only if they're too close. You can aoe off off the boss though, hitting all of them.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?
I remember this discussion ages ago back when T8 was a thing where players were stuck on for months. The conclusion was that in some situations, yes, forgetting about TP consumption, refreshing Phlebotomise for an additional 3 ticks (if those remaining 3 ticks are guaranteed at least) is beneficial for your DPS. There's times where I do it on T10 adds (I usually IDC + P son, same for daughter, P on son again and switch to B when in pug groups) where it can be okay, but if you're in a pro group, no, not at all.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?
T13 however... If you're on add duty, reapplying Phlebotomize on Bahamut Prime before going for that Dragon add pretty good if I may say so myself and sometimes the timing of that phlebotomize perfectly synchronises with add kill + rotation.
I guess what I'm trying to say is... If you can guarantee you can get those additional ticks on the monster you reapplied Phlebotomize on without it dying or having to refresh the DoT due to your rotation, it's a DPS increase.

I see. I was thinking of a costant specific scenario in T13: because of my latency/lack of patience of my group, in p1 I can't weave skills during the Earthshakers. When the first round of ES (without Cover) starts, I'm usually hitting Heavy thrust + True Thrust when the marks appear. I can just hit True, risk a Vorpal then run - or I can use Phlebo, which should currently be more or less half of its duration, but I'm not sure of what is better. Or if it matters at all in the long run, in p4.

With Doom Spiking adds on T10, how low should you really let yourself go before you get TP starved? Or how many uses of doom spike should we use? 2 or 3 would already run me kinda dry depending on which add phase we're talking about, so I wanna see if you guys just do it once or twice or burnout lol.
I DS until ~300 TP. (For the 2nd tank's adds)With Doom Spiking adds on T10, how low should you really let yourself go before you get TP starved? Or how many uses of doom spike should we use? 2 or 3 would already run me kinda dry depending on which add phase we're talking about, so I wanna see if you guys just do it once or twice or burnout lol.
No real math behind it. Just going by gut feeling.
*This is with a Ninja in the party though. I haven't really tried DSing without someone to goad me at some point in the fight.
Last edited by CGMidlander; 04-21-2015 at 04:56 PM.
I doomed spiked 10 times in total.
7 times for the first adds and 3 times for the second adds since there was lb2.
The faster you kill the adds and the faster you kill the fight, the more okay with tp you will be. I think I got both goad and a bit of tp song.
It's only mega worth if your doomspikes hitting all 4 adds.
Hello, I've been following this thread like a bible since I started and a question prompted me to finally start a forum account to get an opinion regarding Longinus Zeta versus Dreadwyrm Spear.
My FC leader insist that the Dreadwyrm Spear is BiS because you'll throw in an extra auto-attack with the Dread every X second when compared to the Zeta due to the Dread having lower delay and that one auto-attack will/can completely disregard the Zeta's stat weight. Can I get a detailed elaboration on this ? I've looked tens of pages back when the comparisons were being debated but it doesn't really answer my question.
Thanks in advance and very much sorry if the answer were indeed in those past pages. x-x

Your FC leader is wrong. All spears even out to about 100 potency per three seconds through autoattacks - the ones with higher delays also hit harder, so it balances out.
The only DW weapon that's better I believe is the sword only if the paladin is in sword oath. Otherwise the relics with optimal stats are better.
Adding onto Mibhas post:Hello, I've been following this thread like a bible since I started and a question prompted me to finally start a forum account to get an opinion regarding Longinus Zeta versus Dreadwyrm Spear.
My FC leader insist that the Dreadwyrm Spear is BiS because you'll throw in an extra auto-attack with the Dread every X second when compared to the Zeta due to the Dread having lower delay and that one auto-attack will/can completely disregard the Zeta's stat weight. Can I get a detailed elaboration on this ? I've looked tens of pages back when the comparisons were being debated but it doesn't really answer my question.
Thanks in advance and very much sorry if the answer were indeed in those past pages. x-x
http://valk.dancing-mad.com/methodology/Now if you are paying attention, you noticed I added in another term that I have yet not mentioned: (potency/100). All the testing I did with Weaponskills involvedusing 100 potency Weaponskills such as Vorpal Thrust (no combo). Through a similar process as the previous testing, I have established that potency is a linear modifier. That means, a 200 potency WS will do 2x the average damage of a 100 potency WS. So the (potency/100) term is to reflect this influence on damage output.
In a similar fashion, we must determine how the “potency” of Auto-Attack works. If you look at a weapon, you will notice the “Auto-Attack” stat. For example: With the Mogfork,the Weapon Damage is 41 and the Weapon’s Auto-Attack stat is 40.45. To calculate the Auto-Attack potency, simply divide WAA/WD or 40.45/41. This comes out to be 0.9866, and if multiplied by 100, comes out as 98.66 potency. This is the exact same “potency” stat as with weaponskills. For comparison, here is a DRG with a Mogfork doing Auto-Attack, True Thrust, and Vorpal Thrust:
A vast majority of the games basic mechanics are covered in Valkys BLITZBALL site. Formulas are out-dated, but his theories are all 100% valid.
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