Ignoring raid buffs, phase changes, the boss dying during the skill and other external factors (as in, not decided by myself), does it matter if i use these skills once at 100 battery, twice at 50 battery or something in between?
Ignoring raid buffs, phase changes, the boss dying during the skill and other external factors (as in, not decided by myself), does it matter if i use these skills once at 100 battery, twice at 50 battery or something in between?
The more battery you have the longer the duration which means more damage, also they get a bonus at 100 charge. There really is no reason to use at less then 100 battery. This is especially true for Automaton Queen which has a 5 sec windup before it can begin doing damage. So you need to be at 100 battery if you want the Queen to have as much uptime as the Rook would have.
I'm not lvl 80 yet on the machinist, so currently i'm more concerned about the turret. From what i tested, the autoturret lasts exactly twice as long with 100 battery than with 50 battery, so with 100 once or with 50 twice doesn't make a difference in that regard. A windup time definitely is something that favors the 100 battery approach, unless the time scaling is different with the queen (let's say 15 seconds with 50 battery and 25 seconds with 100 battery, that would mean double the uptime and thus double the damage for double the battery gauge)
I recall hearing that the final skill before despawning does greater potency damage on higher charge? Didn't fact check it myself, so take it with a tablespoon of salt.
Yes, it says so in the skill's description, unfortunately it doesn't say how much greater the potency is. According to what i found with google, it's a linear increase, up to the double potency with 100 battery compared to 50 battery. Which would mean it doesn't make a difference in that regard (twice half the potency is still the same potency in the end).
I'll see if I can dig up the thread. Back there i recall the final consensus was that 100 charge is optimal, and that at least in part it was due to how Pile Bunker and Overcharge works.Yes, it says so in the skill's description, unfortunately it doesn't say how much greater the potency is. According to what i found with google, it's a linear increase, up to the double potency with 100 battery compared to 50 battery. Which would mean it doesn't make a difference in that regard (twice half the potency is still the same potency in the end).
EDIT: nope, cant find it, and all other sources say it scales linearly, so just line it up with burst windows as best as possible.
Last edited by Lersayil; 08-12-2019 at 09:12 PM.
https://docs.google.com/document/d/1...rfw2denc/edit#
You can summon it at 50 battery and for every 10 battery above it, you will gain another Arm Punch and more potency on the Pile Bunker finisher. This means that as long as Queen stays out for the full duration, the damage per battery spent is the same. Queen copies all the buffs except Dragon Sight that the player is affected with so it can be summoned freely to take advantage of raid buffs at any time.
Last edited by Zetsumei_Tsunarashi; 08-12-2019 at 09:49 PM.
Ahh, thank you very much. Looking at the duration chart, it looks exactly like the ingame rook autoturret durations (7.5 - 15 seconds), plus a flat 5 seconds bonus independent of the battery charge to compensate for the 5 second windup. So the actual uptime of the auto turret and the queen are identical, at every battery level. Only that the turret scales unevenly with its attacks due to the low attack speed.
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