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  1. #1
    Player
    Chrono_Rising's Avatar
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    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Lucy_Pyre View Post
    Yeah unless they straight up reduced boss auto attack damage I'm calling BS on this claim. One auto attack from Titan savage pre-5.2 would alone nearly break TBN, while the second hit would break it entirely. Seeing as Titan auto attacked for 33k, if I had to put a guess to it I would assume Shiva autos for somewhere in the 36k-39k range. That means that the only possible way TBN isn't breaking to two auto attacks is if the boss straight up stops autoing after the first hit in order to cast something.

    Edit: Legit just watched a bit of an E8S kill video and Shiva autos for around 34-36k. So no, two auto attacks will 100% break TBN.
    While Shiva will break it, e5s averages 21k, just short of breaking for 2, e6s does between 15 and 18k, very short of breaking. E7s does enough auto damage, but the boss spends so much time channeling/casting most autos are more than 7 seconds apart. So in 3/4 TBN won't break.

    Quote Originally Posted by Lucy_Pyre View Post
    As for commenting on Equilibrium in particular, it's a weird skill; just because the variance for how much it can heal for is so huge. Popped alone and non-crit, 30k. Crit with ToB, like 62k. So it not critting is just depressing. As for what's better, I don't think it's a completely straightforward topic. For one thing, comparing TBN against NF, ToB, & Equil all combined just seems more than a little bit of an unfair matchup. Strong as any cooldown may be, it's bound to lose out when put in a competition against three all together, and that's another reason I think it's only proper to pit TBN against NF individually.
    Variance aside, I'm of the camp that would just plan for it to be 32k, but leave head space in case it crits. The reason why you need to compare TBN to three different skills is that TBN is the catch all of mitigation. Abyssal Drain is a damage skill that needs to be used at the same time in your rotation for damage, the heal isn't anything to write home for against single target bosses (granted dungeon pulls are another story). Dark mind is useful but only for magic. More than half the busters the past two tiers were physical, meaning dark mind is only useful less than half the time. TBN has to make up for not having skills like Aurora Camo and heart of stone or ToB Nascent Flash Equilibrium, but also cannot be too strong because we also have dark mind.

    TLDR; TBN is a catch all - overpowered when compared in isolation of kits; balanced when compared to entire kits. The odd one out is paladin's kit which is kinda terrible for when you have aggro.
    (2)
    Last edited by Chrono_Rising; 07-13-2020 at 11:36 AM.

  2. #2
    Player
    Lucy_Pyre's Avatar
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    Feb 2020
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    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Chrono_Rising View Post
    -snip-
    Speaking just from last tier, there were uses in each and every fight where Dark Mind could be used; tank lasers in E1S, Shadowflame in E2S, Depending on your tank comp and invuln use order you could use Dark Mind on the 3rd buster in E3S if you had to do a tank swap, as well as the mini-busters during Stormy Horizon, and it could also be used on the Dual Earthen Fists double buster in E4S (not Megalith, the buster that happens on each tank right before Megalith's stack buster). So, I think it's fair to say that Dark Mind has enough uses to count for its own position. If you really want to compare TBN to ToB, Equil, and NF, then fine. That said, however, I still think that comparing it against them more than just one at a time isn't a fair comparison to make.
    (0)

  3. #3
    Player
    Chrono_Rising's Avatar
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    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Lucy_Pyre View Post
    Speaking just from last tier, there were uses in each and every fight where Dark Mind could be used; tank lasers in E1S, Shadowflame in E2S, Depending on your tank comp and invuln use order you could use Dark Mind on the 3rd buster in E3S if you had to do a tank swap, as well as the mini-busters during Stormy Horizon, and it could also be used on the Dual Earthen Fists double buster in E4S (not Megalith, the buster that happens on each tank right before Megalith's stack buster). So, I think it's fair to say that Dark Mind has enough uses to count for its own position.

    E1s: Heavens Sunder and Mana Slice (add cleave) were physical. The dot buster was magical.

    E2s: Everything was magical.

    E3s: Busters were magical, but were spaced far enough apart that you could invuln all but 1 of them in every comp.

    E4s: Stone Crusher and Megalith were physical. Earthen Anguish was magical.

    That's 4 magical busters, and 4 physical busters. 50% even. Dark mind is great when you can use it, and useless when you cannot. However, that said I do agree most fights have something you can use dark mind on. My point is mainly that half of the time you are using it, it is on a lower impact hit like a raid wide aoe.

    Quote Originally Posted by Lucy_Pyre View Post
    If you really want to compare TBN to ToB, Equil, and NF, then fine. That said, however, I still think that comparing it against them more than just one at a time isn't a fair comparison to make.
    To be completely fair, we would need to compare dark mind + TBN to all three skills.

    Lets agree on a three minute interval since this is a reset of the warrior rotation that also lined up with the reset of TBN and Dark Mind. That gives us 3 uses of equilibrium, 2 uses of ToB, and up to about 6 uses of nascent flash, and also 3 dark mind uses, and 4 TBNs.

    Equilibrium: 96k minimum healed, (up to 144k maximum)
    ToB: 68.8k healed (not including bonus healing received or potential interaction with Equilibrium)

    At minimum without including up to 6 Nascent Flash we have healed 164.8k.

    As far as I’m aware optimal warrior play has you using two infuriates in trick attack along with a fell cleave. IC for me hits 66k on average, fell cleave hits 19k. In three hits you can do 151k damage or restore 75.5 HP. Since we can do this twice in three minutes that ends up being 151 hp restored.

    During this time we also have an IR window where fell cleave will hit for around 40k. 3 hits will do 120k (if I’m clever I’ll also fit upheaval and onslaught into this for an extra 30k and 6k respectively) doings 156k damage. This allows me to restore 78k HP. At the start of the 3 minutes you can squeeze out an additional 91k from IC into IR with upheaval and onslaught, while likely wasted in the openner it isn't wasted at 3 minute marks.


    Nascent Flash: 320k HP restored in the first three minutes (while only using 4 of these intervals to get this number I think we agreed that you could squeeze out 30k in healing from non burst Nascent flashes for an extra 60k restored).

    Which just goes to show you why you need to do the math. Optimal use of TBN to optimal use of Nascent flash and Nascent flash turns out blowing TBN out of the water. That said, for warrior to use these heals effectively you do need to do some planning with your healers to keep you healthy enough to survive to those windows.

    In a three minute interval I can therefore restore up to 485K on the low end, and up to 545k on the high end (without factoring in crit luck), on warrior while playing optimally the entire time. Warrior rotation is on a 3 minute reset time hence why I picked it.

    Playing optimally on dark knight I can probably get off 4 TBN’s in this period without a serious loss. Thats 172k damage deleted.

    Thats a difference of 313k HP deleted/restored, at minimum in optimal play. For Dark Mind to make up this difference in that three minute interval I would need to take 1,565,000 damage in three 10 second intervals. That doesn’t happen. If I wanted to make this up with TBNs I would need to push out 11 of them, which is about 4 per minute, at minimum this pushes 3 EoS (1500 potency) out of buff windows per minute, and it still comes up short. In most fights I don’t think you can pop TBN that often but lets leave that where it is.

    To hit the high end of what warrior does I would need to pop 13 TBNs in 3 minutes, which is a TBN every 15 seconds starting with a TBN on pull I'm positive that is impossible, I think the maximum number of tbns in 3 minutes is 12 regardless, to pop that often, that leaves 1500 potency out side of buff windows per minute (IC is about 1425 potency per IC left out of a buff window when factoring in crit direct hit and average GCD). And to be super clear I think two of those 4 TBN's won't pop meaning we just straight up delete 1k potency/minute from our rotation.


    TLDR; Warrior can heal between 485k to 545k while playing optimally, but takes planning with healers. Dark Knight can shield about 172k while playing optimally.
    (4)
    Last edited by Chrono_Rising; 07-14-2020 at 05:05 AM.

  4. #4
    Player
    Lucy_Pyre's Avatar
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    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Chrono_Rising View Post
    -post length snip-
    I generally avoid assuming that I'll make use of NF during IR just because fight timings of major damage and IR's CD aren't always the best of friends, especially with it having a 90s CD unlike most things that are 60s or 120s. If you can use IR to heal a huge amount of damage it's incredible, just sadly isn't always so nice. As for Thrill, that's not quite so simple to just add up the health it gives since you *lose* that extra health after ten seconds. Even moreso depending on exactly how you use it; e.g. popping it at full health just before a buster hits you and then immediately after using Equil &/or NF. To really accurately track ToB I would argue one would need to actually go through and calculate how much bonus healing each use of it generated since, again, the health buffer it grants goes away ten seconds later. Aside from those two points I don't really have much of a disagreement with what you said, but I do think those two points make a major difference.
    (1)

  5. #5
    Player
    Launched's Avatar
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    Aug 2013
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    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Chrono_Rising View Post
    TLDR; Warrior can heal between 485k to 545k while playing optimally, but takes planning with healers. Dark Knight can shield about 172k while playing optimally.
    Theorycrafting is nice, but we have access to a ton of real data from actual fights and I don't think it agrees with you.

    In general, WARs and DRKs trying to maximise healing heal nearly identical amounts personally (including the healing to other people from Nascent Glint/TBN). I'm not going to exclude the healing from Path/Souleater because it's a decent chunk of healing on both jobs. Natural regen should be very close on both jobs too.

    The top numbers for each fight:

    E5S: WAR 5218 HPS - 1708 HPS from SiO = 3510 HPS personally, DRK 3435 HPS
    E6S: WAR 4772 HPS - 1873 HPS from SiO = 2899 HPS personally, DRK 2980 HPS
    E7S: WAR 4027 HPS - 1468 HPS from SiO = 2559 HPS personally, DRK 2493 HPS
    E8S: WAR 4589 HPS - 1633 HPS from SiO = 2956 HPS personally, DRK 2755 HPS

    If you want to look at the average of each fight instead of the max amount, WAR is usually around 1000 HPS higher than DRK, and Shake it Off averaging 1000 HPS is pretty realistic so again the personal healing amounts should be about the same.

    Quote Originally Posted by Chrono_Rising View Post
    In a three minute interval I can therefore restore up to 485K on the low end, and up to 545k on the high end (without factoring in crit luck), on warrior while playing optimally the entire time. Warrior rotation is on a 3 minute reset time hence why I picked it.

    Playing optimally on dark knight I can probably get off 4 TBN’s in this period without a serious loss. Thats 172k damage deleted.
    I looked at the first 3 minutes of the logs the E8S numbers above are from, and it's not really different there either.
    WAR: 5311 HPS, 955.9k HP healed total (3238 HPS and 582.8k total HP excluding SiO)
    DRK: 3288 HPS, 583.3k HP healed total (7 TBNs were popped)

    Overall I'm just not seeing anything that makes me think WAR is actually better at healing than DRK. WAR with all its sources of healing (optimised Nascent Flash, Thrill, Equilibrium and Storm's Path) just matches DRK's healing (TBN, Souleater, and a small amount from Abyssal Drain) in actual fights when people are actually trying to make good use of it.
    (0)

  6. #6
    Player
    Chrono_Rising's Avatar
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    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Launched View Post
    WAR with all its sources of healing (optimised Nascent Flash, Thrill, Equilibrium and Storm's Path) just matches DRK's healing (TBN, Souleater, and a small amount from Abyssal Drain) in actual fights when people are actually trying to make good use of it.
    I took a look at a few of these of the top ones. If you take a look at hps in things like ToB and Equilibrium they are slightly higher than you would expect from the numbers I gave. This makes sense since I picked an underestimate for the number of uses of ToB and underestimated the heal from Equilibrium (assuming no crits). Any discrepancy would come from how nascent flash could be used. But lets use their HPS to calculate the expected healing in a 3 minute interval to see how well it matches my calculation, I’m using e5s as reference.

    Top dark hps from TBN: 2077.0
    Extrapolating this to a 3 minute window > 2077.0*180 = 373,860 health restored

    In the first 3 minutes he used 9 TBNs. Fairly good agreement but this of course pushed things out of raid buffs. The point wasn't that we couldn't add more TBNs to keep up, it was that it can come at a loss because it causes EOS to be used out of raid buffs.

    Top Warrior removing SiO Glint and Storms path and regen: 2,353.7
    Extrapolating this to a 3 minute window > 2353.7*180 = 423,666 health restored

    I predicted between 485k and 545k, so what gives I’m off by 60k. Looking at the first 3 minutes Nascent was only used on the 4 out of 6 times possible times. And the last one used was used on a non burst rather than holding for the 3 minute burst as the napkin math I did would suggest.

    TLDR; The theory crafting (more like napkin math) gives a fairly good match between predicted values and optimized view at least in this fight. The napkin math is a highly idealized version of reality, how it is done in practice may be different (and it does look different in e6s and e7s if you look through the history closely), that just means asking why there is a discrepancy and can we get closer to the ideal. It is also possible that the ideal is unnecessary, you might just not need that much healing regardless of if the potential exists.
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    Last edited by Chrono_Rising; 07-14-2020 at 04:54 PM.