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Thread: The Monk Temple

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  1. #1
    Player
    Shirai's Avatar
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    Shirai N'yankoro
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    Sargatanas
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    Fisher Lv 60
    Generally you want to wait with dots until GL3 is up, although I tend to use Demolish for the GL2>3 transition.
    Aside from that with the True strike update in 2.1 Impulse drve has become quite useless as you're throwing away 70 TP for 180 potency against 190 Potency for only 50 TP.

    The rest is covered by Shayuki above me.
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  2. #2
    Player
    Shayuki's Avatar
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    Shayuki Kasumi
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    I actually like making Demolish the first Coeurl form skill that I use, the base damage still is 310 and the duration ticks out just after you gain your third greased lightning stack. Demolish(GL1) -> Snap(GL2) -> Snap(GL3) -> Demolish(fully ticked and buffed by GL3).

    I don't see any reason to ever use Snap Punch for the first Coeurl move due to this.

    Quote Originally Posted by buckler173 View Post
    Look the Impulse Drive is just a preference. You can put it away if you don't want it I'm not implying it to everyone to use it. For your information I can still do everything without missing any uptime and Fracture is for increase of DoT.
    You prefer dealing lower damage? I prefer dealing higher damage. I guess that's preference.

    The rest of your post makes no sense. That's not possible.

    Unless you confuse "missing no uptime" with clipping in which case you actually are wasting 2 ticks of the DoT every rotation.
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    Last edited by Shayuki; 02-04-2014 at 05:58 PM.

  3. #3
    Player
    Shirai's Avatar
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    Quote Originally Posted by Shayuki View Post
    I actually like making Demolish the first Coeurl form skill that I use, the base damage still is 310 and the duration ticks out just after you gain your third greased lightning stack. Demolish(GL1) -> Snap(GL2) -> Snap(GL3) -> Demolish(fully ticked and buffed by GL3).

    I don't see any reason to ever use Snap Punch for the first Coeurl move due to this.
    Interesting.
    Aside from that, I may have missed the memo somewhere, but why is it bad to use Fracture?

    Quote Originally Posted by buckler173 View Post
    Look the Impulse Drive is just a preference. You can put it away if you don't want it I'm not implying it to everyone to use it. For your information I can still do everything without missing any uptime and Fracture is for increase of DoT.
    No it is not a preference, you are throwing away 70 TP on a skill that does less damage than one that costs 50 TP.
    Shayuki is not the only one saying your rotation is bad.
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    Last edited by Shirai; 02-04-2014 at 06:10 PM.
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  4. #4
    Player
    Shayuki's Avatar
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    Shayuki Kasumi
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    Quote Originally Posted by Shirai View Post
    Interesting.
    Aside from that, I may have missed the memo somewhere, but why is it bad to use Fracture?



    No it is not a preference, you are throwing away 70 TP on a skill that does less damage then one that costs 50 TP.
    Shayuki is not the only one saying your rotation is bad.
    Well, it's not that Fracture is bad to use period but it needs to be used at very specific times.

    If you do your normal rotation and you reapply Touch of Death, if you use Fracture as well during that rotation, you will miss one GCD of Dragon Kick and Twin Snakes, as said before(Unless you skip Bootshine and True Strike but that's a huge dps loss as well). It also costs 80 TP. It's situational.

    I guess that rotation isn't a gigantic DPS loss though, mostly it's extremely TP-inefficient but maybe a 6-8% loss?
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    Last edited by Shayuki; 02-04-2014 at 06:17 PM.

  5. #5
    Player
    Shirai's Avatar
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    Quote Originally Posted by Shayuki View Post
    Well, it's not that Fracture is bad to use period but it needs to be used at very specific times.

    If you do your normal rotation and you reapply Touch of Death, if you use Fracture as well during that rotation, you will miss one GCD of Dragon Kick and Twin Snakes, as said before(Unless you skip Bootshine and True Strike but that's a huge dps loss as well). It also costs 80 TP. It's situational.
    Ah, I see what you mean.
    My rotations have been set up in such a way that I do not lose DK/TwS, apart from that, if TP becomes an issue I stop using it.

    I'll leave it out tonight and look at the parse results.

    Quote Originally Posted by Shayuki View Post
    I guess that rotation isn't a gigantic DPS loss though, mostly it's extremely TP-inefficient but maybe a 6-8% loss?
    Um... 6 to 8% DPS loss is something I do consider gigantic.
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    Last edited by Shirai; 02-04-2014 at 06:35 PM.
    Felis catus

  6. #6
    Player
    buckler173's Avatar
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    Asura Shinken
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    I'm open for advice and help so I don't miind the opinions, although it bugs me why Fracture is bad?
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  7. #7
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    KaosPrimeZero's Avatar
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    Quote Originally Posted by buckler173 View Post
    I'm open for advice and help so I don't miind the opinions, although it bugs me why Fracture is bad?
    I'd like to know this too :P Cause i attach it to my rotation when using Demolish > Fracture > ToD and get all 3 up initially then reapply 2 as they are falling off etc and then demolish again unless im over thinking this which i maybe as im at work and shouldnt be strollin gon here lol
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  8. #8
    Player
    Inox's Avatar
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    Stephy Hunt
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    Quote Originally Posted by KaosPrimeZero View Post
    I'd like to know this too :P Cause i attach it to my rotation when using Demolish > Fracture > ToD and get all 3 up initially then reapply 2 as they are falling off etc and then demolish again unless im over thinking this which i maybe as im at work and shouldnt be strollin gon here lol
    On long fights, if we use it we will have a TP problem EARLIER so we cut the lowest potency skill == fracture in this case (calculted by easyX)

    to see that easier: DPSLoss (TP problem) > DPSLoss (not using fracture)
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  9. #9
    Player
    Inox's Avatar
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    Stephy Hunt
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    I have a question about OPENER in Perfect balance.

    I read 2/3 ways to do and there are 2 that are "interesting":

    Skills: PB -> 2xSnap Punch -> Demolish -> Twin Snakes -> Dragon Kick -> ToD
    Buffs/Debuffs: GL1 -> GL2 -> GL3 (1°DoT) -> %dmgIncr -> BluntDebuff -> (2°DoT)

    or

    Skills: PB -> 2xSnap Punch -> Twin Snakes -> Demolish -> Dragon Kick -> ToD
    Buffs/Debuffs: GL1 -> GL2 -> %dmgIncr -> GL3 (1°DoT) -> BluntDebuff -> (2°DoT)

    I'd like to use the first sequence cause I'd like to have asap GL3 (easier to use DK in perfect balance) but with second sequence we have a better maximized Demolish (maybe negligible) what do you think about?
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    Last edited by Inox; 02-04-2014 at 09:54 PM.

  10. #10
    Player
    Ihm's Avatar
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    Ihm Kasukabe
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    Gilgamesh
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    Lancer Lv 60
    Quote Originally Posted by Inox View Post
    snip
    I did some really quick and potentially completely wrong maths but the second set seems better.

    Assuming nothing else after these, and ignoring ToD too because its the same potency on both rotations I got this:

    2x Snap > Demo > Twin > DK = 1188.8 potency = 180 + (180 * 1.09) + (310 * 1.18) + (190 * 1.27) + (150*1.37)
    2x Snap > Twin > Demo > DK = 1202.7 potency = 180 + (180 * 1.09) + (190 * 1.18) + (310 * 1.28) + (150 * 1.37)


    Not the greatest maths but I think its correct in saying the second one wins.

    It is incredibly ignorant of anything outside of it, it may be worse due to the overlapping point of Demolish, so take it with a pinch of salt.

    Edit: Helps when I use the correct maths rather than just make numbers up. Second one is still better but the numbers were wrong.

    2x Snap > Demo > Twin > DK = 1125.3 potency = 180 + (180 * 1.09) + (310 * 1.18) + (140 * 1.27) + (150*1.37)
    2x Snap > Twin > Demo > DK = 1143.7 potency = 180 + (180 * 1.09) + (140 * 1.18) + (310 * 1.28) + (150 * 1.37)

    Same thing as above still applies though
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    Last edited by Ihm; 02-04-2014 at 11:24 PM.

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