That's simply because Aero III is inferior to our pure light magic version.
...What do you mean we don't have a Diaga? Dia III's coming right up in 7.0, complete with 5 more periodic potency. Same thing.


something something GEO teaser
Ironically only true on 1 target. Aero3 (370 total) would actually outdamage-per-GCD-spent Dia, being as hitting two targets with it would be 740p, and Dia would be 715 total (dealt to one target)
That's right, I can unironically say 'Aero 3 would be a gain on 2' like the meme. Also, completely ignoring Aero 3 (and just using a Glare in it's place) would lose you 60p per 24 seconds. Doing the same with Dia would lose you 405p every 30s, so technically, Aero3's damage balancing is more casual-friendly too, cos losing ticks to bad DOT-uptime skill is way less punishing
Tbf, wouldn't you want to compare Aero III's relative ppm bonus against Stone III (at its late-Heavensward potency) or Stone IV (at its late-Stormblood potency), not Glare, especially since Aero III would have been around before the gamewide potency adjustments from the revisions to magical armaments' Weapon DPS contributions?That's right, I can unironically say 'Aero 3 would be a gain on 2' like the meme. Also, completely ignoring Aero 3 (and just using a Glare in it's place) would lose you 60p per 24 seconds. Doing the same with Dia would lose you 405p every 30s, so technically, Aero3's damage balancing is more casual-friendly too, cos losing ticks to bad DOT-uptime skill is way less punishing.
That being said, even then it's worth noticing the way DoTs, even if poorly used, reduce the effective potency loss of time spent GCD healing.
Just to use the Dia-Glare example, using Dia nets you up to 2.93 more Glares' value per minute.
If we shuffled that 1430 ppm back into the Glares themselves (removing Dia from the kit while retaining WHM's damage ceiling by reinvesting its potency into Glare), with Glares' up to 24 casts per minute, each GCD heal would cost us 60 more potency.
On the other hand, each GCD of Dia potential wasted by not being refreshed in time only costs 35 potency relative to pure Glare spam (in a kit with both Glare and a DoT -- one already particularly powerful relative to each filler). While slight, it actually adds a bit of lenience, even with the greater ppm reward of Dia.
Having more DoTs slightly decreases the punishment of each GCD spent healing, though it in turn creates certain offensive GCDs that are disproportionately worth landing on time. They... simultaneously kind of lower the floor even as they raise the ceiling. Honestly... not a bad thing.
:: Do not take this as a claim that "Just adding DoTs will solve everything." It, and/or similar downtime involvements, would likely help, though.



Wouldn't that be a step in the right direction though? If you reduce the damage loss from using GCD heals rather than your nuke by introducing more passive damage options or moving the nuke potency to other spells that are on timers, that would open up the design to allow for a higher healing requirement without causing stress over the dps check for weaker groups.Having more DoTs slightly decreases the punishment of each GCD spent healing, though it in turn creates certain offensive GCDs that are disproportionately worth landing on time. They... simultaneously kind of lower the floor even as they raise the ceiling. Honestly... not a bad thing.
Low floor and higher ceiling would be the best place to aim for though. It's not a problem that everyone can play any job, it only becomes a problem when jobs aren't allowed room to grow so anyone can master every job.
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