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  1. #1
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    It may be different for different mobs or something. The last time I attempted to test (and this was awhile back), I used a 100 potency flubbed ID and it was netting around 50 damage without DE, and 58 or so with. That's a clean 16% damage increase which would require a base resist of ~37%. That said, RNG is a factor and I didn't do any extensive testing (because it wasn't worth the time if bosses may have different resists).

    Edit: as a minor aside, a -10% additive resist debuff on 0% base resist would add 10% damage. 100 base damage - 0% * 100 versus 100 base - (-10%)*100 ... although who knows how it's calculated in detail; those are just assumptions.
    (0)

  2. #2
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    hmm, i guess my results would moreso be them having a "100 resist" (not 100%) and by decreasing it to 90 you get my 100 base damage and their 90 resist to my damage being 100/90 = 1.11

    Only since i know you played the game, do you remember the formula for traverse strike from warriors in tera? It worked similar where it gave a bigger bonus than expected because it was lowering their resist as opposed to buffing your own. I believe in tera everyone had the same base resist in PvE.

    My test were against dummies, and a 45 rabit creature when i was 45. So nothing like a demi god, its easy to believe they would have more base resistance.
    (0)

  3. #3
    Player
    EasymodeX's Avatar
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    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    I vaaaagggguely remember Traverse Strike but never ran many numbers on Warriors, so I don't remember. But yeah, lowering resists where they already exist is usually pretty potent.

    Wtb DAOC Darkcarver gg, best example ever.
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  4. #4
    Player
    xyaie's Avatar
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    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    Why am i not shocked in the least youre a fellow DAoC player

    Im gonna say you were Mid though, which means we were likely never allies
    (0)

  5. #5
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Midzerg4lyfe.
    (0)

  6. #6
    Player
    himehime's Avatar
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    Sep 2013
    Posts
    48
    Character
    Lady Lodbrok
    World
    Hyperion
    Main Class
    Lancer Lv 50
    hm, didn't see anywhere else for this but, what does everyone have in mind for their endgame "bis" gear?

    http://xivdb.com/?wardrobe/2180/Dragoon-Best-in-Slot

    this is what i ended up coming up with. seems like an unreasonable amount of coil and rng, but yeah.. this should be 470 acc, 465 if you decide to use mythology necklace for +5 crit -5 acc (depending on if coil needs more than 465 or not)

    to be honest, it's probably better to just plan your endgame gearset around your drops and spend mythology accordingly to just barely meet acc requirement while prioritizing det>crit>ss

    in regards to contribution to DRG rotations - generally i have an issue with clipping chaos thrust. basically, if i apply a buff chaos thrust, in most rotations there will be 1-2s left on it before reapplication, and of course you can't overwrite a stronger buffed DoT with a weaker one. it's quite annoying @@
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    Last edited by himehime; 09-26-2013 at 08:43 AM.

  7. #7
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by himehime View Post
    in regards to contribution to DRG rotations - generally i have an issue with clipping chaos thrust. basically, if i apply a buff chaos thrust, in most rotations there will be 1-2s left on it before reapplication, and of course you can't overwrite a stronger buffed DoT with a weaker one. it's quite annoying @@
    Aha, that's what it was. I kept noticing that once in awhile my CT was not applying as I expected and I forgot about that. How obnoxious. Have to inject a stray GCD after popping the buffed CT. May have to pick up Fracture ^_^.
    (0)

  8. #8
    Player
    Zenmaku's Avatar
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    Aug 2013
    Posts
    37
    Character
    Zen Maku
    World
    Brynhildr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by EasymodeX View Post
    Aha, that's what it was. I kept noticing that once in awhile my CT was not applying as I expected and I forgot about that. How obnoxious. Have to inject a stray GCD after popping the buffed CT. May have to pick up Fracture ^_^.
    I was wondering why this never happens to me.

    It's because I use Fracture.
    (0)

  9. #9
    Player
    Ayvar's Avatar
    Join Date
    Aug 2013
    Posts
    215
    Character
    Ayvar Bjornstad
    World
    Leviathan
    Main Class
    Scholar Lv 50
    Quote Originally Posted by EasymodeX View Post
    Aha, that's what it was. I kept noticing that once in awhile my CT was not applying as I expected and I forgot about that. How obnoxious. Have to inject a stray GCD after popping the buffed CT. May have to pick up Fracture ^_^.
    I've been using two alternate rotations to avoid clipping buffed CTs depending on the fight. I've been meaning to post about the DoT clipping issue (re: our earlier discussion on pg. 8 about the same problem), but I haven't had the time yet. Generally the default Fracture rotation is fine in ~80-90% of fights since movement + jumps will prevent the 2nd CT DoT from clipping (you don't have to worry about the 1st clipping the 2nd as you rotate around since it's a >12 ability gap). Here's the original rotation again for reference:

    HFP-IDC-TTT-HFP-TTT-IDC-HFP-TTT-TTT

    The problem arises on more static fights due to less movement and extra skill speed. With a 2.4 GCD, you'll never clip Phlebotomize or Fracture (until we hit a 2.37 GCD) because you cannot make up a full second of DoT duration over 8 moves because you're only saving 0.8s (2.5*8-2.4*8). However, the gap between CTs is longer (12 abilities), during which you will save a full second of DoT duration, so you'll generally clip your CT dots by a full second if you're using 12 ability gaps. This is further exacerbated by the "snapshot" method of DoT application. The snapshot occurs as soon as you cast the ability, but the actual application of the DoT doesn't occur for about 0.5-1s after you cast the ability. So the application of your snapshotted unbuffed 2nd CT actually comes almost 2s earlier than the buffed 1st CT.

    To account for this you want a rotation that extends the gap between CT applications to 13 abilities (this sucks for Disembowel because you want a 12 ability gap for it, but a 13 ability gap for CT). This doesn't change the default rotation too much since it already operated on 9 ability gaps between HT's and only had one CT with a 12 ability gap. To create the 13s gaps, I use this rotation:

    HF-IDC-P-TTT-HF-TTT-P-IDC-HF-TTT-P-TTT

    This is effectively the exact same as the original Fracture rotation. You're still casting HT/F/P every 9th ability, and you use 3 of each in a full 27-move rotation. But, the movement of the 1st Phlebotomize to follow the first IDC creates the 1st 13 ability gap that you were previously missing, but it also reduces the 2nd gap to 14 abilities (as it was 15 before). The downside is your DoTs get rolling much later, so its worse if your rotation breaks earlier. If, on the other hand, you liked leaving Fracture out and using the IDC anchored rotation to hit your HT buffs and Phlebotomize's on the 8th ability, but still want to maintain the 13 ability gaps between CT's you can use this:

    IDC-HP-TTT-TTT-HP-IDC-TTT-HP-TTT-TTT

    Cutting off the final TTT would be a little nicer since it would allow you to rotate back to a perfect 8-ability gap between the final and initial HT buff, but it would also clip the IDC pretty badly as that would be only an 11 ability gap between CT's. You could interleave Fracture, but this would cost you the 8 ability gaps between HTs and Phlebotomize throughout the rest of the rotation. I chose to use an extra TTT instead of interleaving two Fractures since it keeps the TP cost down (one of the primary benefits of this rotation) and you get about the same buff durations from just using the final TTT. Also, worrying about coming back to the start of a rotation is not as critical since you'll generally only get through the rotation once on almost every fight in the game due to movement.

    I want to be clear on two points for the original rotation. 1) It generally doesn't matter if there is a good amount of movement. Any movement essentially negates the single clipped CT as it will make up the 2 extra seconds you needed. 2) Jumps alone do not fix the CT clipping problem. While Jumps do add a little extra time to a rotation, they do not add nearly enough, and don't cool down quickly enough, to be a reliable means of preventing clipping without some help from movement.

    EDIT: I'll actually probably just copy-paste the above into the guide later unless we want to make any significant changes
    (0)
    Last edited by Ayvar; 09-27-2013 at 02:25 AM.

  10. #10
    Quote Originally Posted by himehime View Post
    in regards to contribution to DRG rotations - generally i have an issue with clipping chaos thrust. basically, if i apply a buff chaos thrust, in most rotations there will be 1-2s left on it before reapplication, and of course you can't overwrite a stronger buffed DoT with a weaker one. it's quite annoying @@
    Easy move here : fracture and jump. Don't use a jump if the thing that buff it is off cooldown, like, never, and for any other purpose than that on a long boss fight
    (0)

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