Critical hit rate! :3
We don't know what DEX does yet (exactly in terms of point-for-point contribution to derived stats). Crit rate against Ifrit with near-base DEX and no Blindsides tends to be around 3-7%, which is a pretty huge range.
A nice summary there. Perhaps I have been underestimating Doomspike because it just hasn't really ever impressed me thanks to its low damage/TP ratio against most mobs (I can Moonrise twice and it'll easily beat a 3k DS). Against trash groups I tend to favour Skewer into Heavy Trammel spam as you can just fire them back to back and I assume it will give you more damage output unless the enemies die essentially instantly. HT also has the benefit of being a true AoE (or a cone?) rather than linear, which lets you hit multiple mobs much more easily.
Also, I never really noticed Doomspike benefiting more from buffs than other one-hit WS do, though I never really looked that closely at the numbers, so I could just be completely off here. If anything, Chaos Thrust seemed to benefit somewhat more but I assumed it's thanks to its multi-hit nature. How certain are you of damage buffs working as you suggest?
Against Ifrit you of course want to deliver your damage in as few animation locks as possible, which is when it shines more than in a pure tank & spank situation.
What materia are you all putting in your LNC weapon? The big dilemma I have is Heaven's Fist (+attack) or Savage Might (+crit).
I went with attack+ and STR+, and force crit with blindside.
Go with STR or ATK on the lance. Only place I'd use Crit is the body, but that's just me.
Super small sample size, etc. but from hitting 10 lvl 1 coblyns outside of Uldah with just a Hart Guisarme, damage was 640-703. With +19 str (2x garnet, 1x sunstone rings) It was 680-753. Taking the rings off, and adding cobalt mitt gauntlets with +22 atk, I did 656-699. Would need to test on some lvl 50s, but it looks like at a quick glance that STR increases maximum damage, where attack just deals more damage. I guess the question would be how much str is needed for your dmg to be capped with x amount of attack or whatever.
Yeah, for sure. I wonder if 2.0 will have tooltips and such that give an indication on how all our stats affect us.
Anyone play with ATK vs STR vs PIE since the 1.20 patch? Downloading the parser now so I can look into this.
So tell me how baller drg is.
On a scale of one to this guy, I'd say pretty baller.
Out of the melee classes, DRG has the most off-GCD abilities. Foundationally, it plays similarly to MNK (and WAR to a certain extent), in that you're looking to maximize the uptime of buffs and debuffs that increase your damage output (for DRG, it's Heavy Thrust and Disembowel). On top of that, depending on how encounters work, whether you have multiple DRGs in a party or raid, and whether changes are made to how DoT damage is calculated, you may need to maintain one or more DoTs as well.
The positional requirements of combos have been retained as a core mechanic, requiring hitting a target's flank or rear for certain combos/abilities. Throughout a fight you'll find yourself sliding from one position to the other (in addition to any ability/AoE-dodging you might need to perform). This is a lot more fluid in 2.0 than it was in 1.0 due to the engine actually being more responsive and the addition of target-circles that indicate a monster's flank and rear.
Playing solo, with or without the help of a chocobo, you should have a really easy time with things due to DRG's primary damage combo not having any positional requirements, along with a suite of tools like Life Surge (according to early reports from benchmark dats, it adds a 10% damage shield as well as forcing a crit), Keen Flurry (significant parry buff), Feint (slow debuff on target, subject to diminishing returns), and Leg Sweep/Spineshatter Dive (stun, subject to diminishing returns).
It's far too early to tell where DRG sits exactly on the totem pole, but as far as niche is concerned, the class and ability design points towards DRG having high single-target damage with some AoE options.
Awesome, thanks for the response!
Class is boring as fuck and sucks until it's level 50 and DRG. This is pmuch identical to 1.0 tho.