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  1. #1
    Player
    Nighthawky2010's Avatar
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    Jul 2015
    Location
    Limsa Lomsa
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    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100

    5.0 RDM AOE ROTATION...NOT A FAN OF THE IMPACT CAST TIME, WOULD'VE DONE DIFFERENTLY

    I main RDM on 3 different DCs. I'm excited about the few changes there were giving to RDM but 1 change doesnt really sit well with me & if I had the power to change it, I would.

    Right now, Jolt & Impact have a 1.96s cast time & verThunder/Aero have a 4.91s cast. So when hit Jolt/Impact you get the duel cast proc & then you hit ver/Thunder/Aero & verFire/Stone respectfully.

    In 5.0, Scatter (aoe skill) will become Impact (aoe) with a 4.89s cast time & the aoe verThunder/Aero have a 1.95s cast time. So in your aoe rotation you would hit (aoe) verThunder, get the dual cast proc & then hit Impact, then hit (aoe) verAero, get the dual cast proc & then hit Impact. Personally I dont care for it but I love RDM so just have to deal with it.

    What I would have done was kept the (aoe) Impact at 1.95s cast time & (aoe) verThunder/Aero at 4.89s cast time. So the aoe rotation would have been IMPACT->DUAL CAST->VERTHUNDER->IMPACT->DUAL CAST->VERAERO.

    This is just my opinion but would like to hear what you think.
    (11)
    Last edited by Nighthawky2010; 06-03-2019 at 06:45 PM.

  2. #2
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I imagine it is this way, in part, for visual clarity. Big flower looking better blooming out from your destructive thunder and wind, vs it blooming and being visually clogged with an element instantly afterwards.

    Aside from that it also allows them to give the larger mana gain (7) in the first step, which could lead to some changes in how things fold out.

    Is the main reason on why you want to change it so it has that parallel feeling to the rest of the kit? (Jolt -> Elements, Impact -> Elements, rather than what it is now which is a bit flipped compared to single target).
    (9)
    Last edited by Shougun; 05-31-2019 at 10:57 AM.

  3. #3
    Player
    Nighthawky2010's Avatar
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    Jul 2015
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    Limsa Lomsa
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    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Shougun View Post
    I imagine it is this way, in part, for visual clarity. Big flower looking better blooming out from your destructive thunder and wind, vs it blooming and being visually clogged with an element instantly afterwards.

    Aside from that it also allows them to give the larger mana gain (7) in the first step, which could lead to some changes in how things fold out.

    Is the main reason on why you want to change it so it has that parallel feeling to the rest of the kit? (Jolt -> Elements, Impact -> Elements, rather than what it is now which is a bit flipped compared to single target).
    I will answer yes Shougun, make it have that parallel feeling just like the single target rotation.
    (0)

  4. #4
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,196
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Shougun View Post
    Aside from that it also allows them to give the larger mana gain (7) in the first step, which could lead to some changes in how things fold out.
    This comment intrigued me so I did some maths. Each of the following scenarios assume you will use a Verfastspell if you have one Ready.



    Verslowspells are 310 potency and 11 mana, with a 50% chance to proc Verfastspell Ready. The difference between a Verfastspell and Jolt is 90 potency and 3 mana, so let's attribute half of this to the Verslowspell. This means that when alternating with Jolt, a Verslowspell has an expected potency of 355 and an expected mana generation of 12.5.

    Jolt(180, 6) >> Verslowspell(355, 12.5) => 535, 18.5
    or 267.5 potency and 9.25 mana per GCD


    The difference between a Verfastspell and a Verareaspell vs two targets is 30 potency and 2 mana. Again, let's attribute half of this to a Verslowspelll. This means that when alternating with a Verareaspell vs two targets, a Verslowspell has an expected potency of 325 and an expected mana generation of 12.

    Verareaspell(240, 7) >> Verslowspell(325, 12) => 565, 19
    or 282.5 potency and 9.5 mana per GCD


    Pretend for a moment that Scatter/Impact are the fast AoE spells instead. The difference between a Verfastspell and Scatter vs two targets is 30 potency and 3 mana. This means that when alternating with Scatter vs two targets, a Verslowspell has an expected potency of 325 and expected mana generation of 12.5.

    Scatter(240, 6) >> Verslowspell(325, 12.5) => 565, 18.5
    or 282.5 potency and 9.25 mana per GCD


    So for what it's worth
    • up through Lv61 (as long as Jolt is Jolt 1)
    • and against exactly two targets
    • and ignoring Acceleration and Embolden
    • and ignoring other jobs' actions that might make one mob take more damage than another

    the optimal spell rotation is alternating Verareaspell>Verslowspell, replacing Verareaspell with Verfastspells that proc. If Scatter/Impact were the fast spell and the Verareaspells were slow spells, the spell potency per GCD would be the same but the expected mana generation would be 1 less every 4 GCDs.


    NOTE: I'm not making any judgments here as to quality of development decisions. I'm just saying what the maths say given the data we've been given.
    (1)
    Last edited by Rongway; 06-01-2019 at 05:00 PM.
    Error 3102 Club, Order of the 52nd Hour

  5. #5
    Player
    Gokuhan's Avatar
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    Sep 2013
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    358
    Character
    Gokuhan Kai
    World
    Siren
    Main Class
    Lancer Lv 80
    Agreed here. It feels very off and not intuitive to have always been (and still is for single target) the non-elemental cast to dual-cast an elemental spell and now we're going to flip that around but only for AoEs.
    (4)

  6. #6
    Player
    WhiteArchmage's Avatar
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    Jun 2015
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    1,459
    Character
    Samniel Atkascha
    World
    Faerie
    Main Class
    Dancer Lv 100
    I'll have to actually play it to be sure of how it feels, my main issue right now is in the spells themselves:
    Right now we have Verfire and Verstone for our short-cast elemental spells and Verthunder and Veraero for long-cast single target. Now Verthunder (II) and Veraero (II, I guess) are our short-cast AoEs...so where the heck and Verblizzard and Verwater?? RDM still has a large hole where those elements are concerned.

    As an aside, I wanted RDM AoE to be more interesting than Scatter spam, specifically using a similar Scatter -> VerAoE mechanic... shows the devs DO listen lol
    (3)

  7. #7
    Player
    Nighthawky2010's Avatar
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    Limsa Lomsa
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    284
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    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    Quote Originally Posted by WhiteArchmage View Post
    I'll have to actually play it to be sure of how it feels, my main issue right now is in the spells themselves:
    Right now we have Verfire and Verstone for our short-cast elemental spells and Verthunder and Veraero for long-cast single target. Now Verthunder (II) and Veraero (II, I guess) are our short-cast AoEs...so where the heck and Verblizzard and Verwater?? RDM still has a large hole where those elements are concerned.

    As an aside, I wanted RDM AoE to be more interesting than Scatter spam, specifically using a similar Scatter -> VerAoE mechanic... shows the devs DO listen lol
    I love the SCATTER-SCATTER spam...lol...Scatter->VerThunder/Aero would have worked too.
    I also agree with you about the lack of the other elements
    VerBlizzard & VerWater could have been the AOEs.
    (4)

  8. #8
    Player
    SpiritMuse's Avatar
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    Feb 2015
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    Ul'dah
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    1,012
    Character
    Lelane Lavellan
    World
    Cerberus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Nighthawky2010 View Post
    VerBlizzard & VerWater could have been the AOEs.
    Oh yes I like this! Let us have all the elements! That'd be cool.
    (1)

  9. #9
    Player
    sabre1016's Avatar
    Join Date
    Aug 2013
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    14
    Character
    Sabre Natsukaze
    World
    Midgardsormr
    Main Class
    Samurai Lv 70
    Quote Originally Posted by WhiteArchmage View Post
    so where the heck and Verblizzard and Verwater?? RDM still has a large hole where those elements are concerned.
    Maybe alot of you dont realize that blizzard and water are there in the form of Fleche/Contre Sixte for ice and Vercure for water since all healing is water element. Having those elements as attacks would be nice,but they are represented.
    (0)

  10. #10
    Player
    Nighthawky2010's Avatar
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    Jul 2015
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    Limsa Lomsa
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    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    Quote Originally Posted by sabre1016 View Post
    Maybe alot of you dont realize that blizzard and water are there in the form of Fleche/Contre Sixte for ice and Vercure for water since all healing is water element. Having those elements as attacks would be nice,but they are represented.
    I kind of disagree. No disrespect. I never considered Fleche/ Contre Sixte or VerCure as representation of Ice & Water.
    (3)

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