Even with 2.1 Fracture is still a DPS boost, it's only not worth it if TP becomes an issue if thats not the case go for it.
The only skill that literally became useless with 2.1 would be ID.
Hey Atreides what anime is that in your sig?





I have not been looking at the DoT damage when it pops up on screen, but Fracture's 20 Potency DoT should be doing 80% of what Touch of Death's 25 Potency DoT is doing, and 50% of what Demolish's 40 Potency DoT is doing. On a per Tick basis, I mean.
Touch of Death should be doing about 66% of what Fracture is doing, per tick.
Hmmm I guess it's time to part ways with ID.
Fracture is a DPS increase, yes, no one is denying that. However, it is an extremely minor upgrade (on the grounds of 1% or less) and it makes your rotation much more complicated. So sure go for it and use it, but you are most likely either playing much harder than you need to for very little gain, or not playing as good as you could by simply dropping it.
If you are on a boss that needs that little extra push, then yes it is a good thing to look into, but that is a very rare scenario. The TP costs alone make it not worth using in most boss fights however thus if you are not playing absolutely perfectly are hampering your self more than helping with that minor dps gain.
Last edited by Traison; 01-22-2014 at 02:39 AM.
regarding Fracture, here is a spreadsheet with a rotation over a period of 54 GCDs
total potency gained is 85
or 1.57 potency per GCD
google doc spreadsheet
so, over a period of 106 seconds (2 sec GCD assumption, 3 GL stacks)
you do an extra 85 potency attack, or like 100 to 200ish more damage, assuming PERFECT weaving of Fracture, no clipping and close to 100% uptime.
worth it?



It's not a make-or-break DPS increase, but still an increase. Typically best reserved for burn phases, yes, and that's really only due to the TP drain.
Not sure what you mean about complicating the rotation; what rotation? You can slap skills like Fracture anywhere in MNK's typical 1-2-3-1-2-3 skills just like with ToD. The only thing I can think of is its use potentially leading to mistiming and dropping GL3 due to mechanics. In that case though, you'd be treating it just like ToD where you decide if it's better to use a GCD for it or to progress through the combo.
Ultimately, I'll say what I say to anyone that is picking up MNK or hasn't spent much time on it: Stick to the basic combo skills and ToD and avoid using Fracture until you get comfortable enough to be able to make priority decisions on the fly.
The primary cause of bad DPS from the average MNK is due to them trying to do a lot at once and screwing up at it, leading to unnecessary buff/debuff loss. Fact is, funny enough, I've seen so many MNKs underperform to the point that if they simply sat at the flank and did DK > TwS > Snap Punch all day they'd actually do more than what they were managing.
Last edited by NoctisUmbra; 01-22-2014 at 06:53 AM.
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