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  1. #361
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    Since my group has barely got back on it's feet since a couple drop outs and having to replace them and such, we've just started back on progression a couple days ago. In T6 I'm only pulling in about 230-250 dps on BLM from the parse our mnk has going. It's a bit disappointing to me but I can't see much else I can do to increase my dps except pray I don't get vines and shit. It's funny you mention your BLM going SMN because I've been contemplating it since yesterday

    Also, thanks Redfox for getting those numbers for us.

  2. #362
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    I wonder how they will buff us in 2.3. What do you all think? A direct increase in potency to our spells or some other mechanic?

    Also gave BLM another shot in T9 the other night. Our SMN in the group was around 270-290 DPS at times. My peak seemed to be around 265. Haven't purchased the Laevateinn yet, though, and he had the Book of Spades. My biggest concern was always getting out enough DPS on the 100-65% phase and the last phase. It seems the other DPS (MNK and SMN) were able to carry me enough on the initial phase and BLM is pretty useful on the golems.

    Manaward works on mega flare which negates any worry we might have about HP concerns but it really didn't seem like mega flare would one shot anyone (even the SMN who had the lowest HP). Manawall takes strain off of the healers during double dive and some other sections of the fight.

    You can also predict the iron chariot jumps because she takes a second to turn before jumping, giving you plenty of time to position the camera and get to the outskirts of the arena so if she jumps to a target next to you, your cast will finish regardless of position.

    Seems, for now, BLM is still pretty nifty for initially learning the fight. SMNs and MNKs still are impossible to touch I think.

  3. #363
    CoP Dynamis
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    Quote Originally Posted by Redwolfx View Post
    Test of at most 30 Secs sounds realistic half of which is Raging Strikes.
    Realistic time for Adds during Boss Phase or Trash in Dungeons before Single Target Cast Rotation begin.
    My results so far are showing that Transpose Flare loops are indeed more rewarding than normal AoE Fire2 Rotation at the end of the main 6-9 Cast rotation and if Raging Strikes is not available.

    I'll Test these:

    Without Food, Party Member Buff
    3 Striking Dummies
    Stats: 71 WPN DMG, 512 INT, 451 ACC, 556 CRT, 357 DET, 415 SS
    Current Average Crit rate of 21%-27% (Numbers might vary.. one time 44% of the Flares Crit) Max. Flare DMG 2500-2800+
    DPS within 30 Secs or End of Rotation.
    I Will do each rotation about 10 Times.

    Results:

    #1. ( Fire3 > Raging Strikes > Flare ) > Convert+Flare > Ether+Flare > Transpose > Flare > Flare (6 Cast)

    Test1 Result: 6 Cast - (25 Seconds) Peak DPS 1448 Average DPS 917.17 , 22,012 DMG 6% Crit (1/15 Flare Crit)
    Test2 Result: 6 Cast - (26 Seconds) Peak DPS 1586 Average DPS 843.00, 24,221 DMG 27% Crit (4/15 Flare Crit) 100% Fire 3 Crit
    Test3
    Test4
    Test5
    Test6
    Test7
    Test8
    Test9
    Test10
    Final Result
    vs

    #2. ( Fire3> Raging Strikes >Fire2 x3 ) > Flare > Convert+ Flare > Ether+ Flare ( 7 Cast)

    Test1 Result: 7 Cast - (23 Seconds) Peak DPS 1479 Average DPS ----- 21,975 DMG 33% Crit (3/9 Flares Crit)
    Test2 Result: 7 Cast - (22 Seconds) Peak DPS 1514 Average DPS 1113 21,565 DMG 22% Crit (2/9 Flares Crit) 11% Fire 2 Crit
    Test3
    Test4
    Test5
    Test6
    Test7
    Test8
    Test9
    Test10
    Final Result

    vs

    #3. ( Fire3 > Fire2 x3 > Raging Strikes) > Flare > Convert+Flare > Ether+Flare > Transpose > Flare > Flare (9 Cast)

    Test1 Result: 9 Cast - (34 Seconds) Peak DPS 1604 Average DPS 628.85, 28,927 DMG 24% Crit (3/15 Flares Crit), 33% Fire 2 Crit
    Test2 Result: 9 Cast - (34 Seconds) Peak DPS 1786 Average DPS 581.52, 30,187 DMG 27% Crit (4/15 Flares Crit), 11% Fire 2 Crit
    Test3
    Test4
    Test5
    Test6
    Test7
    Test8
    Test9
    Test10
    Final Result

    Conclusion:



    Sounds Good?
    my browser at work is only showing the 1st 2 tests in each rotation, but it looks like the 2nd rotation wins (test 2, rotation 2 being the highest avg dps of any of the 1st 2 tests of any of the 3 rotations), and honestly it should win, by math on the potency/casting time alone it wins if you have 2 blm's in a trash mob group (t4 spiders, brayflox, big AK pulls, etc), tbh I finished my sword and shield running 2flox on blm mostly, and with another solid blm in group, we were killing mobs on the 2nd flare (convert-flare), on groups with an ok blm or a good brd, killing pulls on the 3rd flare-ish, if the 2nd dps was just outright not good at aoe, then I would end fire2's with swiftflare>convert>flare>transpose>flare>flare (i refuse to waste ethers on groups where the other dps isn't worth the miniscule amount of gil I have to spend on them) and the mobs were usually dead by then, with some exceptions, like: the tank didn't have the group tight enough, or: someone pulled a mob out of the pack, etc.

  4. #364
    RIDE ARMOR
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    Sorry I wasn't able to Finish the testing, I will continue next week, lot's of projects coming up for school I need to focus on and was busy trying research to improve my dps on Turn 8, kept only getting 250-280 But found out thanks to Sangius Rain from DEMON FC, Gave me some Advice, Finally got it down tonight.

    As far as the Previous testing goes, Theoretically you could potentially do additional DMG via Transpose > Flare > Flare on 2nd Rotation to beat the 3rd Rotation in same time limit.

    But for T8 i really didn't have the 23-25 seconds to go through full rotation for max damage. '
    I was had to do F3>Raging Strikes(If off CD) >Flare >(Convert+Swiftcast Flare> Elixer+Flare If off CD) > Transpose > Flare > Flare,
    The Dread naught was usually dead by time i finished final flare, in order to put more dps on the boss and add in short amount of time less than 23 secs.

    Video of Inf. Flare/Quadruple Flare Rotation:
    youtube.com/watch?v=EvJjJbFrL-Y

    Video of BLM PoV for Turn 8 Win:
    youtube.com/watch?v=dxkLol_Zv68


    My DPS dropped a bunch because all the moving to towers losing Umbral/Firestarter almost a few times, but first 60-70% I was over 300-340 dps with transpose flare loop and Swiftcast Flare>Transpose for adds, and Single target Rotation w/ Swfitcast+Flare>Convert>Fire 1> Blizzard 3> Thunder 2> Fire 3 > Fire 1's, that way when by time dread is dead i would recover mp and scathe while running to tower, then get firestarter back while running back to stack with party.

    Hopefully see High Allagan Staff to drop because with current stats I can keep my crafted gear+melds and still get Soldier Neck and upgrade braclets, and hope for ring to drop one day
    I bought additionally HQ Crafted Belt with Penta-meld to put me at 466 Acc + 9 From Apkallu HQ Food, Finding out the cap was 470 a bit late, Might of not used X-Int Potions but went with Hi-Elixer instead to get Health back from Bosses AoE.

    Stats w/ Food and Party Buff + NQ Wave Staff
    527 INT 476 ACC (Over Cap by +6) 582 Crit 368 Det 420 Spell Speed

    My DPS from Party member's Parse was at 289.

    My Parse Result:
    299.29 DPS, Time: 10:41
    193,641 DMG = 17% DMG over all,
    25% Crit Average. 75 Crits over all, 26% Flare Crit, 27% Fire 1 Crit,
    199 Spells Casted, 0 Misses, 2 Heals (On BRD for AoE+Homing Missle)
    Max Dmg Hit: Flare = 2,503, Fire 3 (Proc) = 1,811 Thunder 3 (Proc) = 1,649, Fire 1 = 1,612, Bliz3 = 700, Scathe = 586

    Comparison:
    SMN Lolosi Losi DPS: 326.01 (w/ Garuda Egi) 217,207 DMG = 19% Dmg Overall
    We decided a while back and agreed to Gearing his SMN up, since BLM can't really compete in DMG because so much movement required in new Coils.
    Buying HQ Crafted Gear and Soldier Accessories with Group letting me get Oil's to upgrade them, was best option to go for us in the new Coil Until 2nd Round of Casting Gear Drops,
    Spent Millions of gil but the Investment was worth it IMO.
    (Hopefully the BLM buff in 2.85-2.3 will help the Burst DMG)

    MNKs Death Waits HQ Crafted+Melds DPS: 330-350+ (LB3+LB1) 225,725 DMG = 20% DMG Over all
    MNKs NonPhxion I90 Allagan/Myth DPS: 320 (Covered most of Land Mines) 215,291 DMG = 19% DMG Over all

    BRD Amrik MixUpgrades+NQ Rosenbogen) DPS: 253.21 (Lots of Movement/Songs/Homing Songs/Towers) 164,584 DMG = 14% DMG over all
    PLD Hijiri DPS 105.80 DPS 71,415 DMG = 6% DMG Over all
    LB3+LB1 additional 25,000-26,000 = 2% DMG Over all

    DoTs Unaccounted For Remaining %'s

    I'm not the best BLM I have lots to learn still, I'll appreciate getting any advice ingame. Hope this will help anyone else's BLM going in T8-T9
    ffxiv.ariyala.com/MDPY

  5. #365
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    Quote Originally Posted by HitomeOfBismarck View Post
    I wonder how they will buff us in 2.3. What do you all think? A direct increase in potency to our spells or some other mechanic?

    Also gave BLM another shot in T9 the other night. Our SMN in the group was around 270-290 DPS at times. My peak seemed to be around 265. Haven't purchased the Laevateinn yet, though, and he had the Book of Spades. My biggest concern was always getting out enough DPS on the 100-65% phase and the last phase. It seems the other DPS (MNK and SMN) were able to carry me enough on the initial phase and BLM is pretty useful on the golems.

    Manaward works on mega flare which negates any worry we might have about HP concerns but it really didn't seem like mega flare would one shot anyone (even the SMN who had the lowest HP). Manawall takes strain off of the healers during double dive and some other sections of the fight.

    You can also predict the iron chariot jumps because she takes a second to turn before jumping, giving you plenty of time to position the camera and get to the outskirts of the arena so if she jumps to a target next to you, your cast will finish regardless of position.

    Seems, for now, BLM is still pretty nifty for initially learning the fight. SMNs and MNKs still are impossible to touch I think.
    I think an increase to potency or maybe faster casts but I'm leaning to faster casts. Maybe increase FS proc, hard to say. If they did just potency they would have to increase it a good chunk to even out our DPS with everyone else because we'd still keep our slow casts.

    After a couple more runs in T6 and finally pulling in a W I had finished up with about 260 DPS which could have been easily higher if we had stacked the slugs right and I could flare. I didn't get to go BLM for T7 because our main BRD didn't think know if she could handle Renauds so our OT went BRD and I went WAR. With how little movement is required I think BLM would destroy in there.

  6. #366
    CoP Dynamis
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    But for T8 i really didn't have the 23-25 seconds to go through full rotation for max damage. '
    I was had to do F3>Raging Strikes(If off CD) >Flare >(Convert+Swiftcast Flare> Elixer+Flare If off CD) > Transpose > Flare > Flare,
    The Dread naught was usually dead by time i finished final flare, in order to put more dps on the boss and add in short amount of time less than 23 secs.
    3.5 sec (assuming no umbral ice3, 2.5~ global cooldown if ui3 was up) + 4 sec flare + 2.5 sec gcd for swift flare + 4 sec flare + (time waiting on transpose tic .1~3 seconds) + 4 sec flare + 4 sec flare, + time used for popping cooldowns (sicne they're unfortunately not instant in this game), =22 seconds of hare cast/gcd time, and probably about 1~ total second of popping cooldowns,

    edit: so the real question is, do you have time for a 3 second cast spell, or a 4 second cast spell between each time you need to run for your life lol

    also, after doing the napkin math again (it's been a while since i mathed it, particularly having not taken into account ether usage before, on any rotation): with these 2 rotations, they have similar cast times, and they're relatively short/simple, so i like them for that.

    rotation 1: fire3>fire2>fire2>fire2>swiftcast>flare>convert>fl are>ether>>flare= 23~ seconds 2164 total potency=94.09 dps (the reason i have the swiftcast before the 1st flare, is because it gives you time to use convert during the gcd, so you don't lose that split second it takes for convert to actually process)

    rotation 2: fire3>swiftcast>flare>convert>flare>ether>flare>tr anspose>flare>flare=22~ seconds casting/gcd time + (forced tranpose mp regen wait time 0-3 seconds), @22seconds (min time)=2560 total potency=116.36dps, @25 seconds (max time)=102.4dps

    So I'm going to hop off of my fire2 rotation soapbox, and jump on the continous flare rotation bandwagon....almost sad that the math has been opposing me this whole time, but I have been destroying blm's that were using double flares only...once I swap I will be unstoppable!!!!!! ;p

  7. #367
    CoP Dynamis
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    Quote Originally Posted by OWS_Tonx View Post
    I think an increase to potency or maybe faster casts but I'm leaning to faster casts. Maybe increase FS proc, hard to say. If they did just potency they would have to increase it a good chunk to even out our DPS with everyone else because we'd still keep our slow casts.

    After a couple more runs in T6 and finally pulling in a W I had finished up with about 260 DPS which could have been easily higher if we had stacked the slugs right and I could flare. I didn't get to go BLM for T7 because our main BRD didn't think know if she could handle Renauds so our OT went BRD and I went WAR. With how little movement is required I think BLM would destroy in there.
    I'm hoping a merit system similar to ffxi, so that people can customize their blm, instead of everyone being exactly the same

    edit: with the idea being, that if you feel you don't need the spell speed merits, you can put in potency merits, or do a hybrid setup, etc.

    ....or fucking ancient magic merits...flare would be OP as fk if it was like +50% dmg lol, cast nothing else, just double flare, all the time XD

  8. #368
    Bagel
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    Some possible things I can think of on my lunch break:

    Apoctastasis to either a raid-wide effect w/ weaker potency, or let it become a damage CD.

    Access to Internal Release or some other DMG CD's.

    Reduced Swiftcast timer. Helps you get back to DPS if Astral Fire fell off via Swiftcast+Fire3, or Swiftcast+Fire to keep the buff up.

    Increased buff duration on Astra Firel/Umbral Ice. Helps if you risk dropping your buff because of movement.

    Increased Thundercloud proc rate. More reliability and to help w/ movement.

    Reduced cast time on Fire. Would help maintain DPS while doing minor movements.

    Pretty much focused around movement/phase transitions, because if a BLM can just sit around and chain cast they will do very well.

  9. #369
    CoP Dynamis
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    Increased Thundercloud proc rate. More reliability and to help w/ movement.
    this would be nice, very nice indeed

  10. #370
    E. Body
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    So, browsing around forums, I've heard 2 numbers for T9 accuracy cap for BLM. 470~ & 490~. Does anyone know which is correct yet?

  11. #371
    Salvage Bans
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    Make freeze not useless (grant u3?), make apoc not useless, make surecast not useless. Maybe raise % chance on proc with Thunder strength. Firestarter proc stack to two might be op might be perfect idk. Change the fact that if a mob walks past you it interrupts your cast, no shittier feeling that going mid way through a flare think...hmm wonder if that will interrupt my cast.

  12. #372
    D. Ring
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    It blows my mind that apoc isn't just a general "reduce magic damage taken" buff. It's useful in... Ifrit? Yay?

  13. #373
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    Pretty much, but even then it's single target so I don't even waste my time. I don't think double stack FS would be too OD, it still has a recast and would help with the shitty pop time it has after cast. Having Internal Release would be so goddamn amazing, throwing that up with raging strikes. maybe even change Thundercloud effect to when it crits, similiar to BRD? Would def make internal release that much sexier.

  14. #374
    I trusted Zet and this is what happened
    Eleven owes me $40 bucks

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    Quote Originally Posted by Classikmage View Post
    So, browsing around forums, I've heard 2 numbers for T9 accuracy cap for BLM. 470~ & 490~. Does anyone know which is correct yet?
    I believe 470 is blm and 491 is smn

  15. #375
    Old Odin
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    Quote Originally Posted by Raldo View Post
    It blows my mind that apoc isn't just a general "reduce magic damage taken" buff. It's useful in... Ifrit? Yay?
    Not even that really since Incinerate is I think physical (unless you can have an elementally-aspected physical attack, not sure this game does that?).

  16. #376
    Ridill
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    You can block/parry incinerate?

    Been a long ass time since I did either fight but I don't remember being able to.

  17. #377
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    I'm told that T9 is the same as T8. My ACC in T8 was capped at 479.

    I have only been doing T9 with 490 ACC. It's probably too much but I can't really reduce it due to gear restraints.

    I would like them to reduce cast times or, perhaps, make spell speed scale much better than it does now. Emphasis on less downtime during movement would be great. I like the Sage ability from Ragnarok that allowed you to cast while moving (despite lowering your movement speed).

    That is what I'd like surecast to be.

    Ideally:

    -FS and TC stack
    -SS scales changed
    -Take scathe off GCD maybe
    -Standardize all MP regeneration for yourself (not based on the server's updates)

  18. #378
    Ridill
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    Lowering Fire/Blizzard cast time to 2s in line with cure/physick would go a long way on it's own.

  19. #379
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    Quote Originally Posted by HitomeOfBismarck View Post
    -Standardize all MP regeneration for yourself (not based on the server's updates)
    I can't even express how much this shit pisses me off sometimes. Hit a transpose when chainflaring and have to wait liek 4 seconds. Or right after a blizz3 when I'm casting thunder, I'll do a complete thunder without one tic.

    I never player Ragnarok but that sage ability sounds crazy. Have surecast work as an on/off but the effect being movement speed decreased but can cast cast while moving is mad beast. Kinda dangerous too though if you can't balance it with sprint or time sprint with an incoming attack (titan's plume, Ifrit's eruption, etc). Turning it off just defeats the purpose

  20. #380
    Tom Wilson will never be good.
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    Quote Originally Posted by Redwolfx View Post
    BRD Amrik MixUpgrades+NQ Rosenbogen) DPS: 253.21 (Lots of Movement/Songs/Homing Songs/Towers) 164,584 DMG = 14% DMG over all
    That is really awful for a BRD with NQ Rosen, unless he is just full time ballad for some silly reason.. I ballad once during ours and still hit 300 and 315 on our two kills. (with just nq levi and other upgrades [i93])

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