I figured I probably should have just done the math to post the numbers, but because Dyskrasia has more potency than the 50% all others of Toxicon, there's a break even point:
15 target Toxicon = 300 potency for first target + 150 potency for 14 targets for 2400 total
15 target Dyskrasia = 160 * 15 = 2400 total
In other words, less than 15 targets Toxicon is always better if you have a charge of it. After that, Dyskrasia edges ahead 10 potency per additional target. Granted, how often do you have 15+ mob pulls? Just don't think about it and use Toxicon if you have it in AoE. Besides, even though in theory you could do more absolute DPS by ignoring Toxicon completely at 16+ mobs, you'd probably benefit from the MP savings if you're already using Eukrasian Diagnosis to survive such a pull.
Note: the math does change at level 82
Toxicon II = 330 primary, 165 additional
Dyskrasia II = 170 all
Toxicon II: 330 + 32 * 165 = 5610
Dyskrasia II: 33 * 170 = 5610
For that case, you'd need 33 targets to break even. (lol, does that ever happen?)
My point still stands, Toxicon edges out Dyskrasia in virtually all AoE situations assuming you aren't casting Eukrasian Diagnosis for the sole purpose of triggering Toxicon.
If you're wondering, in 2 GCDs against just 2 targets (to try to benefit Toxicon II), DPS-wise (ignoring the effect on healing):
Eukrasion Diagnosis + Toxicon II = 495 total potency for damage
Dyskrasia II x2 = 680 total potency
Now, obviously, if you don't have any OGCDs to heal with and must use a GCD on healing, Eukrasian Diagnosis -> Toxicon in an AoE setup at least gives you a partial "refund" in terms of DPS lost to healing vs. just tossing out more Dyskrasias with this effect being more noticeable with fewer targets. Additionally, using Toxicon in such situations where you had to use Eukrasian Diagnosis to cover a lack of available OGCD heals also saves you the 400 MP that Dyskrasia would have cost if you had ignored Toxicon completely.
Last edited by -BlueGreen-; 12-09-2021 at 05:50 AM.




But that only applies to the up to three Toxikons you can get from downtime shielding.
The moment you put a E. Diagnosis on the Tank during the pull jsut for toxikon, it starts to loose out quickly to dyskrasia, as you loose a full GCD of damage to get that addersting stack.


This is true as well, but thank you -BlueGreen- for doing the math.
So we essentially take all Dyskrasia's in those calculations and double them to account for the extra GCD of damage. If my 1st grade math skills are not mistaken.
So essentially outside of any saved up Toxicon stacks you already have, Dyskrasia would have more Damage Per Second assuming the Tank does not need any healing outside of OGCD heals.
Last edited by Maxilor; 12-09-2021 at 06:20 AM.
The menacing aura of every Lalafell.

So overall I quite like Astro, but it does have some rather glaring issues in the new version. Macrocosmos is awesome, Fall Malefic and Gravity 2 are quite cool-looking and fairly solid even if Gravity 2 wasn't much of a potency increase. Divination not needing seals anymore is amazing, and I noticed I don't lose seals upon dying which is great, though Astrodyne itself doesn't feel good. The last bonus feels like a waste since you either lose out on damage cards because you have to hold them to save the astrodyne or you have to pop it as soon as you get all 3 which feels like a waste as well. The speed buff doesn't feel like it has much of an impact since astro heals / malefic-gravity-spam are such fast casting anyway that I didn't notice it doing anything at all, and light-speed can completely remove cast times if necessary, so the only thing I've really been able to use it for is mana regen in rough times when Lucid Dreaming isn't enough like if you have to raise a bunch or something like that, so overall it doesn't feel that great.
I do have some minor gripe over the new Lord / Lady. Lord is ok as a quick burst of damage, but Lady, while not being completely useless, just being a Helios clone with RNG stapled to it feels bad when we have so many good AoE oGCD heals. Not being able to prepare it ahead of combat like you can with their regular-card cousins is annoying and shouldn't be a thing, but I think Lady doesn't have enough oomph to make up for the RNG, when Celestial Opposition, the Aspected Helios clone, doesn't have to deal with the RNG alongside the 1-minute cooldown.
I think that if they plan on keeping the RNG, they should crank up the potency (or lower the cooldown, unsure which would be better, probably potency since lowering the cooldown would affect Lord too) so that Lady isn't just a Helios clone, but worse because of the 50/50 shot you'll get it compared to its Celestial Opposition / Aspected Helios version, actually make it worth using with our wide variety of other oGCD heals. Or it could be nice if, since it needs two buttons like draw / play, if they instead worked more like Horoscope, Earthly Star, and Macrocosmos, where you press one to 'pick' which of the two cards you draw, with both sharing a cooldown and hitting it again plays the card like how those three abilities have a "press once to prime, press twice to detonate" mechanic, preferably with it able to keep track of the cooldown in the background like those other skills where the cooldown ticks down even as you wait to detonate them.
TL;DR: The Arcana Lady card doesn't feel good to use. It's just a Helios clone that requires RNG while its Aspected Helios cousin doesn't. Either get rid of the RNG somehow, merge them sort of like Assize, or make it more potent to be worth using alongside our other, much stronger, non-RNG-dependant options, so that it might be worth holding onto if needed. Lord is ok, since we don't have much damage competition in our kit.
Astrodyne doesn't feel impactful in the slightest, or at least its impact is very difficult to actually use, and is too reliant on RNG now that RNG-reducing abilities like Sleeve Draw and multi-charge redraw are gone, plus once you get 3 seals you are forced to hold your cards as there's no way to "burn" them in a way that doesn't give seals so that you don't mess up your seal combo. That RNG can mean the "cooldown" of a 3-seal can be anywhere from 120 seconds to several minutes if luck isn't on your side. The buffs also don't feel very powerful, I didn't notice the speed buff doing anything because our cast times are already short when not using Lightspeed, and mostly used it so far for mana in a pinch but otherwise just sat there not being used very often because it was hard to get a 3-seal right as a Divination lined up. So overall it feels just...meh. It doesn't feel very strong and the RNG makes it difficult to use at full power even then. It just feels like it's "just there" rather than a tool you can really rely on, same with the Crown cards. They're useful when they come up but in no way can you reliably use them.
Last edited by Icefyer; 12-09-2021 at 09:06 AM.
My math accounted for that. See the last bit of calculation where I was essentially putting numbers to what I hoped was otherwise quite obvious. One GCD for a heal to later be followed by a slightly stronger AoE was going to lose out to just casting the slightly weaker AoE twice.
No need to do that. The first set of calculations were to help justify that in a given moment, if you had to choose between Dyskrasia vs. Toxicon for a single cast and you could cast both, Toxicon wins unless you have an absurd amount of targets and don't care about MP cost. In other words, if you didn't have a charge for Toxicon, then just use Dyskrasia.
The last bit of computations I did was essentially stating Sani2341's point: Don't be fooled into thinking you should be setting up to cast Toxicon just for the sake of casting Toxicon. Those GCDs you use to cast the heals are GCDs you aren't doing damage which is why in that example I'm comparing a single Toxicon II's damage to 2 casts of Dyskrasia II.
The bottom line is that Toxicon barely has reason to exist. It's pretty situational and I find that I only really use it in big pulls where the tank is taking enough damage to justify Eukrasian Diagnosis for healing purposes, and only at times when the tank actually needed it. If you just start spamming Eukrasian Diagnosis even in a big pull, you're likely to overheal and then even refresh the shield before it has a chance to break which will cause you to be even more wasteful.



The real reason for Toxikon is movement and weaving, not damage. You can assume that the only time you're using E.Diagnosis is when that throughput or shield is absolutely necessary, which means we can ignore the damage loss and assume we're not getting many stacks of it to begin with. Compared to using Ruin II in the same situations it's more overall DPS when that utility is useful, but obviously the problem is the number of stacks you get over an encounter is extremely limited. You're not going to be able to rely on that tool consistently, which is offset by it effectively being loseless for the only stacks you would require out of it in the first place. From that view, it's niche, but good within that niche. Personally I think we'd rate the value of Ruin II higher because it's a much better progression tool but numerically Toxikon can compete against it just fine, and Sage has other tools that fit the same purpose. Really what would be appreciated is having a cooldown or two give out a stack for free, like Rhizomata and Zoe, or perhaps Icarus.
Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker
Mechanics are Aesthetics. Graphics don't make interesting gameplay.
Toxikon II is also a marginal gain in AoE situations over Dyskrasia II. It works fantastically well with big pulls as your shield applications can be used on the move while Tanks wrang mobs up.
Sage's AoE rotation is more interesting than its single target. I often find myself overcapping on Addersting during bosses as I can't seem to never find a need for movement to use the charges I've build up on tank busters. It does depend on the encounter of course.
On the level 83 trial for example I often find myself starved of movement tools.




I'm leveling WHM for the role quest and a retainer's cap, doing a bunch of FATEs and roulettes.
Now that they've "upgraded" Holy, in addition to spamming one button over and over and over and over and over and over again, all of the damage spells sound like you're gently shaking a chandelier at your enemy. I suppose that's fair, because now Holy feels like it barely does any damage with beginning-of-expansion gear disparity.
There's now not one single WHM damage spell that doesn't sound like "tinkle tinkle". Dia! "tinkle tinkle". Glare! "tinkle tinkle". Holy "tinkle tinkle". Misery "tinkle tinkle". I suppose Assize kind of wooshes, wonder if it'll get a limp tinkle tinkle "upgrade" with five more damage potency next expansion. Only time will tell.
I still don't get why SE could've just reworked WHM's Fluid Aura instead of deleting it. Perhaps they could've made it a baby's Assize. Would've greatly helped with lower levels. Personally, I believed Fluid Aura should've been a DPS oGCD that would upgrade to water spells that currently exist in the game, such as Water III and Water IV. And it would recover MP and have multiple charges if the devs decide not to revert the changes to Thin Air.
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