

I suggested this many pages ago, it's an increase for that time frame but you lose *potential* potency on following GCDs so it's kind of a wash. I never get the second FT tho, B4B always falls off right before. 360ish skill speed

Stupid question: Is it just me or did they change it so that if you miss Heavy Thrust's positional requirement you still get the buff? I've been gone 6-8 months (can't remember) and last I remember if you missed the positional you didn't get the buff.
Ya we got buffed back in 2.45
http://na.finalfantasyxiv.com/lodest...cf56b933b99601
Scroll down to Battle System to see everything.
Edit: welcome back!

I've done a bit of testing, and found conclusively that each buff to the same stat (eg "damage dealt") is multiplicative to all others. That is to say, stacks of a buff are the only thing that is additive, everything else is multiplicative. The test that I did was using True Thrust on a training dummy, I used it repeatedly until I felt comfortable that the minimum and maximum non-crit damage values were stable, then I applied heavy thrust, to find the min/max values under that and to confirm that it was a straight 15% increase, which it was. After that, I let heavy thrust wear off and applied B4B, doing the same for it. Then I used them together, if the bonuses were additive, then the overall bonus would have been 1 + (.15 +.3), but if they were multiplicative then the bonuses would have been (1.15 * 1.30), the damage values followed the latter bonus calculation, which means that B4B and Heavy Thrust are multiplicative on each other.
if you stack adds in t10 so you can flare/aoe them together, you can hit all 4 adds with doomspike ROFL
Or, just bring the adds over to they're on the hitbox of Imdugud. Doomspike works that way, and all you do is target Imdugud and you should hit all 4.
ya thats what I said
thats how you stack for aoe/flare
Last edited by rickyguo; 04-18-2015 at 11:28 PM.
Oh. I thought you meant to literally "stack them on top of each other" LOL. I went full retard there.

I thought adds in T10 gained some kind of vulnerability down buff if they stayed too close? Or was it just damage up? I never had the chance to try that out, unfortunately, so I've never paid any mind to what happens in that case.
I think it was discussed/I read it somewhere, but for the life of me I can't remember how that ended: Phlebotomize, is there a certain timeframe for reapplying it early because of impending downtime (like "never reapply if 6 seconds or more")? Is Fracture before leaving a valid alternative to that, not taking into consideration TP issues?
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