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Thread: AST change

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  1. #1
    Player
    ForteNightshade's Avatar
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    Kurenai Tenshi
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    Paladin Lv 100
    Quote Originally Posted by Lordfurious View Post
    I would maybe by 900 I'm not buying 1200. In fact are you want to go lower than that I'm thinking 800 and here's why; if a tank pops holmgamg and is at 1 mp.
    Benediction will bring them to full.
    To lustrates will bring the tank to 3/4 health
    One essential dignity the tank is about 50%.

    I'm not sure what this rigorous testing involved but apparently it doesn't involve linking any proof to back up the numbers that you're putting down there for their fictitious. We know for a fact that lustrate is 600. To lust rates to bring the tank to 3/4 health at 1200 cure potency. Well then there's just no way that essential dignity can be the same if it's 1/4 less. So here's my simple mathematics 1/4 less of 1200 is 300. That's roughly a cure potency of 900 so I still think that that 1,000 is inflated.

    I don't know who these people are that did this rigorous testing to get to their inflated number but I don't buy it. When Square Enix publishes a number I will believe it. And this right here is one of the biggest problems with the forums you're presenting something as fact with no proof to back it up other than was so and so did a test and well they knew what they were doing. That doesn't cut it and even if had they had meters to show me I still wouldn't buy it. I only trust and rely on the numbers Square Enix has provided.
    Since my healers all possess relatively the same ilvl; AST is actually the lowest. I opted to test this myself. Essentially did 10,000 more than Lustrate and roughly 8,000 more than Tetra. Keep in mind, this is based on a healer who quickly swapped from a crafter back to AST. ED would be even higher on a tank. Now since you insist on comparing ED against Benediction, let's estimate ED heals for a conservative 25,000 (it's usually much higher but we're going to lowball it). Over a three minute duration, that means you'll have four uses of ED (100,000 healing) in the same span of time. Much like why Holmgang is considered widely superior to Hallowed Ground, the sheer availability makes ED a significantly better cooldown because outside panic moments, you never need Benediction. Is it a nice CD to have? Of course, but even Living Dead can be healed pretty rapidly through a Lustrate + ED combo.

    Quote Originally Posted by Lordfurious View Post
    Actually I'm new to forums and I would like all of my comments removed I find all the people in the forms here not helpful you offer opinion,and everyone here wants to fight and get off topic. And then the community wonders why they cannot retain new blood we show up once in awhile but then have to listen to the bickering and arguing like what's happening here over off topic stupidity. Fact: the dev said there needs to be a balance that the healers are not balanced. So instead of everybody that's here trying to make an argument saying that the healers are balanced maybe you should sit down and read the letter from the editor that outlines specifically why we are not getting a forth healer and that is because the developer says there's imbalance in the healing and it's going to take this amount of time to be able to create that balance. But thank you everybody for ruining my forum experience. But mostly thank you for the misinformation and fictitious numbers associated with some of the skills.
    Perhaps people would be more receptive if your attitude didn't amount to "I'm right and you're just dumb." Whenever someone disagrees or even offers advice which counters your opinion, you insist your experience has been ruined or our numbers are fictitious. Alright then, may I request your extensive healing experience in this game? Do you theorycraft, analyse, or even complete high end content at a solid level? No? Then how can you so confidently claim your numbers are factual when arguing against players with said experience? If this is an example of the "new blood" we're supposed to welcome. Once again, I think we'll pass.
    (1)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
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  2. #2
    Player Seraphor's Avatar
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    Seraphor Vhinasch
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    I'm sorry, but you began with the condescending snarky tone, and boasted how you knew everything about healers when you demonstrably didn't.

    My figures are correct, in as much as Essential Dignity's top potency is an educated guess because the tool tip doesn't display a top value, but all else is 100% correct.

    I'm sorry you were completely wrong about Collective Unconscious, but if being proven wrong hurts you this much, what can I say? Perhaps the forums arent for you?
    (2)

  3. #3
    Player Seraphor's Avatar
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    Seraphor Vhinasch
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    For everyone else’s benefit:
    As I assume the “ridiculously high figures” are referring to Collective Unconscious, my source is simple math.

    The tooltip reads:
    Creates a wheel of fortune around the caster, granting Regen and 10% damage reduction for any party member who enters.
    Can only be executed when a Sect is active. Auto-attack ends upon execution. Effect ends upon using another action or moving (including facing a different direction).
    Cure Potency: 150
    Duration: 15s
    Damage Reduction Duration: 18s


    15s is 5 ticks of the regen. (one every 3 seconds) This means 150 potency x 5 = 750 potency total over 15s.
    Celestial Opposition can extend this by 10s to a total duration of 25s. 25s includes 8 regen ticks, which equates to 1200 total potency.
    You can extend this even further for one party member using Time Dilation, this adds another 5s for a total of 30s, which is 10 regen ticks or a total of 1500 potency over that time.

    This can all be executed in a couple of seconds, by using Collective Unconscious, Celestial Opposition, and Time Dilation, all at once right after the other, and it doesn’t require anyone to stand still, because the Regen is a lasting effect that is bestowed upon any party members that pass through the area of effect.

    The 10% Damage Reduction is a separate effect, and this does require you to stand still and to be within the area of effect.


    EDIT: Oh, she edited out the name calling and swearing. That's ok, the mods can still see it.

    All I've done is lay out the facts regarding these skills potencies.
    (0)
    Last edited by Seraphor; 05-15-2019 at 12:05 AM.

  4. #4
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    Lordfurious's Avatar
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    Aeris Gains
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    Diabolos
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    You're really not too bright are you? So while you're in a trance doing absolutely nothing for those 15 seconds you are limited to your 750 cure and a little tiny bit of damage mitigation. Let's run the numbers again shall we Junior? During that same 15 seconds of White Mage cast Asylum. 100 pure potency with a tick every 3 seconds for 15 seconds for a total of 5 ticks that's 500. During that time the White Mage is free to cast. What's a 1.85 second test time during that same 15 seconds a White Mage can get 8 cure 3s off. But for argument's sake I will use the numbers only for 7 just to make it fair in case I had a little bit of a leg or what not. 7 x 550 cure potency(3850) plus the 500 cure off of asylum = 4350 total cure pot over the same 15 seconds

    Heres the numbers your measly little 1200 output vs the 4350 that's a White Mage outputs over the same duration of time. Even if I factor in that 10% damage mitigation the White Mage wins. Let me take the argument further since you don't seem to understand this. Let's say during that same 15 seconds one or two people died. You can't stop casting that or everyone stops receiving the healing. So White Mage could raise somebody in about one second flat if macro correctly. Still getting 7 of The Cure threes off but being more beneficial to the party at that point in time. I don't know why you want to keep making the argument that this is the best thing ever know it's never great when you have to stand still and channel the only time I have ever seen this used is in raids when massive AOE damage is incoming that is the only time that it has a beneficial use for this ability. If I decide to do dungeons I never use the skill in a dungeon because there is hardly ever a use for it or time for me just to stand still in one place for 15 seconds. However when I'm on the White Mage I use Asylum all the time. I don't care which one you think is better I'm telling you that anytime you have to stand still for 15 seconds it's not a good thing. Especially during dungeons there is so much happening that if you are the one that standing still for 15 seconds then chances are you are the one that I am constantly Reviving.
    .
    (0)
    Last edited by Lordfurious; 05-15-2019 at 12:37 AM.

  5. #5
    Player Seraphor's Avatar
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    Seraphor Vhinasch
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    To reiterate: The regen from Collective Unconscious does not require you to stand still for 15s. You can carry on healing or DPSing as normal, and the effect will continue
    (0)

  6. #6
    Player
    Lordfurious's Avatar
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    Aeris Gains
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    So 10% damage buff goes away as soon as you stop channeling. If you do not believe me look at your buff status when you use the skill. You will notice that immediately after leaving trance and moving you lose that 10%. Asylum I have macrod to <t>, and I can cast it 30 yalms away. And astrologian has to be standing where they want the ability to go off. I use Asylum all the time on tanks in dungeons cast safely from a range.
    (0)

  7. #7
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    HyoMinPark's Avatar
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    Hyomin Park
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    Quote Originally Posted by Lordfurious View Post
    So 10% damage buff goes away as soon as you stop channeling. If you do not believe me look at your buff status when you use the skill. You will notice that immediately after leaving trance and moving you lose that 10%. Asylum I have macrod to <t>, and I can cast it 30 yalms away. And astrologian has to be standing where they want the ability to go off. I use Asylum all the time on tanks in dungeons cast safely from a range.
    You don't need the 10% mitigation buff for 15 seconds. In optimized settings it is timed for an AOE raidwide, which hits once (I.e., in O12S, I've seen ASTs time it for an Ion Efflux hit, which is a single burst of damage - not multiple in a span of 15 seconds). ASTs never sit in CU, especially now that it applies the HoT instantly. The only times they'll sit in it are during phase transitions where you aren't even able to attack. No damage lost.

    Ideally, AST should be standing central to the party anyways. There's no need for everyone to be spread out in Narnia. Especially since Helios/Aspected Helios have shorter radii than Medica/Medica II. CU is better spent as a party HoT, not a single-target HoT.

    Quote Originally Posted by Lordfurious View Post
    Actually I'm new to forums and I would like all of my comments removed I find all the people in the forms here not helpful you offer opinion,and everyone here wants to fight and get off topic. And then the community wonders why they cannot retain new blood we show up once in awhile but then have to listen to the bickering and arguing like what's happening here over off topic stupidity. Fact: the dev said there needs to be a balance that the healers are not balanced. So instead of everybody that's here trying to make an argument saying that the healers are balanced maybe you should sit down and read the letter from the editor that outlines specifically why we are not getting a forth healer and that is because the developer says there's imbalance in the healing and it's going to take this amount of time to be able to create that balance. But thank you everybody for ruining my forum experience. But mostly thank you for the misinformation and fictitious numbers associated with some of the skills.
    This is honestly fairly rich. You don't have much of a leg to stand on when you called me an "arrogant elitist" in another thread for simply correcting your healer misconceptions there. Perhaps people would be more polite with you if you weren't so rude with them and didn't call them names simply because they're correcting you.
    (2)
    Last edited by HyoMinPark; 05-15-2019 at 12:51 AM.
    Sage | Astrologian | Dancer

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  8. #8
    Player Seraphor's Avatar
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    Seraphor Vhinasch
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    Quote Originally Posted by Lordfurious View Post
    So 10% damage buff goes away as soon as you stop channeling. If you do not believe me look at your buff status when you use the skill. You will notice that immediately after leaving trance and moving you lose that 10%.
    I... already said that.

    The potencies are the main thing being compared here.
    To simplify it again:

    Asylum = 800 potency, that only works if all party members remain within the area of effect. (They usually wont unless theres downtime for a raid-wide attack)

    Collective Unconscious = 750/1200/1500 potency, that is guaranteed by snapshotting the regen on the party.

    CU is already the better option.
    The 10% damage reduction is a bonus that can be utilised for raid-wide attacks where you can just stand still for a few seconds, but shouldn't any more than about 5 seconds if you time it right.
    (1)

  9. #9
    Player Seraphor's Avatar
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    Seraphor Vhinasch
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    Did I not say "roughly" and "educated guess"?

    I may be off a bit, my understanding was that it was 1000 potency AT 20% HP, and assumed it went further as HP dropped lower than 20%.
    But if 1000 is the maximum that it hits at 20% I accept my guess was wrong there.
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  10. #10
    Player
    PyurBlue's Avatar
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    Saphir Amariyo
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    Brynhildr
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    Thaumaturge Lv 40
    Quote Originally Posted by Seraphor View Post
    Did I not say "roughly" and "educated guess"?

    I may be off a bit, my understanding was that it was 1000 potency AT 20% HP, and assumed it went further as HP dropped lower than 20%.
    But if 1000 is the maximum that it hits at 20% I accept my guess was wrong there.
    I know of this test, which indicates 1000 potency:

    https://www.reddit.com/r/ffxiv/comme...ntial_dignity/

    A bit old though.
    (1)

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