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  1. #1
    Player
    Almalexia's Avatar
    Join Date
    Mar 2011
    Posts
    856
    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    Well, you got me interested enough in ID to test it with a parser. I went toe-to-straw with some training dummies and here's what I found:

    Conditions -
    1) No DoTs; the parser does not read them accurately (no crits, Fracture is 30s cross-class, author-made algorithm)
    2) No off-GCD skills or buffs except Invigorate
    3) Always locked on; no cutting from back to flank
    4) Open with Dragon Kick from the flank as the timer starts
    5) GL3 buildup counts
    6) 3 minutes, no survivors

    ID+MNK rotation
    DK > Twin > Snap (x3 to start for GL) > ID > ID > ID > repeat

    At 2.05 GCD, I was able to maintain GL3 within a hairs breadth of it wearing off. This approach certainly is easier: 3 hits from the flank, 3 from the rear and repeat. There is no room for error here though - if you don't mash those keys, you will lose GL.

    What ended up getting me around the 1:40 mark was TP--I ran out. After I used Invigorate, I ran out of TP again somewhere around 2:20. GL was lost and I had to rebuild GL from scratch. This impacted DPS, but as you will see, it wasn't as big a gap as it could have been:

    MNK rotation only
    DK > Twin > Snap > Boot > True > Snap > repeat, or alternate DK and Twin as desired

    I will admit I goofed on this and misused DK/Twin once or twice. There is a ~2000 point difference between an ID rotation and strict MNK rotation; disregarding the discrepancy in auto-attacks, the difference is only about 1600.

    I also ran out of TP on this rotation as well, around 2:00, but Invigorate saw me through to the end of 3 minutes. GL went uninterrupted.

    I would love to compare these again when we can accurately measure DoTs, but the off-GCD abilities alone would be a fraction of a second I wouldn't risk on a tight, 6-step ID rotation. Nevertheless:

    ID pros:
    Simple rotation: easy to manage all buffs
    Simple attack pattern: 3 from the flank, 3 from the rear

    ID cons:
    Unforgiving rotation: getting back to GL at 2s GCD is a close call every time
    Stresses TP: not even Invigorate can get you far past 2:20 of solid punching
    Specific positioning: missing a rear attack of ID will set you back in potency without advancing MNK forms

    MNK pros:
    Always advancing: sticking to MNK skills will always move forms forward, so it is safer to manage GL
    Positional variety: MNK can use a different skill on demand to maximize DPS if the mob position suddenly changes

    MNK cons:
    Inconsistent rotation: you will have to bounce between different skills constantly
    On-the-run: You will have to constantly move from flank to side in the middle of a rotation in order to maximize DPS
    (0)
    Last edited by Almalexia; 09-09-2013 at 06:02 AM.

  2. #2
    Player
    enil's Avatar
    Join Date
    Sep 2013
    Posts
    162
    Character
    Mirri Weatherlight
    World
    Tonberry
    Main Class
    Pugilist Lv 70
    Nicely done.
    I feel like this sets a fairly nice baseline for additional discussion, I hope this shows you that ID is a very viable alternative.

    TP seems like an issue for the ID rotation (MNK rotation has 6 extra GCDs), but there aren't many fights that will let you sit and DPS for over 2 minutes with no interruption. We should do additional 30 second/1 minute snapshots to compare. Also would Bard's Army's Paeon solve the TP issues and would it be worth the 20% dps hit for them.

    You have higher crit rates overall for the ID rotation 12.1% vs 8.6% for MNK rotation (not including Bootshine) - regular rotation should pull out a bit further if crit rates were more normalised.

    Is it possible to reach 1.7GCD with current gear? This means you can get 7 GCDS in 12 seconds allowing you to do a 4xID rotation. If you can't reach 2.0 GCD is it worth only doing a 2xID rotation? Better gear would give you alot more leeway on keeping GL up.
    (0)