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  1. #41
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    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?
    (0)

  2. #42
    Player
    Almandaragal's Avatar
    Join Date
    Sep 2017
    Posts
    43
    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)

  3. #43
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,154
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    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)

  4. #44
    Player
    ArniQQ's Avatar
    Join Date
    Aug 2013
    Posts
    27
    Character
    Arya Targaryen
    World
    Cerberus
    Main Class
    Conjurer Lv 80
    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.
    (5)

  5. #45
    Player
    XiXiQ's Avatar
    Join Date
    Nov 2013
    Posts
    809
    Character
    Xixi Eclipse
    World
    Ravana
    Main Class
    Red Mage Lv 90
    I like what they've done with RDM just fine, my main concern is with the MP as well. Particularly with long fights, you are barely holding on even using mana regen. Die just after pressing that button and it's very awkward. Too many times I've automatically gone to raise a downed healer, and not enough MP in the tank. I'm OK with the displacement/engagement thing, with just displacement there were plenty of times it had to be dropped just to stop you landing in crap or pinging over the edge. It would also be nice to be able to use corps-a-corps on an ally to get out of tight spots. (minus the damage of course haha). And yes, a little more grunt for the DPS would be perfect.
    (2)

  6. #46
    Player
    Typhoria's Avatar
    Join Date
    Jun 2015
    Posts
    170
    Character
    Typhoria Nightwish
    World
    Faerie
    Main Class
    Gunbreaker Lv 80
    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.
    Can't even be a dedicated rezzer currently. Basically we just offer embolden, which weighted against SMN is nothing.
    (4)

  7. #47
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    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.
    Not even really a very good res mage. My RDM taps out of MP usually by second or third raise.
    (3)
    Quote Originally Posted by Packetdancer View Post
    I either buy my own sandwich or I end up with pork-nostrils.

  8. #48
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    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.

  9. #49
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    I dunno what you guys are on about, but Embolden offers a lot of damage to the group. All the big damage is frontloaded into the first 2 tiers of the buff, which of course matches up with Trick Attack's duration. Unless y'all are lining it up so the 4% and 2% windows are what you get in Trick, it gives the group way more damage than the neutered Devotion.
    (0)

  10. #50
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    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)

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