It seems like you were expecting people to be impressed that a BLM can do damage.
It seems like you were expecting people to be impressed that a BLM can do damage.
Has anyone been able to hit a timed proc (on a TP move or spell) for double light on either Ig-Alima or Botulus Rex? From the fights I've done, I think that mechanic has been turned off on those two -- normal staggers always yield grellow !! and low lights even when they have been timed properly. Kinda sucks because you usually need to rely on a few temp restorations to get through those fights.
http://www.gwcdn.com/albums/images/4...7f5e00671f.jpg
I don't know why, but I thought they had fixed that.
so uh, does Ig-Alima have some sort of random -DT spurts? My damage goes to shit randomly on that thing.
Before today I had considered DRK to be just slightly behind WAR SAM and MNK in terms of damage in VW based on parses with random people--I realize the average player isn't too great, but I suppose DRK is less forgiving. Now it feels like Ragnarok DRK/WAR could be the most beast with the right buffs (even more so post-WAR and MNK nerf)...
Jeuno T6 Gaunab
SAM WAR DRK had COR rolls and double marches. The Ragnarok DRK (Goodjuice) parsed an insane 48% critical rate. SAM obviously gains less from all this in comparison in VW as the edge in WS frequency is diminished and it really becomes a battle for whoever has the highest WS average and melee phase damage. With Berserk+LR (and perhaps Scarlet Delirium) on top of the high critical rate, his average melee hit was quite high. Resolution averaged fairly high, but I can't say the WAR was up to par to really compare with. Any beast WAR have a Gaunab parse for comparison?Code:Damage Summary Player Total Dmg Damage % Melee Dmg Range Dmg Abil. Dmg WSkill Dmg Spell Dmg Other Dmg Absorbed Dmg Bluedemon 26119 13.66 % 5114 0 0 21005 0 0 0 Goodjuice 40756 21.32 % 18007 0 22307 0 442 0 0 Rikura 38729 20.26 % 5378 0 33351 0 0 0 0 Melee Damage Player Melee Dmg Abs'd.Dmg Net Dmg Melee % Hit/Miss M.HR % M.Acc % M.Low/Hi M+0.Avg M-0.Avg Bluedemon 5114 0 5114 19.58 % 23/0 100.00 % 100.00 % 0/325 151.71 151.71 Goodjuice 18007 0 18007 44.18 % 41/0 100.00 % 100.00 % 0/665 317.86 333.75 Rikura 5378 0 5378 13.89 % 27/2 93.10 % 93.10 % 71/358 154.00 154.00 Melee Crit Damage Player #Crit C.Low/Hi C-0.Avg Crit% Bluedemon 6 164/757 422.50 26.09 % Goodjuice 20 340/1253 566.60 48.78 % Rikura 6 263/617 357.33 22.22 % Weaponskill Damage Player WSkill Dmg Abs'd.Dmg Net Dmg WSkill % Hit/Miss WS.Acc % WS.Low/Hi WS.Avg Bluedemon 21005 0 21005 80.42 % 13/0 100.00 % 542/2619 1615.77 - Ukko's Fury 21005 0 21005 100.00 % 13/0 100.00 % 542/2619 1615.77 Ability Damage Player Abil. Dmg Abs'd.Dmg Net Dmg Abil. % Hit/Miss A.Acc % A.Low/Hi A.Avg Goodjuice 22307 0 22307 54.73 % 9/0 100.00 % 1479/3965 2478.56 - Resolution 22307 0 22307 100.00 % 9/0 100.00 % 1479/3965 2478.56 Rikura 33351 0 33351 86.11 % 17/0 100.00 % 485/3233 1961.82 - Tachi: Shoha 33351 0 33351 100.00 % 17/0 100.00 % 485/3233 1961.82
Ig-Alima
Again, no beast WAR to compare it with. Anyone got an Ig-Alima parse with beast WAR? Genuinely curiousCode:Damage Summary Player Total Dmg Damage % Melee Dmg Range Dmg Abil. Dmg WSkill Dmg Spell Dmg Other Dmg Absorbed Dmg Bluedemon 20865 11.26 % 5459 0 0 15406 0 0 0 Goodjuice 50447 27.22 % 18454 0 31993 0 0 0 0 Rikura 52981 28.58 % 7720 0 45261 0 0 0 0 Melee Damage Player Melee Dmg Abs'd.Dmg Net Dmg Melee % Hit/Miss M.HR % M.Acc % M.Low/Hi M+0.Avg M-0.Avg Bluedemon 5459 0 5459 26.16 % 65/0 100.00 % 100.00 % 0/237 72.85 87.71 Goodjuice 18454 0 18454 36.58 % 57/0 100.00 % 100.00 % 0/506 258.16 258.16 Rikura 7720 0 7720 14.57 % 52/7 88.14 % 88.14 % 0/278 115.27 115.27 Melee Crit Damage Player #Crit C.Low/Hi C-0.Avg Crit% Bluedemon 6 153/295 193.50 9.23 % Goodjuice 19 276/960 454.95 33.33 % Rikura 15 135/604 230.33 28.85 % Weaponskill Damage Player WSkill Dmg Abs'd.Dmg Net Dmg WSkill % Hit/Miss WS.Acc % WS.Low/Hi WS.Avg Bluedemon 15406 0 15406 73.84 % 17/0 100.00 % 0/1942 906.24 - Ukko's Fury 15406 0 15406 100.00 % 17/0 100.00 % 0/1942 906.24 Ability Damage Player Abil. Dmg Abs'd.Dmg Net Dmg Abil. % Hit/Miss A.Acc % A.Low/Hi A.Avg Goodjuice 31993 0 31993 63.42 % 18/0 100.00 % 27/2693 1777.39 - Resolution 31966 0 31966 99.92 % 17/0 100.00 % 1161/2693 1880.35 - Weapon Bash 27 0 27 0.08 % 1/0 100.00 % 27/27 27.00 Rikura 45261 0 45261 85.43 % 29/0 100.00 % 422/2717 1560.72 - Tachi: Shoha 45261 0 45261 100.00 % 29/0 100.00 % 422/2717 1560.72
Now I'm wondering why more DRKs don't just sub WAR for VW!
Not another fucking parse...
Copy+paste because I'm lazy.
Parses are a flawed base for evidence. Uncontrollable variables that will play on the accuracy of a test. Cold hard numbers and actual data and comparisons that make sense are the only truly accurate methods to gauge effectiveness in this and most any circumstance unless judging efficiency based on certain monsters or notorious monsters, person versus person, person vs specific monster or notorious monster, etc., or for gauging the effectiveness of factors such as Double Attack or Triple Attack over long periods of time as they are hardly acted upon by outside variables.
I realize a parse can be flawed and the player's efficiency is an outside variable that greatly affects the outcome of the total damage. I'm not concerned with that. The duration of the fight is also a huge factor. However, I'm curious as to what kind of WS average and melee average damage per hit an optimal WAR achieves on these fights (Gaunab and Ig-Alima) with all relevant buffs active throughout (meaning fight lasts less than 4 minutes). Rather, what they would consider a typical WS and melee hit to be. Perhaps no real conclusion can be drawn from these results but it lets me know if DRK even holds a cande to WAR
DRK can be a strong DD, no one should argue that, but it doesn't stand up to a WAR. Nothing does. SAM should come close once the next update hits though.
So we've been struggling a bit with Kamasutra - err, Kalasutrax. The weakened move seems to be a major factor in why things go sour, as well as his -PDT. Ig-Alima seems easier imo. Anyone have some good suggestions on how to handle Kalasutrax? We did get him to 17% with just 12 people but then we ran out of staggers. Advice would be much appreciated.
As far as I've seen Kalasutrax works exactly the same way as the Blob T2 on bastok path. The more physical damage you do without magic, the more it resists physical attacks, and same for magic. The problem would be his MDT-50% stance, since you can't deal enough magic damage to counter the physical damage in a reasonable amount of time with a regular setup. If you stun Yama's and the weakness move, you can bring 1 or 2 more BLM than usual and just mainly nuke him during staggers (assuming not a full ally that would zerg through), then DD it again when unstaggered.
He only uses 1 kind of stance? He has to use Raksha Stance to use any of his TP moves (bar Yama's? idk). Once you stagger it the -MDT and the stance will wear off, and once the stagger is off he will attempt to use Stance until he successfully did. So Good luck stunning that. See my post above.
Thinking about changing the title of this thread to "Voidwatch Discussion- No parses allowed."
I believe that his PDT gets worse based on the number of stances he does, or something of the like. His pdt is certainly not always as bad as it can be. Have seen normal dmg(no stances), something like half dmg, and then even more severe PDT. I was rng on this, so it wasn't my buffs getting dispeled.
Blm do the most dmg on our blob rex!
stun raksha stance and yama's, bring dedicated stunners. have everyone go batshit on red procs usually results in fast kalasutrax
That SAM's Shoha average seems pretty low and he was still within 1% in both parses. I would expect higher numbers, and if the WAR didn't suck (which it's clear he does) his the DRK would have less room to compete. Not saying it sucks, because it doesn't, but I'd prefer to see a Qilin parse over the course of 4 fights.