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  1. #221
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    X, would it be easy to model into your spreadsheet the value of food buffs and potion usage? Ill try to find out the actual numbers of the ideal food and potions (pretty sure potions are "Mega-Potion of strength" which are 49 str for 15s every 5 minutes. Ideally used when both blood for blood and internal release are active it would be worth more than 2.45 str)

    i wonder overall if its near worth the cost of buying them. no guild cook/alchemist yet :-/

    edit: i -think- http://xivdb.com/?item/4695/Black-Truffle-Risotto is the best food for dragoons
    Vitality 2% (Max: 15)
    Critical Hit Rate 2% (Max: 9)
    Determination 3% (Max: 14)

    EP: 4.524

    potion would be X-potion of strength 67 str for 15s every 300s

    EP: 3.35*
    (will be higher in a simulation/reality)
    (0)
    Last edited by xyaie; 09-25-2013 at 10:50 PM.

  2. #222
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    The stat weights I listed were based off a full estimate of DPS sans BFB, IR and Mercy Stroke. So those should be fine. It's half-model half-simulation, so there won't be any significant difference injecting the food to see results, or predicting results based on the stat weights.

    tldr: too lazy no point.

    The #1 thing I want to find out actually, aside from the ACC question which is mostly settled at "460-470", is the base piercing resistance for Real Raid Bosses.

    Random mobs I tested on while leveling had like 20-50% inherent pierce resistance (didn't do enough testing to narrow it down, but it was clearly more than 0, because DE consistently gave more than a 10% damage boost).


    Anyone know of any party-relevant damage buffs off the top of their head? Because if there are none then I can lame out some primals and just do damage tests while everyone else actually tries to kill the boss.
    (0)

  3. #223
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    I dont think this game has many. Scholars can give us a skill speed buff
    we give piercing resist debuff
    warriors give slash resist debuff
    monks give crush resist debuff

    i think that may be it. I was under the impression (not all that much testing ill admit, but it seemed consistent) that all enemies have 0% pierce resist, so taking them to -10 gives us ~11.11(repeating) more damage to them with our piercing attacks
    (0)

  4. #224
    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)

  5. #225
    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)

  6. #226
    Player
    EasymodeX's Avatar
    Join Date
    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.
    (0)

  7. #227
    Player
    xyaie's Avatar
    Join Date
    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)

  8. #228
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Midzerg4lyfe.
    (0)

  9. #229
    Player
    Curcio's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    155
    Character
    Tori Yasa
    World
    Mateus
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Windrunner View Post
    None of the Job skills are overwhelmingly powerful and the Dragoon ones are no exception. Jump is part of the rotation however as it's off the GCD and deals signifigant damage. Having gap closers and an escape are also great for disconnects and melee survivability. However my biggest issue is the cooldown times on everything except Jump.

    My one other gripe is the lack of iframes or damagr reduction during Jumps. They are such prolific abilities in the FF universe and XIV's version is neutered to the point of frustration. Reducing the CDs and adding a reduced damage taken or invincibility frame to them would make them fantastic.
    While I'll admit Jumps are "kind of" lackluster, their damage is hardly a fault. Considering they're off cooldown, I'll take a 900~1000 damage jump any day of the week in between my True Thrust combo.
    (0)
    Last edited by Curcio; 09-26-2013 at 06:41 AM.

  10. #230
    Player
    himehime's Avatar
    Join Date
    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 @@
    (0)
    Last edited by himehime; 09-26-2013 at 08:43 AM.

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