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  1. #1
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    812
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by ZiraZ View Post
    Yeah you're right but those optimizations are so minuscule that a single extra crit would triple the combo optimizations gain, specially when the bosses are like 9 minutes long, I think the 1 button combo that can't ever be failed would outweight it on the long run.
    I would rather pvp combos for weaponskills just don't exist and everyone plays on the same leveled field, a few specific abilities having a 1 button combo seems like a fine middle-ground.
    The gain isn't a lot but I was trying to point out that there are benefits to breaking combos. Fight design would also influence how beneficial combo breaking is. The situation will never come up in single target fights but that could be solved by adding more enemies to fights, specifically more duo enemies since the AoE threshold is usually three.

    I don't mind an autocombo function existing as an option, but it's not something that I'm interested in using.

    Quote Originally Posted by Cynric View Post
    It makes more sense in this situation to swap to the target with higher health with your combo finisher.
    I was keeping things simple to avoid a long post. The enemies could be separated in a way that prevents switching target, such as one casting invulnerability on the other or large physical distance that prevents the use of gapclosers.

    Resource gains also change the optimum but they may not exist in all cases.

    Quote Originally Posted by GoatOfWar View Post
    Why would you not want to build resources?
    Resources weren't part of the example. They could make it more beneficial to finish the combo, but the combo in question or the situation in which it is in use may not involve resources in the first place.
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  2. #2
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,229
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by PyurBlue View Post


    I was keeping things simple to avoid a long post. The enemies could be separated in a way that prevents switching target, such as one casting invulnerability on the other or large physical distance that prevents the use of gapclosers.

    Resource gains also change the optimum but they may not exist in all cases.


    Resources weren't part of the example. They could make it more beneficial to finish the combo, but the combo in question or the situation in which it is in use may not involve resources in the first place.
    @Invulnerability : Then you can't switch targets and do damage at all, if you can your combo finisher is still better, if you can't then you can't. Unless I'm misunderstanding.

    @Too far: Then you get close enough to gap close? I'm not really sure either of these circumstances really change anything. Either you can switch targets or you can't switch targets but it won't change the math of 2 targets with a weaker skill versus a stronger one.

    As for resources, combo damage takes resources into account so the math makes more sense when you account for them.
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  3. #3
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    812
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Cynric View Post
    @Invulnerability : Then you can't switch targets and do damage at all, if you can your combo finisher is still better, if you can't then you can't. Unless I'm misunderstanding.

    @Too far: Then you get close enough to gap close? I'm not really sure either of these circumstances really change anything. Either you can switch targets or you can't switch targets but it won't change the math of 2 targets with a weaker skill versus a stronger one.

    As for resources, combo damage takes resources into account so the math makes more sense when you account for them.
    In the first case I was thinking of something like Omega M shielding Omega F. You can deal damage to one but not the other until the first one dies. Finishing the combo means opening on enemy 2 with a low potency combo starter. If finishing the combo also grants resources that can be used on the remaining enemy in this case then the loss from raw combo potency won't matter. That may be the common outcome but I'm not sure if it will always be the case with factors like enemy health pool, downtime, or resources that might expire.

    When it comes to distance, depending on how many closers are available and how much time it takes to kill the mobs you might lose DPS to movement if you switch targets before finishing one. This is especially true if the time to kill these enemies is less than closer CD. You would move to one and then have to move back to the other.

    These are very niche situations and I admitted that from the start, although I don't consider that to be a negative. I find circumstantial rotations more interesting than totally rigid ones.
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