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  1. #1
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90

    Comparing OT support skills

    GNB: Heart of Stone - Mitigation: 15% (+Brutal Shell 150 potency shield- in the GNB gameplay shown this equated to roughly 2.5% of the GNBs max HP) Duration: 7s Cost: None Recast: 25s Uptime: 28%
    Tankbusters - If MT uses: Rampart - 32% mitigation +150 potency shield or ~2.5% GNB max HP Sentinel/Vengeance/Shadow Wall/Nebula - 40.5% mitigation +150 potency shield or ~2.5% GNB max HP
    PLD: Intervention - Mitigation: 10% (20% while under the effect of Rampart 25% while under the effect of Sentinel) Duration: 6s Cost: 50 Oath Gauge Recast: 10s (Oath generation limits this to 30s if using on cooldown) Uptime: 20%
    Tankbusters - If MT uses: Rampart - 28% mitigation (36% while under the effect of Rampart 40% while under the effect of Sentinel) Sentinel/Vengeance/Shadow Wall/Nebula - 37% mitigation (44% while under the effect of Rampart 47.5% while under the effect of Sentinel)
    WAR: Nascent Flash - Mitigation: 10% + healing equal to 50% of our Bloodbath-like effect Duration: 30s Cost: None Recast: 25s Uptime: 100%
    Tankbusters - If MT uses: Rampart - 28% mitigation Sentinel/Vengeance/Shadow Wall/Nebula - 37% mitigation
    DRK: The Blackest Night - Mitigation: 25% Targets Max HP Duration: 7s Cost: 3000 MP Recast: 15s Uptime: ??? Due to the MP costs this will only be used for tankbusters as the MP should be used for DPS if TBN wont break.
    Tankbusters - If MT uses: Rampart - 20% mitigation +25% MT max HP Sentinel/Vengeance/Shadow Wall/Nebula - 30% mitigation +25% MT max HP


    Analysis:


    Gunbreaker has a middle of the road OT cooldown. Second only to DRK for tankbusters when compared to the other tanks. GNB has a +4% mitigation advantage over PLD and WAR when no additional resources are spent. PLD gains a +4% or +8% advantage when using Intervention when buffing its effectiveness with Rampart or Sentinel respectively. Heart of Stone is more than effective than PLDs Intervention when defending against fluff mitigation since it has the higher mitigation with 8% more uptime. Nascent Flash wins out in fluff mitigation due to 100% uptime and healing properties.

    Paladin as an OT has the most flexibility when mitigating tankbusters. Unbuffed Intervention is the least effective compared to the other tanks. However, when buffed it becomes an extremely powerful tool. The cost is high, but if the PLDs own mitigation skills are unneeded while on cooldown, using them to enhance Intervention makes it one of the strongest OT skills when comparing raw effective mitigation. Intervention fluff mitigation is worse than both WAR and GNB due to its low uptime and effectiveness.

    Warrior has the weakest OT cooldown when mitigating tankbusters. Nascent Flash offers the lowest effective mitigation when compared to the other tank's equivalents. Nascent Flash is the BEST OT tool for fluff mitigation. It has 100% uptime compared to PLDs 20% and GNBs 28%. As an OT, WAR offers permanent healing and mitigation to its MT.

    Dark Knight has the best OT tool for tankbusters, the MP cost will be refunded as a Dark Arts and it doesn't loose effectiveness when stacking with the MT cooldowns. The Blackest Night is worst at fluff mitigation it has a low duration and high cost, it should only be used in this situation if it will break.

    ALL SKILLS ARE SUBJECT TO CHANGE - I was bored and felt like analyzing the tool tips we were given, so this should all be taken with a grain of salt.
    (0)
    Last edited by kashi11; 06-07-2019 at 02:54 AM.

  2. #2
    Player
    Raldo's Avatar
    Join Date
    Jul 2011
    Posts
    2,563
    Character
    Raldo Volca
    World
    Coeurl
    Main Class
    Marauder Lv 80
    I don't know how closely I'd bother analyzing the new stuff. They've already stated that the potencies of stuff is still being balanced. I suspect that extends to mitigation, duration, recasts, etc.
    (0)

  3. #3
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Nascent flash duration it's confirmed to being 6s, was a toolkit mistake.
    (1)

  4. #4
    Player
    Galactimus's Avatar
    Join Date
    Nov 2013
    Posts
    638
    Character
    Clive Hawkins
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Depending on the fight Paladin can also pop Divine Veil -> Clemency the Main Tank
    -Tops off the MT's hp, Clemency returns 50% of the heal to the PLD, which procs the Veil giving the Main Tank a shield.

    Move inside the bosses hitbox and use Passage of Arms facing the Main Tank
    -Can pop Passage of Arms and immediately start attacking the boss, Passage puts a 5-6 second buff on the Main Tank even if you moved around
    -Great for Shared Tank Busters as well (20-30% Block on the PLD, 15% Mitigation for the Main Tank.)
    (0)

  5. #5
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Second on the nascent flash error. Its only 6 seconds. Not 100% uptime. You get 3 gcds at best of half of an unknown %healing and 10% mit. Confirmed in the SE job video via particle effects and the media tour videos (both visibly and most commented on the error in their vids)
    (0)

  6. #6
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    As Shao already said, Nascent Flash has a 6s duration, that's an uptime of 24%.

    In a few Media Tour videos, I've seen it healing the WAR for about 50% of dmg dealt. That means WAR can heal MT with a quarter of thier physical attacks.
    Quote Originally Posted by Izsha View Post
    You get 3 gcds at best [...]
    and max. 2 AA, as WAR AA delay is higher than 3s. It might only one AA, plus 2 GCDs at worst. Healing is a little unrealable.

    On PLD mitigation... your uptime is wrong. Oath Gauge increases everytime an AA lands. GLD/PLD weapons have an AA delay of 2.24, each generating 5 Oath Gauge points. That means, every 22.4s you gain 50 Gauge - except on downtime. As long as PLD has 100% uptime on AAs, Intervention can have an uptime of 26.8%. But there will most likely be mechanics, PLD will need to disengage. So I would say Intervention uptime is about 25%.

    Someone on this forum has determined that DRK will generate roughly 9k MP/min. If DRK prioritises TBN before Edge/Flood of Shadow (for Darkside) they can use TBN 3 times per minute. So uptime goes up to 35%, maybe higher or lower depending on player skill/usage of Blood weapon and Delirium.
    (0)

  7. #7
    Player
    Greywolfamakir's Avatar
    Join Date
    Aug 2013
    Posts
    311
    Character
    Greywolf Amakir
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    OP is wrong.

    Quote Originally Posted by kashi11 View Post

    DRK: The Blackest Night - Mitigation: 25% Targets Max HP Duration: 7s Cost: 3000 MP Recast: 15s Uptime: ??? Due to the MP costs this will only be used for tankbusters as the MP should be used for DPS if TBN wont break.
    Tankbusters - If MT uses: Rampart - 20% mitigation +25% MT max HP Sentinel/Vengeance/Shadow Wall/Nebula - 30% mitigation +25% MT max HP

    Analysis:


    Dark Knight has the best OT tool for tankbusters, the MP cost will be refunded as a Dark Arts and it doesn't loose effectiveness when stacking with the MT cooldowns. The Blackest Night is worst at fluff mitigation it has a low duration and high cost, it should only be used in this situation if it will break.
    So how good/bad is TBN depends on damage incoming.

    You can't say "has the best OT tool for Tankbusters" when it depends on how big is that tankbuster.

    If you have 120k HP, and you take 200k tankbuster,
    -> 15% damage reduction = 30k damage reduction
    -> 25% hp = 30k damage reduction.
    (0)
    Last edited by Greywolfamakir; 06-07-2019 at 10:47 PM.

  8. #8
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Greywolfamakir View Post
    OP is wrong.

    So how good/bad is TBN depends on damage incoming.

    You can't say "has the best OT tool for Tankbusters" when it depends on how big is that tankbuster.

    If you have 120k HP, and you take 200k tankbuster,
    -> 15% damage reduction = 30k damage reduction
    -> 25% hp = 30k damage reduction.
    I am sorry to disappoint you, but actually YOU are wrong.

    Your math might be techically right, but there is something fundamentally wrong. You die!
    I could do your same math with a 300k or even 1mil tankbuster, and Intervention/Heart of Stone get waaay better than TBN... but at the end of the day, you still die! So it doesn't matter!

    To survive a 200k tankbuster, you need Sentinel/Vengence etc. that reduces the tb damage to 140k damage.
    TBN mitigates 30k, you survive with 10k HP.
    HoS mitigates 21k, you survive with 1k HP...

    Now tell me again, which one does a better job at mitigating?!
    (3)

  9. #9
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Not sure why Aurora wasn't included for GUN. Its a free OGCD heal of 1200 potency. That should heal about ~25% of the main tanks HP. 25% of the main tanks HP healed over 18 seconds, every minute isn't healer level, but its still on the OGCD and free.

    If we are considering Nascent Flash's healing might as well consider it too.
    (1)

  10. #10
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by ArianeEwah View Post
    I am sorry to disappoint you, but actually YOU are wrong.

    Your math might be techically right, but there is something fundamentally wrong. You die!
    I could do your same math with a 300k or even 1mil tankbuster, and Intervention/Heart of Stone get waaay better than TBN... but at the end of the day, you still die! So it doesn't matter!

    To survive a 200k tankbuster, you need Sentinel/Vengence etc. that reduces the tb damage to 140k damage.
    TBN mitigates 30k, you survive with 10k HP.
    HoS mitigates 21k, you survive with 1k HP...

    Now tell me again, which one does a better job at mitigating?!
    Uhh... Literally the point they were making is that the higher the damage the better HoS gets...

    Anyway, in that scenario, with a 120k HP tank vs 200k Tankbuster and popping Sentinel/Vengeance

    PLD = Lets say 20% block, 20% DR from passive, 30% DR from Sentinel/Vengeance
    With TBN they go up to 150k HP, block 20% of the damage (Putting it down to 160k) then mitigate 44% of the rest from passive + Sentinel and so take 89,600 damage and thus are left with 60,400 HP
    With HoS they block 20% of the damage (Putting it down to 160k) then mitigate 53% of the rest from passive + Sentinel + HoS and so take 76,160 damage and thus are left with 43,840 HP

    WAR = 20% DR from passive, 20% DR from Raw Intuition, 30% DR from Vengeance
    With TBN they go up to 150k HP and mitigate 56% of the damage and so take 86,600 damage and thus are left with 60,400 HP
    With HoS they mitigate 62% of the damage and so take 76,160 damage and thus are left with 43,840 HP

    TBN provides 16,560 more HP in this scenario, but in either case, both Tanks live on a decent amount of life. In fact, both survive quite fine even without the support skills being used, sitting at 30k life after the fact...

    Active mitigation skills and passive damage reduction is pretty stronk...
    (0)

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