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  1. #21
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Kitfox View Post
    From what I know, he actually did consult some of our monks, he was given feedback and numbers, even simulated dps differences for the rotations and reasons why they were inferior, but all of that was readily ignored and he continued to call their guide "perfectly viable."
    I see. If that is true, then that is unfortunate.

    OP, I highly recommend you take what these players have to say seriously and to heart. I know that they work really hard on everything they do, and they probably know more about these jobs than you and I do. So I definitely don’t think the way to go about diving into theorycrafting is to ignore the theorycrafters and their math.

    I also think you should play the jobs before you attempt to theorycraft them. Again, I mean no offense, but you haven’t even unlocked DNC, yet you’re trying to argue with me about optimal play and how the job actually works when I have been playing it since the expansion dropped and reading up on every bit of information the DNCs release that I can find. My performance may not be as great as theirs and I have a long way to go towards optimizing, but I like to think that I understand the theory and how the job plays a bit more than someone who hasn’t unlocked it.... I won’t attempt to speak on in-depth things about jobs I don’t know about purely because it’s likely I’d be wrong about it. So I really think you should consider doing the same.

    Quote Originally Posted by Oxdarock View Post
    This actually caught me in the beginning to. When it comes to weaponskills, the math is reversed. So for example, if your GCD were 2 seconds and you multiplied it by 5, the number you get is actually when the 6th GCD comes out. So with Standard Step, it goes 1.5+1+1= 3.5. That's when you can use Standard Finish. Same thing goes for Tech Step/Finish.
    Technical is 7s and Standard is 5s for the entirety of them. As you cannot use any GCDs until your Standard Finish and Technical Finish resolve due to them being bound to the GCD—and since we are talking about GCD skills here with Flourished procs and Saber Dance—that is why I have stated that the durations are 5s and 7s, respectfully.

    I’m not even discussing the math here—I know that the hit for SF and TF come before the 5s and 7s (at 3.5s and 5.5s, respectfully). I’m talking purely about the duration of the skills themselves, which I think is important to note provided the conversation we were having about Flourish, utilizing the Flourished procs, and Saber Dance utilization.



    EDIT: And I have hit the posting limit:

    Quote Originally Posted by Oxdarock View Post
    Yes. It is important. Which is why I started that it takes at least 8 seconds to use all four Flourish moves back to back.
    But you also ignored that you have to fit in a SF into your TF windows (eating up 5s of time), and that you also have to keep an eye on Saber Dance and use it so as to not overcap on Esprit, which can generate at an alarmingly high rate during TF with any party that is competent at what they do. The whole point I was making was that, by delaying your Flourish, you are inviting the potential of pushing Flourished procs outside of your major burst window (Technical/Devilment), which is a DPS loss. Your opener invites blatant delay of the skill compared to the standard opener that the DNC theorycrafters have provided, which is why I think it’s inefficient.

    The standard opener for DNC is as follows:

    -15s: Standard Step > Step > Step
    -2s: Potion
    On pull: Standard Finish > Technical Step > Step x4 > Technical Finish > Flourish > Rising Windmill > Devilment > priority based on (in order of priority): Saber Dance, Standard Finish, Flourished Procs (Fountainfall, Reverse Cascade, and Bloodshower) while weaving in FD3s and FD1s.

    The only variant of this is if you have Dance Partnered with a DRG or a NIN, which favor a Devilment before you start Technical because it lines up better with their burst as opposed to the Devilment after Rising Windmill. As DNC is a support job, you adjust to support your partner with Devilment usage.

    It’s also worth to mention that this opener lines up with all standard job openers so that Technical falls in line with both raid buffs and any personal buffs jobs may have, allowing them to have a strong burst.
    (1)
    Last edited by HyoMinPark; 08-10-2019 at 03:19 AM.
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  2. #22
    Player
    Oxdarock's Avatar
    Join Date
    Jul 2015
    Posts
    162
    Character
    Roxanne Stoner
    World
    Midgardsormr
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by HyoMinPark View Post
    Technical is 7s and Standard is 5s for the entirety of them. As you cannot use any GCDs until your Standard Finish and Technical Finish resolve due to them being bound to the GCD—and since we are talking about GCD skills here with Flourished procs and Saber Dance—that is why I have stated that the durations are 5s and 7s, respectfully.

    I’m not even discussing the math here—I know that the hit for SF and TF come before the 5s and 7s (at 3.5s and 5.5s, respectfully). I’m talking purely about the duration of the skills themselves, which I think is important to note provided the conversation we were having about Flourish, utilizing the Flourished procs, and Saber Dance utilization.
    Yes. It is important. Which is why I started that it takes at least 8 seconds to use all four Flourish moves back to back.
    (0)

  3. #23
    Player
    Racen's Avatar
    Join Date
    Apr 2018
    Posts
    83
    Character
    Racen Aria
    World
    Jenova
    Main Class
    Reaper Lv 90
    there's so much wrong with the Machinist opener that I can't even wrap my head around it.
    (5)

  4. #24
    Player
    Nhadaly's Avatar
    Join Date
    Nov 2015
    Posts
    90
    Character
    Aruna Erya
    World
    Cerberus
    Main Class
    Thaumaturge Lv 90
    As a raider and a black mage i can tell you that you're very misinformed about the job if you think that thats an acceptable opener(in what world is it acceptable to do that many fire 3s and blizzard 3s in an opener?).

    Do you even take into account astral fire buffs? Or the PPC math of the opener you show in your doc?

    Thats just blatant misinformation that some players out there are going to use thinking that its an acceptable thing to do and i shudder just thinking about it.

    If you want to do openers for classes then please learn how the classes function and the math behind their openers and stop misleading people, thank you.

    Its clear that you put a lot of work into this and i dont deny that but please do research into the classes first. :/

    For anyone thats reading this: Here are several good, widely-accepted openers for Black Mage:

    https://cdn.discordapp.com/attachments/592613187245834260/601881264227614730/No_B4_Opener.png

    https://cdn.discordapp.com/attachments/592613187245834260/601881351561412608/Double_Sharp_Opener.png

    https://cdn.discordapp.com/attachments/592613187245834260/601881623905959936/Sharp_Fire_Opener.png

    With the top one dealing the most damage and the ones below dealing lower.
    (8)
    Last edited by Nhadaly; 08-10-2019 at 04:18 AM.

  5. #25
    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
    Oh good lord what fresh hell spawned those RDM openers? Reprise's pps is lower than normal casting and it wastes about 92 potency of mana per cast for no reason, the potions are later than hell, and Embolden being that late is pointless. You're just wasting half your resources at that point and scratching your head wondering why your RDM's damage is low, but hey! At least Tornado Kick's slightly stronger!
    (6)

  6. #26
    Player
    killstein's Avatar
    Join Date
    Sep 2015
    Location
    Ishgard
    Posts
    158
    Character
    Ark Vuilocand
    World
    Famfrit
    Main Class
    Dragoon Lv 80
    you're pushing a guide full of openers on jobs you have zero knowledge about on top of building them around a monk opener you know isn't optimal...? why? in particular, those drg openers are a hot mess -- people have mentioned not holding buffs for as long as you have in these openers so i won't even bother with that but... why in the world, in this second drg opener, after the second full thrust, do you use botd instead of your combo finishers and missing out on a raiden thrust? and in the first opener, the dot isn't even applied until 9 gcds in as opposed to the standard opener at 3 gcds... it's also better to delay going into life as your buffs are up by then after the opener, in contrast to the openers you have in this document.

    i'm not a numbers cruncher by a long shot, but i do know my job... :x
    (5)

  7. #27
    Player
    LinKreiss's Avatar
    Join Date
    Mar 2018
    Posts
    5
    Character
    Lin Kreiss
    World
    Cerberus
    Main Class
    Dragoon Lv 70
    You're putting way too much effort for a troll post my man. Still got a good laugh from it though, cheers OP!
    (1)

  8. #28
    Player
    Zeyd's Avatar
    Join Date
    May 2018
    Posts
    15
    Character
    Zeyd Oronir
    World
    Sargatanas
    Main Class
    Dragoon Lv 80
    Your drg openers are a mess. Holding buffs for too long and going into first life way to early. Both buffs are placed after terribly unoptimized gcds. You have jumps and gierskogul before disembowel is applied and completely skip the first chaos thrust dot. Big nope.

    Blm has you casting almost as many filler spells as f4s... you even hard clip to swiftcast despair at the end, that costs more gcd time than just hardcasting the despair. I’m genuinely curious if you’ve ever played a blm or even understand some of this game’s fundamental mechanics.
    (1)

  9. #29
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,612
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    ... you have Dragoon breaking a combo in your first opener. Under no circumstances barring dungeons mass pulling should you ever do that on any job, let alone Dragoon which now has a continuing chain thanks to Raiden Thrust. Furthermore, Geirskogul that early messes all raid buffs. Honestly, I could go on at how horrendously inefficient both Dragoon openers are but there isn't a point. The whole thing is just... wrong. Delaying buffs like this will not only lose you casts but they don't line up with anything.

    I also want to know why are you theorycrafting on jobs you don't even have unlocked, let alone reached 80 on? What this amounts to is a lot of... nonsense if I'm to be frank. None of these openers are efficient, you have multiple combo breaks and buff alignments are all over the place. No offense, but you really shouldn't be providing opener suggestions without showing you're capable of performing well on each job.
    (5)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  10. #30
    Player
    Balmung_Donut's Avatar
    Join Date
    Jul 2017
    Posts
    5
    Character
    Donut Tarukun
    World
    Sargatanas
    Main Class
    Ninja Lv 80
    I’m sorry but your ninja openers are missing a lot of oGCDs making it very not optimal. And your 10th (technically 8th) GCD trick- I’m not counting 8 or 10 GCDs before trick, do you know what a GCD is? If you count the meisui, bunshin and the potion, yes I count 10. I think you need to learn the games lingo before using them in an “optimal opener guide”.

    I read your disclaimer, and I appreciate the effort you attempted.
    (1)

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