Unless you're progressing through Coil, +accuracy means absolutely nothing at 50. So whenever you can, choose determination, crit, or skillspeed over accuracy (again, until you get to Coil.)
Unless you're progressing through Coil, +accuracy means absolutely nothing at 50. So whenever you can, choose determination, crit, or skillspeed over accuracy (again, until you get to Coil.)
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
ok na i havent reached coil yet still working on it but i still wanna be prepared.
By the time you get to the point when people are ready for Coil, you can start gearing towards +acc. Plus it's pretty unavoidable, a lot of our gear just has it.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
In this post, I reasoned against using ID in favor of sticking to MNK skills. I have added Fracture to my rotation since then, so there is less opportunity to work in ID.
For Steel Peak, if I know I can stun something (dark helots, golems, plumes, etc) I will spare it for stunnable targets. Otherwise I will use it for damage alongside Howling Fist.
Your maths in way too simplistic and disregards too many system mechanic to convince me that ID is inferior overall.In this post, I reasoned against using ID in favor of sticking to MNK skills.
You can't compare base just potencies when Bootshine has 100% crit. At 16.6% crit rate on average Impulse drive outperforms bootshine, this is not difficult if you include internal release uptime.
You can't even do the Twin/Boot rotation if you don't have above 1.99 GCD or else twin snakes will drop. You can slot in a third impulse drive at 1.71 GCD as well.
Your rotations do not include ToD, Fracture - if your GCD is more than 1.49s then everytime you want to cast one of these spells (every 18 and 30 seconds) you have to drop a Bootshine/Truestrike, whilst a ID rotation only substitute an ID for this skill.
In this post of the same thread I addressed the concern about crit rate.
Otherwise, yes, it is deliberately simplistic. If we include things like mob positioning, encounter mechanics and GCD optimization then a theoretical simulation won't cut it. We would need practical feedback in the form of parse results.
Ultimately, if ID increases your DPS to any significant degree, do it. If it doesn't, don't. I think it's too risky for what little you get back.
Bootshine has the same positional requirements as Impulse Drive.
The Impulse Drive rotation I feel is much more flexible and much less risky. You Impulse drives are not required, if you can't get into position or need to dodge you can cut your cycle early or substitute a skill in instead of impulse drive without risk of losing any of your buffs/debuffs whilst, being even being half a GCD down in a true strike/bootshine cycle can mess you up pretty bad. Half the time you won't be able to get your full rotation if you use HoD or Fracture anyway.
If you miss an ID, it's 100 potency. Boot does 130 from every angle. Boot will also advance your forms while ID will not. Also, ToD and Fracture have no positional requirements; you can fire them off anywhere and they do more total damage than ID.
I have no problem keeping GL up with Fracture and ToD in my rotation unless a mob deliberately locks me out of attacking it (teleport, invuln, whatever). There is certainly room to use ID if you want, but it's one more step where you're not advancing MNK forms and if you lose over it GL3 you'll undo the DPS advantage ID provided--which is already not that much.
GL is not the buff that you are in danger of losing.
Twin snakes is a 12 second buff, dragonkick is a 15 second debuff. With a 2.49GCD, you drop 3 seconds of twin snakes every rotation without fracture or HoD will drop dragonkick if you arent millisecond perfect on your rotation. With 1.99 GCD you have zero margin of error for twin snakes and will drop it everytime you cycle in fracture/HoD. This is all unless you skip Truestrike/Bootshing for that cycle which defeats the whole point of using this cycle for dps benefits.
GL is also a 12-second buff and it does a lot more than Twin. If you use ToD/Frac on your rotation and there is a risk of losing Twin's buff before the next, you can use Twin in lieu of True. We should always prioritize our buffs--GL, DK, and Twin--over all else.
Again, I need to underscore that things are different in practice. Sometimes the right thing to do is use DK from Titan's front because Opo is about to wear off and he just finished his jump - the MNK calculus dictates it's better to have DK on even though you're dealing 100 potency instead of 150. There will be periods where you are not directly engaged with anything. While I'm willing to consider Zen-like execution of MNK skills down to the hundredth of a second, ARR content does not consist of fighting training dummies. My comparison of ID to strict MNK rotation was simple for the sake of illustrating how ID is not leaps and bounds ahead of the ordinary with no other factors considered. When you do introduce those other factors, ID becomes less and less attractive.
One thing I never considered is whether Twin/DK receive their own bonus on use or if it only applies to subsequent attacks. I will check it next time I log in if someone doesn't know already.
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