Not sure if it's IR cause even if you move it to before CT it's still gonna cover the same moves ..just further on (I think). I'm gonna go with a double impulse drive after the first FT..hahaha dat potency.Also said it's more difficult in some fights, which sticks in my mind that impulse drive is the thing after FT. CT takes too long to recast before BFB so I think that narrows it down to HT/Phleb/Dis after Impulse. Can someone try those in any order (HT->ID/Phleb or ID->HT/Phleb/Dis). Trying to think of other ideas along those guidelines. Anyone feel free to correct me if I'm wrong at all.
EDIT: Forgot about Internal Release, try doing BFB before Dis and IR before CT and try it. BFB timer should be the same? Eh, not sure when adding X-Pot in, so I wanna get some opinions lol.


I haven't figured out anything substantially better then what I currently use, but Dis is higher potency then ID, since the combo is already started, why not ID-Dis instead of ID-ID.
Also, how are you guys determining the effect of X Pots of Strength? My simple math suggests it's around a 15% buff at our current STR levels. (like my str in party is 544, +84 is approx 15% increase to physical attack potency.. This scales so if you have lower str it's a higher increase [up to 20%], or if you have higher str it's a lower increase [which makes sense]).. Thoughts?
Last edited by whiskeybravo; 08-15-2014 at 06:47 AM.
As your str goes up it becomes less and less beneficial... However the time when it would becomes useless is very far ways. Even if your str was 840, and the pot was still only giving +84, thats still a 10% buff to str, which is still decent. Although when str lvls get that high I'd like to think SE would have come out with stronger consumables. I think that is what you were getting at, right?Also, how are you guys determining the effect of X Pots of Strength? My simple math suggests it's around a 15% buff at our current STR levels. (like my str in party is 544, +84 is approx 15% increase to physical attack potency.. This scales so if you have lower str it's a higher increase [up to 20%], or if you have higher str it's a lower increase [which makes sense]).. Thoughts?
Friends don't let friends Dragoon
There "is one" that happen at 2.04, then at 3.39 but its not what I'd call a flaw in any way since that everything is on sync pretty much. The key here is to never get animation locked with anything when you re about to reach these two timers or DiS will simply fall off.at least one will be able to find a flaw with your secret rotation.
Tad more exigent than the normal opener and rotation that let you screw up here and then since like you re always at 4 - 5 secs left on DiS before renewin, which wont be the case here, you ll have a tighter timeframe but will always be right on time to refresh what have to be.
That's what I absolutely love with dragoon, on top of havin the possibility to toy with the tools, everything have to be smooth or you re screwed.
Last edited by Sygmaelle; 08-15-2014 at 03:12 AM.
I cant believe you guys are still trying to figure this out. There is no way that an added move into the rotation during b4b duration is going increase overall dps without extra ss that is not needed. Turn 8 for example, roughly 4 - 5 blood durations(so the ability you are using could be used max 4-5 times), 80-100 seconds of the buff during the fight. There is nothing that is going be more effective then repply ct and phle , ogcds, and hopefully a ls full. Ive seen numbers posted by syg, i destroy them. Sure maybe adding one ability in then intial burst to make it higher is possible, but to say to consistently do that evertime would be overall dps lose for the amount of det and crt lost for the ss to maintain an extra abilty during the 20 second duration is crazy. Please stop giving in people. qq
Last edited by Hakmatic; 08-15-2014 at 07:34 AM.
Player
I believe it's more of a question of whether . I believe the earlier assumptions are that the damage multipliers don't stack. Thus if you have HT buff + BFB + Dis on target, you're getting a 10% + 30% + 10% = 50% increase in damage.
Even if based on the assumption that they do stack, then you're probably looking at something like this:
HT Buff: 100% + 10% = 110%, add BFB buff 110% X 130% = 143%, add dis debuff = 143% X 110% = 157.3%
As you can see, the difference between both assumptions is 7% out of a rough 50% increase, so the variance is only barely 10% in terms of increase in damage so we're not too particular about do we need to stack all damage bonuses together. BUT of course please keep HT buff up at all times, that's a given basic priority for DRG.
The difference comes into play when you add IR and Life Surge into the picture. When you increase your chances to crit, you would want to MAXIMISE the DMG+ you have at that moment.
When to LS
I usually save LS for BFB. The trade off is as follows (480s timeframe, assumption first LS is nearly with 7s remaining on BFB buff for practical reasons)
2 100% crits on BFB FT, 5 20% crits on normal FT
versus
6 100% crit BFB FTs.
Because of the fact that your first LS is so late into your first BFB, the 20s CD difference between Life Surge and BFB only gives you 1 extra LS on the 7th BFB, which is 9 minutes into the fight. Verdict, impractical to not save LS for BFB.
When to Jump, SSD and PS
Jump CD 40s, meaning you have a jump during BFB and another one in between nicely (BFB CD 80s). Verdict: Always use when CD is up
SSD CD 90s, if you were to hold SSD for every BFB, you're losing 70s of the CD on your first save. Verdict: Always use when CD is up as opportunity cost to hold too high
PS CD 90s,
1. If you tie in with SSD, the CD is just nice, everytime u have a PS up, your next OGCD is SSD, however SSD potency is 30 lower than jump AKA loss of 60 potency
2. If you tie in with Jump, you might need to hold 10s on Jump which may affect the Jump coordination with BFB, or you hold PS for 30s.
Verdict: Personally I tie in with Jump as there's many mechanics in boss fights that easily make you lose that 10s cause you can't jump precisely every 40s, which makes it extremely hard to tie it in with BFB. But pretty much up to your own preference.
Last edited by Spartan117; 08-15-2014 at 03:25 PM.
Most situations you use your oGCDs on CD. Meaning, you don't hold them at all (the one exception is Life Surge...unless something happens to prevent you from using it on a BFB FT, always use it while BFB is up on FT) This includes Power Surge/Jump; always use Jump when it comes back, Power Surge to Jump (or Spineshatter if that's the way your CDs happen to fall) when you can...and obviously hold PS if you don't have Jump or SSD ready to go...
You do because I do more things than you there, and thats pretty much it otherwise you wouldn't. You also need not more than 395 skill speed btw, nice try tho.snip
The burst is way higher and the rotation is exactly the same other than that, everything is alligned normally.
So you only do this extra thing during BFB or after every H-IDC-P-TTT?You do because I do more things than you there, and thats pretty much it otherwise you wouldn't. You also need not more than 395 skill speed btw, nice try tho.
The burst is way higher and the rotation is exactly the same other than that, everything is alligned normally.
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