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  1. #1
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,201
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Maeka View Post
    But what gets me, is the randomness of the job. Verfire and Verstone are very random, but yet it's not really a punishing sort of random, or at least it doesn't look like it? Most of the time when you introduce RNG into the mix, having too much of it, or too little of it, will impact your performance.
    By 70, Verfire and Verstone are actually not that random. Between Acceleration and Verflare/Verholy, you get the procs more often than not.

    Quote Originally Posted by Maeka View Post
    But not so, with Verfire and Verstone. The presence (or absence) of it will change your spellcasts so that you're not hitting the same tired combos over and over again, but yet if you don't see a Verfire or Verstone (or even see the "wrong" one), you can work around it. It doesn't feel too punishing, and it makes you think about what you're casting next (whatever you need).
    Much of the optimization of RDM involves deciding when casting the "wrong" spell is actually the better choice. You'll see more of this once you get Verflare and Verholy, and it will involve not just those spells but also making judgments about which Verfastspell-Verslowspell combinations to use leading up to a melee combo.

    Quote Originally Posted by Maeka View Post
    I think I'm finally starting to get the hang of the basics (that whole use Jolt to get Dualcast thing took me awhile before the lightbulb went off in my head lol), now I just need to build muscle memory. I think I have a rather decent hotkey setup...

    1 - Jolt
    2 - Veraero (Shift+2 = Verstone)
    3 - Verothunder (Shift+3 = Verfire)
    4 - Corps-a-Corps
    5 - Riposte
    6 - Chant Du..... errr, that Z-whatever skill.
    7 - Redouble
    8 - That jump back skill


    The idea is that Jolt is used often so it goes on #1... both Ver-White spells are 2 because the white gauge is on the left, both Ver-Black are on 3 because the black gauge is on the right, jump in with 4, 5+6+7 for the combo, jump back with 8.
    Do you have a third row? If so, save space for Verholy and Verflare above the corresponding Verslowspells and Verfastspells. Also save space for Impact at shift+Jolt.

    I don't think I'd necessarily assign jolt to 1 just because it "is used often". I'm not saying it's a bad place for it, just the reasoning gets thrown out the window later. You actually want to do everything possible to avoid casting Jolt! This includes

    1) Precasting a Verslowspell if there is time before the pull. Start casting at 5s on the countdown, if available.

    2) Using Swiftcast-Verslowspell when you have no Verfastspells ready. A single 300 potency GCD is better than 180+300 over two GCDs (later 240+300).

    3) Using Impact if it's about to expire, even if you have Verfastspells ready. If it falls off and you get no procs from Verfastspell-Verslowspell, you're left with Jolt. If you use Impact, you have a chance to get another proc or refresh an existing proc -- in either case, you'll do more damage than with Jolt.


    Quote Originally Posted by Wayfinder3 View Post
    YOU ARE NOT A MELEE DPS, some people seem to think rdm is 50%/50% Cast and Melee However, it's more like 95%/5% in favor of casting. don't stay in melee range but don't stay far in the corner as you miss heals and buffs.
    I must respectfully disagree here. Max melee range is often the best place for a RDM. It allows you to use your movement abilities independently of anything in your rotation, and is especially important if the boss has absurdly large cone attacks that will be impossible to dodge at range.

    Being in melee range puts you in a better position to handle most mechanics, and PBAoEs are not a heavy burden on RDM given its high level of mobility.
    (3)
    Last edited by Rongway; 05-31-2018 at 09:01 AM.

  2. #2
    Player
    Pyitoechito's Avatar
    Join Date
    Jun 2017
    Posts
    184
    Character
    Baragara Nazzlohsyn
    World
    Cactuar
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Rongway View Post
    3) Using Impact if it's about to expire, even if you have Verfastspells ready. If it falls off and you get no procs from Verfastspell-Verslowspell, you're left with Jolt. If you use Impact, you have a chance to get another proc or refresh an existing proc -- in either case, you'll do more damage than with Jolt.
    I never considered this. I assume you obviously wouldn't want to do this if you have both procs, or your one proc would expire first (or before you could use it). Would this take priority over Swiftcast if it's available (since the Swiftcast is another proc chance)? e.g., Impact > Slowcast > Proc > Slowcast vs Proc > Slowcast (no proc) > Swiftcast > Slowcast.
    (1)

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,201
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Rongway View Post
    3) Using Impact if it's about to expire, even if you have Verfastspells ready.
    Quote Originally Posted by Pyitoechito View Post
    I never considered this. I assume you obviously wouldn't want to do this if you have both procs.
    Your instinct is understandable, and yet the optimal choice is actually to use Impact anyway.

    Say you have 10s left on Impact, and you have both Verfastspells Ready.
    You use Verstone-Veraero (570) and do not get a proc.
    Then you use Verfire-Verthunder (570) and do not get a proc.
    There's now <1s left on Impact, so you can't cast it. You're left with JoltII-Verslowspell (540).

    Total potency 1,680, and the last spell had a 50% chance to proc.

    Back to the beginning.
    You use Impact-Verslowspell (570) instead. No proc, but it doesn't matter.
    Verstone-Veraro (570), no proc.
    Verfire-Verthunder (570).

    Total potency 1,710, and the last spell had a 50% chance to proc.

    This is just the (no,no) proc outcome of course. All outcome combinations:

    Starting state:
    Verstone Ready, Verfire Ready [VSR/VFR]



    (no, no)
    ==========
    Verstone-Veraero: 570 potency, 20 mana, dud [---/VFR]
    Verfire-Verslowspell: 570 potency, 20 mana, dud [---/---]
    JoltII-Verslowspell: 540 potency, 17 mana, 50% [VXR/---] 50% [---/---]
    Total: 1,680 potency, 57 mana, 50% chance for 1 proc

    Impact-Veraero: 570 potency, 19 mana, dud [VSR/VFR]
    Verstone-Veraero: 570 potency, 20 mana, dud [---/VFR]
    Verfire-Verslowspell: 570 potency, 20 mana, 50% [VXR/---] 50% [---/---]
    Total: 1,710 potency, 59 mana, 50% chance for 1 proc

    Impact better by 30 potency, 2 mana



    (no, yes)
    ==========
    Verstone-Veraero: 570 potency, 20 mana, dud [---/VFR]
    Verfire-Verslowspell: 570 potency, 20 mana, proc [VXR/---]
    Verfastspell-Verslowspell: 570 potency, 20 mana, 50% [VXR/---] 50% [---/---]
    Total: 1,710 potency, 60 mana, 50% chance for 1 proc

    Impact-Verslowspell: 570 potency, 19 mana, dud [VSR/VFR]
    Verfastspell-Verslowspell: 570 potency, 20 mana, proc [VSR/VFR]
    Verfastspell-Verslowspell: 570 potency, 20 mana, 50% [VSR/VFR] 50% [VXR/---]
    Total: 1,710 potency, 59 mana, guaranteed 1 proc, 50% chance for 2 procs

    Impact generates 1 less mana, but guarantees an extra proc



    (yes, no)
    ==========
    Verfastspell-Verslowspell: 570 potency, 20 mana, proc [VSR/VFR]
    Verfastspell-Verslowspell: 570 potency, 20 mana, dud [VXR/---]
    Verfastspell-Verslowspell: 570 potency, 20 mana, 50% [VXR/---] 50% [---/---]
    Total: 1,710 potency, 60 mana, 50% chance for 1 proc

    Impact-Verslowspell: 570 potency, 19 mana, proc [VSR/VFR]
    Verfastspell-Verslowspell: 570 potency, 20 mana, dud [VXR/---]
    Verfastspell-Verslowspell: 570 potency, 20 mana, 50% [VXR/---] 50% [---/---]
    Total: 1,710 potency, 59 mana, 50% chance for 1 proc

    Impact generates 1 less mana



    (yes, yes)
    ==========
    Verfastspell-Verslowspell: 570 potency, 20 mana, proc [VSR/VFR]
    Verfastspell-Verslowspell: 570 potency, 20 mana, proc [VSR/VFR]
    Verfastspell-Verslowspell: 570 potency, 20 mana, 50% [VSR/VFR] 50% [VXR/---]
    Total: 1,710 potency, 60 mana, guaranteed 1 proc, 50% chance for 2 procs

    Impact-Verslowspell: 570 potency, 19 mana, proc [VSR/VFR]
    Verfastspell-Verslowspell: 570 potency, 20 mana, proc [VSR/VFR]
    Verfastspell-Verslowspell: 570 potency, 20 mana, 50% [VSR/VFR] 50% [VXR/---]
    Total: 1,710 potency, 59 mana, guaranteed 1 proc, 50% chance for 2 procs

    Impact generates 1 less mana


    Summary:
    The Impact scenario will deal the same potency 75% of the time, and will be more potent 25% of the time.
    The Impact scenario will end with the same procs 75% of the time, and will generate one extra proc 25% of the time.
    These two 25% events are mutually exclusive. There's a 50% chance Impact will result in the same potency and procs, a 25% chance Impact will deal 30 more potency, and 25% chance Impact will generate an extra proc.

    So if Impactful is at <8s remaining, it's best to use it. If you use it, the worst that will happen is you'll generate 1 less Mana. But you have a 50% chance to do more damage or gain an extra proc.

    Quote Originally Posted by Pyitoechito View Post
    Would this take priority over Swiftcast if it's available (since the Swiftcast is another proc chance)? e.g., Impact > Slowcast > Proc > Slowcast vs Proc > Slowcast (no proc) > Swiftcast > Slowcast.
    Yes, Swiftcast is for avoiding having to use Jolt, or for fitting in one last spell before the boss jumps. Avoid using it when you have a 270 option available.
    (1)
    Last edited by Rongway; 06-01-2018 at 01:04 PM.
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