How much total damage is the damage over time for Shadow Fang on Ninja?
How much total damage is the damage over time for Shadow Fang on Ninja?
Last edited by migu6066; 12-02-2017 at 07:45 AM.
Dots function by applying their damage once every three seconds. That should allow you to figure that one out on your own![]()
Each entity has a tick timer, such that every three seconds, all DoTs and HoTs on that entity do their work, so we expect a 21s DoT to tick seven times.
At 40 potency per tick, Shadow Fang will do at least 280 DoT potency on top of its initial 200 potency. Skill Speed increases DoT damage from weaponskills, so it'll do a bit extra for that too. So Shadow Fang is 480 plus speed bonus, assuming perfect reapplication timing. These numbers are normalized to you, if you're comparing only against other NIN actions.
If you want to compare against the potencies of other jobs' actions, remember to apply the 20% bonus from Dripping Blades: 288 DoT + 240 initial, for a total of 528 plus speed bonus.
Last edited by Rongway; 12-02-2017 at 03:30 PM.
Error 3102 Club, Order of the 52nd Hour
Great! Thanks!
Last edited by Wintersandman; 12-02-2017 at 10:17 AM.
Technically, there is no such thing as a universal server tick. Every object has its own three second tick that starts when that object spawns. Your party spawns at the same time in instances unless someone joins in progress, so HoTs tend to all tick together. DoTs on different targets don't always tick together though, and ground targets like Doton are based on your tick instead of the enemy's.
Source: https://www.reddit.com/r/ffxiv/comme...ming_research/
One of the benefits of discussing "potency" is that we don't care about any of the secondaries except for speed, as those secondaries will apply the same to any action that doesn't have an unusual effect, like a guaranteed crit. Yeah, all those stats have an effect on the action's final damage, but if we're discussing actions within the toolkit of a single person, the potency of the action is just the potency of the action.
That's an interesting read, thanks. And the part about ground targets using your own tick makes sense because it's the effect of a buff on you, not a debuff on the enemies.Technically, there is no such thing as a universal server tick. Every object has its own three second tick that starts when that object spawns. Your party spawns at the same time in instances unless someone joins in progress, so HoTs tend to all tick together. DoTs on different targets don't always tick together though, and ground targets like Doton are based on your tick instead of the enemy's.
Source: https://www.reddit.com/r/ffxiv/comme...ming_research/
Error 3102 Club, Order of the 52nd Hour
Can someone explain to me why people will use Doton on single targets? As far as I can tell, it'll be as effective as Raiton on a single target, but with the problem that if the enemy steps out you lose uptime.
It's obviously better in mobs, I don't argue that, I just don't see why they'd use it for single targets.
During Ten Chi Jin, if you do Fuma Shuriken -> Katon -> Doton, it's more potency, SO LONG as the mob is going to stick around for a while and you don't need the Suiton effect
Regular 633 + 720 + 360
Doton 633 + 500 + 720
Else you might see Ninjas do a Doton and immediately use Hide to reset their Ninjutsus before the Doton can get them aggro, this Doton is completely free! Though this is more of a dungeon thing
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