I think that with the 2.4 Coils you still won't reach that point unless you stack SS primarily. It seems that'll be the last of the gear upgrades pre-expansion (barring savage coil drops) so they have much opportunity to stop this from happeningI'm curious. With iLV continuously increasing, are we going to eventually reach a point where Straight Shot and Raging Strikes from being LNC are going to overcome Jumps and the 20 STR from being DRG?
To clarify what I mean, lets look at STR at the iLV tiers we've had.
iLV LNC DRG
70 - 407 427 4.7% increase
90 - 479 499 4.1% increase
110 - 558 578 3.5% increase
And with Skill Speed continually increasing, animation lock from Jumps is going to start having negative returns on our DPS at some point.
I don't always pug, but when i do, it's with Pretty Ugly Guys
I'm definitely intrigued by this. It could technically give us (the DRGs) some leverage for SE to buff DRG in some Quality of Life ways. They may even have some stuff already in the pipe for the expansion time. What I'm hoping is that Jump and its kin abilities will actually evade AoE/Zones this time. And of course increasing the damage on Jump in general could be good compensation.I'm curious. With iLV continuously increasing, are we going to eventually reach a point where Straight Shot and Raging Strikes from being LNC are going to overcome Jumps and the 20 STR from being DRG?
To clarify what I mean, lets look at STR at the iLV tiers we've had.
iLV LNC DRG
70 - 407 427 4.7% increase
90 - 479 499 4.1% increase
110 - 558 578 3.5% increase
And with Skill Speed continually increasing, animation lock from Jumps is going to start having negative returns on our DPS at some point.
Level cap increase will introduce new stuff. What DRG needs is a job specific buff, like Fists of Fire or Dragon Kick that would give it an additional edge over the base class (since existing buffs are LNC class abilities) Straight shot is interesting, not sure about losing the jumps for a 3 min CD tho. You can perform 7 jumps in that 3 min time-frame (4 jump, 2 ssd, 1 dfd. 2-3 power-surged).
Player
Why should I when it's 100 more potency? Go ahead, do the math. I did.
HT
LEGS
ID
IR
DIS
BFB
CT
SSD
PHLB
PS
TT
JUMP
VT
LFS
FT
DFD
HT
LEGS
TT
VT
(B4B ends here)
~vs~
HT
LEGS
ID
IR
DIS
B4B
CT
SSD
PHLB
PS
TT
JUMP
VT
LFS
FT
DFD
TT
LEGS
VT
FT
(B4B ends here)
I was annoyed that B4B would drop off before that second FT, too. Rather than not buff the DoTs, you just skip that HT and reapply after the second buffed FT. You still get DFD before the first HT wears off. +110 or so potency. (by my exact calculation 5372 vs 5489 potency)
Last edited by whiskeybravo; 08-26-2014 at 05:25 AM.
what should some one do when they first hit 50?
Rofl at this.
1590 - 1690 Potency from those jumps. Assuming you're not saving them for mobility.Level cap increase will introduce new stuff. What DRG needs is a job specific buff, like Fists of Fire or Dragon Kick that would give it an additional edge over the base class (since existing buffs are LNC class abilities) Straight shot is interesting, not sure about losing the jumps for a 3 min CD tho. You can perform 7 jumps in that 3 min time-frame (4 jump, 2 ssd, 1 dfd. 2-3 power-surged).
Raging Strikes is ~560 extra potency not accounting for HT buff or BfB. I believe I recall buffs multiplying, instead of adding.
@whiskey, are you counting disembowel buff into the potency or no?
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