continue for long enough as not to inflate TK, or continue without the TK), but you should be able to napkin math it.

    INCREDIBLY SLOPPY NAPKIN MATH:
    The Crit Multiplier nerf has badly hurt Internal Release contribution. Going to sloppily call it a 10% damage bonus. That brings us up to 90% maximum bonus with DK, Twin, GL3, IR, RoF. That would put Tornado Kick at 627.

    If one has the perfect sync-up, such that Demolish is up placed 5 GCDs before TK, and DK and Twin 7 and 6, then you'd have your lowest potencies when they least matter, during the GL1 period, sacrificing 88 potency and .6 GCDs. GL2 period would sacrifice a relative 55ish potency (assuming base 20% crit by which to devalue the relative potency of Bootshine to a crit-possible value) and .3 GCDs. Disregarding sync, that combined .9 GCD would cost you around 270 potency.

    Maybe a ~200 potency gain?
    (1)

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