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.
It is a 100 potency attack followed by a relatively short dot. Furthermore, many burn phases tend to be phases where you're sticking to a single target and pushing an optimal rotation for a known duration, thus removing the risk of mistiming your combos and losing GL3 due to mechanics.
T4 Dreadnaughts or T5 Asclepius comes to mind.
Last edited by NoctisUmbra; 01-22-2014 at 07:21 AM.
something to note is that you can only use one non-form-advancing skill per Rotation Cycle (DK - Twin - Snap/Demo then Bootshine -TS - Snap/demo is one cycle) or else you lose the Twin Snake buff on the next twin snake, or a 14 potency loss.
using ToD and Frac in the same Cycle makes you lose 14 potency per 7 GCD, and fracture only increases 1.57 Potency per GCD (total of an increase of 10.99 potency on 7 GCD). ToD and Frac on same cycle actually decreases your potency by 3 per Cycle!
If you like to keep track of the cycles, by all means, use fracture, just don't use it with ToD back to back. or to be safe, use either a Frac or ToD after a twin snake.
Last edited by Newbsauce; 01-23-2014 at 04:39 PM.
Easymodex had another analysis of including Fracture in a rotation earlier.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.
http://forum.square-enix.com/ffxiv/t...62#post1693262
I believe that is what he is referring to.
It is still an increase to include without being completely optimal anyway. It still holds situational use like in the examples you mentioned. It's basically like ID was, except for being much less of an increase.
However, looking at any of the math (newb's spread and easymode's pps) I question if it made the target die even a millisecond faster in those cases.
Fracture has no positional requirement and doesn't take you out of your current stance.
At the very least, you should be using Fracture as a "filler" when you can't meet the positional requirement on the next attack.
For example, if you're in Coeurl Stance and you want to Snap Punch but have no access to the flank for whatever reason. Maybe Ifrit suddenly turned to cast a spell or maybe you have to stack behind Titan for Plumes or Upheaval. Instead of Snap Punching the rear or wasting time not hitting a button until you CAN hit the flank, hit Fracture to buy you an extra GCD until you can hit the target's flank.
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.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.