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  1. #1
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    You are allowed to split up far enough so that missiles don't hit both of you; that's enough room for both you and your partner to get positionals in as long as both of you hover close to the border. That said, I haven't been doing that because... trust issues (and my group heals through those missiles anyway). H P TTT TTT / IDC P TTT TTT is more or less what I've been doing if I don't see an opening.

    The good news is that if you're worried about enrage, it's not necessary to sneak in all your positionals while tethered, even with an i110 group. The real trick is sneaking them in while Nerve Gas is on top of the position you need.

    With the coming buff, however, it appears that letting me do proper DPS will be an even tougher sell than it was before. Welp, at least it's a good problem to have.
    (0)

  2. #2
    Player
    rickyguo's Avatar
    Join Date
    Dec 2013
    Posts
    242
    Character
    Yan Dere
    World
    Gilgamesh
    Main Class
    Lancer Lv 60
    you can still hit every positional while tethered if your other melee works with you.
    (1)

  3. #3
    Player
    HulveinBlitz's Avatar
    Join Date
    Aug 2013
    Posts
    890
    Character
    Hulvein Wyrmblood
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by rickyguo View Post
    you can still hit every positional while tethered if your other melee works with you.
    This.

    We do them as per usual. Just gotta communicate, and you'll find you can do them just fine. It's always nice when the boss does the perfect turn at the perfect moment though.
    (0)

  4. #4
    Player RaizeGraymalkin's Avatar
    Join Date
    Nov 2014
    Posts
    263
    Character
    Volta Fross
    World
    Lamia
    Main Class
    Archer Lv 61
    So question about jumps, specifically Spineshatter and Dragonfire Dive. Do you tend to use them as soon as they are available to weave in between your attacks or to save them for situations when you need to close the gap or get knocked back or something? I imagine this might depend on the fight as well, but is there a general rule of thumb?
    (0)

  5. #5
    Player
    FyrmurlFloerasksyn's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    316
    Character
    Roegadyn Masterrace
    World
    Tonberry
    Main Class
    Ninja Lv 70
    Quote Originally Posted by RaizeGraymalkin View Post
    So question about jumps, specifically Spineshatter and Dragonfire Dive. Do you tend to use them as soon as they are available to weave in between your attacks or to save them for situations when you need to close the gap or get knocked back or something? I imagine this might depend on the fight as well, but is there a general rule of thumb?
    Generally, most people usually just weave them in.
    (0)

  6. #6
    Player
    LunaHoshino's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    785
    Character
    Luna Hoshino
    World
    Gilgamesh
    Main Class
    Lancer Lv 60
    Quote Originally Posted by RaizeGraymalkin View Post
    So question about jumps, specifically Spineshatter and Dragonfire Dive. Do you tend to use them as soon as they are available to weave in between your attacks or to save them for situations when you need to close the gap or get knocked back or something? I imagine this might depend on the fight as well, but is there a general rule of thumb?
    I weave them in unless it's a fight where I know I'm going to be using them as gap closers to get from the boss to an add quickly, such as Garuda EX or Levi EX, or a fight like Ifrit HM where you want to be careful not to use stuns.
    (0)

  7. #7
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Weave them in, but if there's a mechanic where you'd need to "jump" from A to B safely, then you'd always want to save Spineshatter Drive as it is the weaker skill.

    I personally prefer to save DFD for burst rotations.
    (0)

  8. #8
    Player
    Aeromat's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    196
    Character
    Aeryn Sol
    World
    Midgardsormr
    Main Class
    Lancer Lv 80
    (0)

  9. #9
    Player
    Decrith's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    178
    Character
    Ruby Corona
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    PRAISE THE TWELVE! OUR TIME HAS COME!
    (0)

  10. #10
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    All math calculated in i135 gear

    Rotation PPS
    Pre-2.45 PPS: 137.9
    Post-2.45 PPS: 147
    PPS Increase: 9.1

    Crit Adjusted PPS:
    Pre-2.45 PPS: 160.419
    Post-2.45 PPS: 169.744
    PPS Increase: 9.325

    Pre-2.45 Jump PPS: 6.25
    Post2.45 Jump PPS: 8.333

    Rotation DPS:
    Pre-2.45 DPS: 520
    Post-2.45 DPS: 546

    We're still out DPS'd by the monk, but only by 18 DPS. Monks rotation at i135 is around 570. Remember, this does not include BFB, DFD, Life Surge etc. This is nothing more than the raw base rotation. If you include BFB/Jumps, the DPS difference will be much, much closer (10ish)

    EDIT: Changed a word not to give false meaning.

    Also, regarding stat-weights. The changes are in the thousandth decimal, literally makes no impact on gear.

    Previously calculated:
    WD 9.355
    STR 1.000
    DET 0.329
    CRT 0.234
    SS 0.194

    Post-2.45
    WD: 9.349
    STR: 1.000
    DET: 0.327
    CRT: 0.233
    SS: 0.198

    EDIT 2: Just realised I overcalculated the DPS gain pre-2.45 by 6, oops :P
    (10)
    Last edited by Dervy; 12-09-2014 at 04:38 PM.

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