No because a real analysis of dmg mitigation would have to involve talking about how much slow helps you put up utsu and I REALLY don't wanna touch that. It's only in blood tanking situations that proc rate directly equals dmg mitigation.
An additional 2/tic does not make or break a solo RDM, especially given that most solos are not solely dependant on DoT damage these days.
And while it doesn't last as long it costs less to cast. Merits are an extremely limited resource, items of convenience should be relatively low priority.
I feel like you are missing my argument that the benefits to extra points into slow and paralyze are small almost to the point of immeasurability. Their worth is very, very small. Bio 3 capped is an easily notable increase in damage and duration, not an "item of convenience." More damage means a quicker fight means less time for you to screw up and die.
Slow and para have increasing returns (though there's a grey zone on slow) and if you're really going down that road I could argue that para procs reduce how often you have to put up shadows/stoneskin, leading to more damage dealt over time. But really, I'm not interested in marginal gains ***.
Also, if Bio III is that noticeable for you then stop running in circles and start nuking/meleeing.
Bio 3 is really only noticeably useful for solos, the other spells are useful always. Besides, survivability > quicker solos, and even then you're only shaving off a little time.
That is true, yeah. Guess I got a bit off topic going into what's most beneficial between the spells rather than for the OP. I'd lean toward Paralyze in this case, though. Even if it is lol
Since it is a mess and I already mentioned it before and that slow past 1/5 does nothing for it?
And like I said before, slow doesn't just exist to let you put up utsu, it still reduces the number of attacks so it still does SOMETHING. Is it worth the extra merits, probably not, but it still has an effect.
Increasing in terms of what it does for your overall performance, he just said, less casting ichi/ni/ss/etc, same applies for regular tanks. Since a single para proc is effectively 100 slow on a hit, probably more since delay resets after a para proc.
It's kind of dumb to say that slow II has anything but a minimal effect while kiting =/
It's more of a safety net for oh-***moments than anything else. I certainly wouldn't use it in a fight that I know it would do me no good on. But obviously Zipacna, and the video example of Byakko are essential moments to use it. Why? Because when you're in the middle of getting fist-***, you don't want to be trying to land slow on it, you want to worry about keeping your *** alive. The reason you can't rely on Paralyze II for those oh-***moments is because the duration of the spell is all over the place.
If you're kiting... Delay is not a factor.
Zipacna(or anything with something like bindga) - could Thunder/Ice Break, forcing you to take some hits. Byakko(or anything with high resist rates) - could resist bind, forcing you to straight tank until your bind recast is back. Casting slow on the monster when you know you're safe as opposed to when ***starts to get heavy can easily be the difference between a win and a loss.
Slow II will only be beneficial during that situation, if you're kiting... Which is only 2-3% of the time during the entire fight?
That is minimal.. Am I right?
I never said don't cast slow.. In fact, my slow II is 5/5.
But paralyze II will be much more beneficial then slow II..
Even kiting they both only apply to that 2-3% you get bound or stunned, unless of course the mob casts. Slow should be the prioritised spell for casting always.
Slow and para have increasing returns (though there's a grey zone on slow) and if you're really going down that road I could argue that para procs reduce how often you have to put up shadows/stoneskin, leading to more damage dealt over time. But really, I'm not interested in marginal gains ***. Also, if Bio III is that noticeable for you then stop running in circles and start nuking/meleeing.
Slow actually has some pretty ugly decreasing returns, didn't really realize it until I actually looked at numbers. Pretty much looks like DA.
It's kind of dumb to say that slow II has anything but a minimal effect while kiting =/
It's more of a safety net for oh-***moments than anything else. I certainly wouldn't use it in a fight that I know it would do me no good on. But obviously Zipacna, and the video example of Byakko are essential moments to use it. Why? Because when you're in the middle of getting fist-***, you don't want to be trying to land slow on it, you want to worry about keeping your *** alive. The reason you can't rely on Paralyze II for those oh-***moments is because the duration of the spell is all over the place.
If you're kiting... Delay is not a factor.
Zipacna(or anything with something like bindga) - could Thunder/Ice Break, forcing you to take some hits. Byakko(or anything with high resist rates) - could resist bind, forcing you to straight tank until your bind recast is back. Casting slow on the monster when you know you're safe as opposed to when ***starts to get heavy can easily be the difference between a win and a loss.
Slow II will only be beneficial during that situation, if you're kiting... Which is only 2-3% of the time during the entire fight? That is minimal.. Am I right? I never said don't cast slow.. In fact, my slow II is 5/5. But paralyze II will be much more beneficial then slow II.. If you're kiting..
It's a minimal portion of the fight, yes. But it's also 1. the most stressful part of the fight 2. in most cases the deciding factor of winning/losing. So, is it of minimal CONCERN/EFFECT? *** no, it's a deciding factor. Not only that, but it's one that you can consistantly rely on.
If Paralyze II usually lasted 2 minutes, I'd agree completely that you should maintain it on potentially deadly monsters. And I'd agree that it'd be wholly more important in the scenarios I've explained above. However, the way it is implemented in the game as of now, I disagree. Completely.
Slow and para have increasing returns (though there's a grey zone on slow) and if you're really going down that road I could argue that para procs reduce how often you have to put up shadows/stoneskin, leading to more damage dealt over time. But really, I'm not interested in marginal gains ***. Also, if Bio III is that noticeable for you then stop running in circles and start nuking/meleeing.
Slow actually has some pretty ugly decreasing returns, didn't really realize it until I actually looked at numbers. Pretty much looks like DA.
I know that and would bring up the argument, but I do not know the numbers to back it.
No need, I had it flipped around in my head... It is decreasing, but not so dramatically that I'd call it insignificant.
Even kiting they both only apply to that 2-3% you get bound or stunned, unless of course the mob casts. Slow should be the prioritised spell for casting always.
If you are stunned while kiting, and the monster catches you and gets a swing..
Slow will have 0 effect since the god damn delay has already been waited out while you were kiting it >_>
Paralyze could possibly proc.
Slow Will not.
Edit: If you're dumb enough to stick around longer, slow will effect the second swing :P
Neither slow nor para seem so good to have fully merited that I feel compelled to max them out... They're not insignificant but at the same time, you pretty much can't tell the difference between a rdm with 1 merit or 5 merits in them.
Even kiting they both only apply to that 2-3% you get bound or stunned, unless of course the mob casts. Slow should be the prioritised spell for casting always.
If you are stunned while kiting, and the monster catches you and gets a swing.. Slow will have 0 effect since the god damn delay has already been waited out while you were kiting it >_> Paralyze could possibly proc. Slow Will not. Edit: If you're dumb enough to stick around longer, slow will effect the second swing :P
Maybe you don't do Zip often, but that stun is something horrible and it can usually get 2-3 swings off. I also prefer to cast shadows immediately after stun wears rather than run away taking further hits, so yeah, it's not just 1 swing, and that's with DA being ignored.
Oh and yeah it likes to bind too, being bound beside it I'd definitely prefer slow to already be on rather than have to cast it and effectively waste my Ni doing so.
Just throwing this out there to put more fuel on the fire! Slow: 180sec duration (barring resists) Para: 30~120sec random duration (barring resists)
Thank you, people seem to think it has the same duration of Slow, but it's like throwing a dart at the wall with blindfolds on.
Bismarck.Magnumatic said:
Ifrit.Darkanaseur said:
Even kiting they both only apply to that 2-3% you get bound or stunned, unless of course the mob casts. Slow should be the prioritised spell for casting always.
If you are stunned while kiting, and the monster catches you and gets a swing.. Slow will have 0 effect since the god damn delay has already been waited out while you were kiting it >_> Paralyze could possibly proc. Slow Will not. Edit: If you're dumb enough to stick around longer, slow will affect the second swing :P
It's likely that you'll see at least 3 attack rounds if your bind was resisted. Also, if the monster attacks fast enough, you won't be able to cast Utsusemi: Ichi during the monster's delay while under fire. If Slow II is already on the monster, however, you will have much more leverage for completing Ichi, while waiting on your Ni timer.
Bio3 5/5 does 220 more dmg in 2 and a half minutes than Bio2 does in 2 minutes. Not to mention it also weakens the enemies attacks more than Bio2 does. So yea I'd say its pretty valuable. Bio3 4/5 does 40 more dmg than Bio2 does in the same amount of time and only costs 18 more mp. So even at 4/5 Bio3 is hands down better than Bio2.
Oh yea, btw that's assuming the Bio2 is cast from a job with 291+ dark magic skill. If not then Bio3 is even that much greater. If you drop down to an Rdms average dark magic skill that would mean 5/5 Bio3 does 300 more dmg and 4/5 does 120 more dmg. If the fight takes 30 minutes that translates into Bio3 5/5 doing 3.6k more dmg than Bio2 would do. Wanna talk blm Bio2? Then its still roughly 2.5k dmg more in 30 minutes. Idk to me 3.6k more dmg sounds pretty awesome and mp efficient. So I guess the question is, is 3.6k more dmg, and ultimately saving you a ton of mps worth it? If it is than Bio3 is much much much much much much much better than Bio2.
Eitehr I have to watch the chat log very closely or just randomly recast it. Especailly with its random proc nature. In same gear against same enemy I've had it not proc for full duration of like a min and the next day go off like 10 times in a row