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  1. #1
    Player
    Rongway's Avatar
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    Cyrillo Rongway
    World
    Hyperion
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    Black Mage Lv 100
    Quote Originally Posted by Leidiriv View Post
    The 35 may not be part of the cost input for the current combo, but it absolutely is for the NEXT combo.
    If you're going to look at it that way (and I recommend we do), you also need to account for the mana that would have been generated by the spells you're not casting during the combo. This puts the effective cost of a full melee combo at about 163 mana, as the melee combo expends 160 and generates 35 in the time that you could have generated 38 mana by casting spells.


    Quote Originally Posted by Almandaragal View Post
    Spell cost went down by 10-20% from what I can see, but they cut our MP pool by far more than that, and while we can technically get about a 25% increase on MP regen of Lucid Dreaming if we keep it on strict cooldown, it definitely doesn't make up for the drastic cut the magic classes had to their MP pools. Sure, Verraise is now "only" 2400 MP, but that's now essentially a quarter of our MP pool.
    It's funny that you use Verraise as your example, because Verraise is the one spell that's actually in a better position now.

    But anyway for anyone who wants it, here's a comparison of our costs pre-/post- ShB.
    Code:
    Spell         SB cost    SB cost%    ShB cost    ShB cost%    Change
    Jolt              360      2.500%         300       3.000%      +20%
    Verstone          360      2.500%         300       3.000%      +20%
    Verfire           360      2.500%         300       3.000%      +20%
    Veraero           480      3.333%         400       4.000%      +20%
    Verthunder        480      3.333%         400       4.000%      +20%
    Verholy           600      4.167%         500       5.000%      +20%
    Verflare          600      4.167%         500       5.000%      +20%
    Scorch           ----      -----          500       5.000%      ----
    Vercure           600      4.167%         500       5.000%      +20%
    Scatter           480      3.333%         400       4.000%      +20%
    Verraise         3600     25.000%        2400      24.000%       -4%
    (0)
    Last edited by Rongway; 07-09-2019 at 10:01 AM.
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  2. #2
    Player
    Leidiriv's Avatar
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    Leidri'sae Bherre
    World
    Siren
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    Red Mage Lv 80
    Quote Originally Posted by Rongway View Post
    If you're going to look at it that way (and I recommend we do), you also need to account for the mana that would have been generated by the spells you're not casting during the combo. This puts the effective cost of a full melee combo at about 163 mana, as the melee combo expends 160 and generates 35 in the time that you could have generated 38 mana by casting spells.
    The problem with looking at the generation is that if you look at the generation in the melee combo, it's all hypothetical mana because you will overcap in that case. Mana wasted on overcapping has a potency of 0. Additionally, the reason we consider mana that could have been generated in the time spent on a weaponskill is because that mana could have been built toward a melee combo, and you can't build very far at all toward another melee combo in place of doing the melee combo.
    (0)

  3. #3
    Player
    Rongway's Avatar
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    Cyrillo Rongway
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    Hyperion
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    Black Mage Lv 100
    Quote Originally Posted by Leidiriv View Post
    The problem with looking at the generation is that if you look at the generation in the melee combo, it's all hypothetical mana because you will overcap in that case. Mana wasted on overcapping has a potency of 0. Additionally, the reason we consider mana that could have been generated in the time spent on a weaponskill is because that mana could have been built toward a melee combo, and you can't build very far at all toward another melee combo in place of doing the melee combo.
    There exists a mana range (20-180) where you could either execute a weaponskill or cast spells. That those weaponskills are the wrong choice during much of this range is irrelevant; they are usable. There's also a range (160-180ish) where you could execute a combo or continue to cast spells. Because of this, all that "hypothetical" mana is real mana.
    (0)
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  4. #4
    Player
    Leidiriv's Avatar
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    Leidri'sae Bherre
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    Siren
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    Red Mage Lv 80
    Quote Originally Posted by Rongway View Post
    There exists a mana range (20-180) where you could either execute a weaponskill or cast spells. That those weaponskills are the wrong choice during much of this range is irrelevant; they are usable. There's also a range (160-180ish) where you could execute a combo or continue to cast spells. Because of this, all that "hypothetical" mana is real mana.
    Okay, say we're at 200 mana (or, since we're not barbarians and want to guarantee the Stone/Fire proc off Holy/Flare, 199). We can't possibly generate any more mana. Does the melee combo still have the extra "cost" of the 28-35 mana you could have generated in that time?
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  5. #5
    Player
    Rongway's Avatar
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    Cyrillo Rongway
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    Hyperion
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    Black Mage Lv 100
    Quote Originally Posted by Leidiriv View Post
    Okay, say we're at 200 mana (or, since we're not barbarians and want to guarantee the Stone/Fire proc off Holy/Flare, 199). We can't possibly generate any more mana. Does the melee combo still have the extra "cost" of the 28-35 mana you could have generated in that time?
    That scenario isn't worth considering until we've already assigned value to a point of mana. What we are interested in are question like
    • Should I spend my mana on E.Reprise or should I spend it on E.Riposte...Scorch?
    • Should I spend my mana on E.Reprise or should I waste mana by overcapping?
    • Should I spend my mana on E.Moulinet during this trash pull or should I save it for E.Riposte...Scorch?

    If we're going to answer these questions, then we need to take into account not only the mana that we're spending but also the mana we're not generating because we've given up a certain period of spellcasting in order to perform the spender. Spending X mana doesn't delay the next spender by X mana. Because all the spenders are on the GCD, they meaningfully delay the next spender by the mana that would have been generated if you'd used generator actions instead. Therefore, we have to take into account the foregone mana as an additional cost of using the spender. Only then can we measure one spender against another. Then, once we know what each spender is worth, we can set our expected potency-per-mana based on the spender with the highest return. Then we can assign value to the overcap mana in your scenario and arrive at the conclusion that it's obviously a damage loss to continue to cast spells if you're at 199 and you have the opportunity to perform a complete combo.
    (0)

  6. #6
    Player
    Leidiriv's Avatar
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    Leidri'sae Bherre
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    Siren
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    Red Mage Lv 80
    Quote Originally Posted by Rongway View Post
    That scenario isn't worth considering until we've already assigned value to a point of mana. What we are interested in are question like
    • Should I spend my mana on E.Reprise or should I spend it on E.Riposte...Scorch?
    • Should I spend my mana on E.Reprise or should I waste mana by overcapping?
    • Should I spend my mana on E.Moulinet during this trash pull or should I save it for E.Riposte...Scorch?
    Okay, so let's consider those situations.

    1) E. Reprise has a potency of 220, with a potency per second of 100. As the melee combo has a raw mana cost of 125, let's compare 6 Reprises to the melee combo.
    Melee combo: 2280 potency, 10.2 seconds, "effective cost" of 158-164
    Reprise: 1320, 13.2s, "effective cost" of 160-169

    2) To determine that, let's compare the potency per second of all the GCD actions we can take.
    Reprise: 220 pot / 2.2s = 100 pps
    Jolt + Dualcast: 560 pot / 5s = 112 pps
    Fire/Stone + Dualcast: 590 pot / 5s = 118 pps
    Moulinet: 200 pot / 1.5s = 133.33333 pps
    Melee combo: 2280 pot / 10.2s = 223.52941 pps

    From there we can compare the gain each action has over normal spellcasting and attain a "potency per mana" value.
    Moulinet vs verproc: Moul pps x 1.5 - verproc pps x1.5 = 22.999 / 40 (mana spent) = 0.574 ppm
    Moul vs Jolt/Dual: same formula as above but plug the Jolt/Dual pps from above = 31.999 / 40 = 0.799 ppm
    Reprise vs verproc: -39.6 / 20 = -1.98 ppm
    Reprise vs Jolt/Dual: -26.4 / 20 = -1.32 ppm
    Melee combo vs verprocs: 1076.3999 / 125 = 8.6111 ppm
    Melee combo vs Jolt/Dual: 1137.5999 / 125 = 9.1007 ppm

    As such, in all scenarios it is a gain to overcap mana instead of spending it on Reprise, even before adding the mana opportunity cost in. It's even a gain over Reprise to sit around for up to 2.5s without casting anything at all.

    3) The ppm of Moulinet only goes up for each target you fight, whereas the ppm of the melee combo just goes down faster and faster. Let's compare at 3 targets and at 4 targets, just to get a bit of data that way.

    Moul vs VerAoE 3 target: 600 / 1.5 - 1020 / 5 = 400 - 204 = 196 x 1.5 = 294 / 40 = 7.35 ppm
    Melee vs VerAoE 3 target: 223.52941 - 204 = 19.52941 x 10.2 = 199.19998 / 125 = 1.59359 ppm
    Moul vs VerAoE 4 target: 800 / 1.5 - 1360 / 5 = 533.33333 - 272 = 261.33333 x 1.5 = 391.99999 / 40 = 9.79999 ppm
    Melee vs VerAoE 4 target: 223.52941 - 272 = -48.47059 x 10.2 = 494.40001 / 125 = -3.9552 ppm

    With these numbers, you can see that the melee combo is a gain over regular spellcasting even at 3 targets, but a massive deficit when compared against Moulinet. Once you reach 4 targets, it's not even worth looking at the part of your hotbar with the melee combo on it.
    (2)

  7. #7
    Player
    Rongway's Avatar
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    Cyrillo Rongway
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    Hyperion
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    Quote Originally Posted by Archwizard View Post
    Then I suppose by extension of that logic, wouldn't the extra 3 be cancelled out by virtue of the Verfinisher ideally proccing a Ready ability, which is 3 Mana more than Jolt?
    Yes, you're mostly right about that. It gets more complicated because it's possible to go into the combo with both Verfastspells Ready, in which case the extra mana and damage that those Verfastspells would do over Jolt is already accounted for by the spells cast leading up to the combo; or it might be appropriate to use the "wrong" Verfinisher even without Acceleration, in which case there's only a 20% chance to generate those extra 3 mana and 20 potency. So the expected value will be less than 3 mana and 20 potency.


    Quote Originally Posted by Leidiriv View Post
    2) To determine that, let's compare the potency per second of all the GCD actions we can take.
    Jolt + Dualcast: 560 pot / 5s = 112 pps
    Fire/Stone + Dualcast: 590 pot / 5s = 118 pps
    These are really the same case. The expected values of Jolt+Verslowspell are 250 potency and 6 mana for Jolt II, 310 potency and 11 mana for the Verslowspell, and 50% of the (20 potency and 3 mana) difference for the proc.

    Jolt+Verslowspell: 570 potency, 5s, +18.5 mana


    Quote Originally Posted by Leidiriv View Post
    [the rest of the post]
    I'm not sure what we're arguing about here? I never said anything that contradicts your recommendations about which spenders to use and when. All I said was the opportunity costs of not casting should be taken into account.
    (0)
    Last edited by Rongway; 07-10-2019 at 08:40 AM.
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  8. #8
    Player
    Almandaragal's Avatar
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    Character
    Almandaragal Sedai
    World
    Jenova
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rongway View Post
    It's funny that you use Verraise as your example, because Verraise is the one spell that's actually in a better position now.

    But anyway for anyone who wants it, here's a comparison of our costs pre-/post- ShB.
    Code:
    Spell         SB cost    SB cost%    ShB cost    ShB cost%    Change
    Jolt              360      2.500%         300       3.000%      +20%
    Verstone          360      2.500%         300       3.000%      +20%
    Verfire           360      2.500%         300       3.000%      +20%
    Veraero           480      3.333%         400       4.000%      +20%
    Verthunder        480      3.333%         400       4.000%      +20%
    Verholy           600      4.167%         500       5.000%      +20%
    Verflare          600      4.167%         500       5.000%      +20%
    Scorch           ----      -----          500       5.000%      ----
    Vercure           600      4.167%         500       5.000%      +20%
    Scatter           480      3.333%         400       4.000%      +20%
    Verraise         3600     25.000%        2400      24.000%       -4%
    Thanks for that. I guess my post seemed a little convoluted since I didn't have the same access to numbers that you seem to. I found a link to the old job guide, so I could see the actual MP changes (reductions, hence the 10-20% reduction bit), but I didn't have access to what our old MP pool was, so getting those percentages wasn't something I could do.

    So yeah, Verraise is "better" off now, but our MP regen took such an overall nerf that everything else drains us so much that raising may not even be an option. Fortunately, a small MP cost reduction would balance this much better. If we can't compete DPS wise, nor much utility wise, the least they can do is make it so we aren't going to run out of MP if we keep Lucid Dreaming on cooldown.
    (0)

  9. #9
    Player
    Archwizard's Avatar
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rongway View Post
    If you're going to look at it that way (and I recommend we do), you also need to account for the mana that would have been generated by the spells you're not casting during the combo. This puts the effective cost of a full melee combo at about 163 mana, as the melee combo expends 160 and generates 35 in the time that you could have generated 38 mana by casting spells.
    Then I suppose by extension of that logic, wouldn't the extra 3 be cancelled out by virtue of the Verfinisher ideally proccing a Ready ability, which is 3 Mana more than Jolt?

    Quote Originally Posted by ArniQQ View Post
    Red Mage is pretty bad at the moment. They are the 3rd lowest dps behind Dancer and Ninja. Ninja has Trick Attack, and Dancer's utility is beyond everything else in this game. Red Mage's MP problems makes him / her bad at it's only niche; res bitch for progression raiding.


    I'm sorry to day, but I think Red Mage is currently the worst DPS class, and the worst class in the game along with Astro.
    Too bad Embolden's just awfully designed, between the melee limiter and the diminishing effect. Take those out and we might actually get some favorable looks after progression.
    (0)
    Last edited by Archwizard; 07-09-2019 at 11:27 PM.