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  1. #1
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,165
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Artemiz View Post
    Melee LB is just tragic though, most of the time it isn't even worth getting the animation lock never mind dropping your rotation just to pop it.
    During that animation lock it does literally five to six times your average DPS.
    (6)
    Error 3102 Club, Order of the 52nd Hour

  2. #2
    Player
    Artemiz's Avatar
    Join Date
    Nov 2013
    Posts
    709
    Character
    Darwinian Origin
    World
    Twintania
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Rongway View Post
    During that animation lock it does literally five to six times your average DPS.
    I know I was very slightly off topic as the thread specifically says LB3 and that's what you're referring to. At least LB3 has an argument for it, 1 and 2 though are practically a waste of time.
    (1)

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,165
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Artemiz View Post
    I know I was very slightly off topic as the thread specifically says LB3 and that's what you're referring to. At least LB3 has an argument for it, 1 and 2 though are practically a waste of time.
    Here are some calculations based on actual numbers from an E10S encounter. A 95th percentile NIN averaging 23,544 DPS over the course of the fight performed a Chimatsuri for 898,482 damage.


    According to Fürst Blumier of Allagan Studies, LBs are subject to a ±5% damage range. So for the sake of argument let's assume 898,482 was at the maximum end of the range and it's possible it could have done as little as 812,912.

    According to the same document, 1 LB3 = 3.5 LB1 and 1 LB2 = 2.2 LB1. The total animation locks for each LB are lock1 = 5.86s, lock2 = 6.86s, lock3 = 8.20s.

    Minimum melee LB1 damage for this party: 812,912 / 3.5 ≈ 232,260
    Maximum melee LB1 damage for this party: 898,482 / 3.5 ≈ 256,709
    Damage this NIN could do during the lock period for an LB1: 23,544 d/s * 5.86s ≈ 137,967
    Melee LB1 damage vs this NIN's normal attacks: 1.68x ~ 1.86x

    Minimum melee LB2 damage for this party: 812,912 / 3.5 * 2.2 ≈ 510,972
    Maximum melee LB2 damage for this party: 898,482 / 3.5 * 2.2 ≈ 564,759
    Damage this NIN could do during the lock period for an LB2: 23,544 d/s * 6.86s ≈ 161,511
    Melee LB2 damage vs this NIN's normal attacks: 3.16x ~ 3.49x

    Minimum melee LB3 damage for this party: 812,912
    Maximum melee LB3 damage for this party: 898,482
    Damage this NIN could do during the lock period for an LB3: 23,544 d/s * 8.20s ≈ 193,060
    Melee LB3 damage vs this NIN's normal attacks: 4.21x ~ 4.65x

    A melee DD might burst for more than 1.68x their average DPS; but a burst window doesn't last ten minutes. After a few seconds the burst window is going to close and their DPS is going to drop below their average DPS, and that would be a good time to LB.

    The 95th percentile NIN in the referenced E10S run never reached more than 1.95x their average DPS during a burst window, so beating out an LB2 would be right out. And mind you, these numbers are for a 95th percentile NIN. An average player will have a much higher gain from using the LB.


    tl; dr: Melee LB1 is worth it outside of a burst window. Melee LB2 is always worth it.
    (2)
    Last edited by Rongway; 11-05-2021 at 08:50 AM.