"Prime numbers can be divided only by 1 and by themselves. They stay there in their place in the infinite series of natural numbers, like all the others pressed between two, but yet one step ahead of them. They are suspicious and solitary numbers, and that is why he found them beautiful.
Sometimes he thought they had ended up in that sequence by mistake, trapped like pearls in a necklace. Other times instead, he suspected that even they would have liked to be like all the others, just common numbers, but for some reason they weren't able to be so."
If you have the time remaining on BfB (6 seconds) in your initial burst, I do with a 2.41 GCD, you can follow up with:
ID -> ID
180 potency/gcd
140 TP
~1.3 Pot/TP
ID -> Dis
200 potency/gcd
130 TP
~1.5 Pot/TP
Phleb -> ID
237.5 or 250 potency/gcd <-depending on server ticks and the initial Phleb is clipped to 220/245 potency.
160 TP
~1.4 or ~1.6 Pot/TP
None of which accommodates BfB boosts.
With Phleb -> ID you'd essentially be getting a 24/27 second long BfB enhanced Phlebotomize, again, depending on server ticks. However that causes some changes in the rotation for a bit but eventually just rights itself by the end. The initial Phleb is clipped to 220/245 potency.
ID -> ID doesn't seem worthwhile, less damage for more 10 TP and an enemy turn during the second ID is always a potential problem.
ID -> Dis is the highest burst.
Phleb -> ID does more overall, I think? but it messes with the rotation for a while and cost and extra 30 TP.
Feel free to figure out whatever you want from this.
Whether any of that is an actual damage increase is too much work for me to figure out right now.
so apparently Yoshi P is really butthurt about the playerbase not playing hunts the way he wants them to, so he's thinking about making it so you only get credit for a hunt if your party gets the claim in addition to "other adjustments".
so apparently Yoshi P is really butthurt about the playerbase not playing hunts the way he wants them to, so he's thinking about making it so you only get credit for a hunt if your party gets the claim in addition to "other adjustments".
Where'd you hear this? I haven't seen anything like this in the forums.
so apparently Yoshi P is really butthurt about the playerbase not playing hunts the way he wants them to, so he's thinking about making it so you only get credit for a hunt if your party gets the claim in addition to "other adjustments".
So we're supposed to play together and use teamwork but not with open world content? It's like in XI when AV was patched every god damn time it was defeated because it wasn't the way they would do it
If you have the time remaining on BfB (6 seconds) in your initial burst, I do with a 2.41 GCD, you can follow up with:
ID -> ID
180 potency/gcd
140 TP
~1.3 Pot/TP
ID -> Dis
200 potency/gcd
130 TP
~1.5 Pot/TP
Phleb -> ID
237.5 or 250 potency/gcd <-depending on server ticks and the initial Phleb is clipped to 220/245 potency.
160 TP
~1.4 or ~1.6 Pot/TP
None of which accommodates BfB boosts.
With Phleb -> ID you'd essentially be getting a 24/27 second long BfB enhanced Phlebotomize, again, depending on server ticks. However that causes some changes in the rotation for a bit but eventually just rights itself by the end. The initial Phleb is clipped to 220/245 potency.
ID -> ID doesn't seem worthwhile, less damage for more 10 TP and an enemy turn during the second ID is always a potential problem.
ID -> Dis is the highest burst.
Phleb -> ID does more overall, I think? but it messes with the rotation for a while and cost and extra 30 TP.
Feel free to figure out whatever you want from this.
Whether any of that is an actual damage increase is too much work for me to figure out right now.
EDIT: 'cause MATH!
I was under the impression that THE rotation for drg was
Wait... I'm just getting to this part of the interview, and yoshida specifically said he does NOT plan on making the first claim system again because that was designed for XI and he didn't like what that caused in XI. He said he won't release any info on what they will actually do to "improve" it until the patch actually comes on the 19th.
If you have the time remaining on BfB (6 seconds) in your initial burst, I do with a 2.41 GCD, you can follow up with:
ID -> ID
180 potency/gcd
140 TP
~1.3 Pot/TP
ID -> Dis
200 potency/gcd
130 TP
~1.5 Pot/TP
Phleb -> ID
237.5 or 250 potency/gcd <-depending on server ticks and the initial Phleb is clipped to 220/245 potency.
160 TP
~1.4 or ~1.6 Pot/TP
None of which accommodates BfB boosts.
With Phleb -> ID you'd essentially be getting a 24/27 second long BfB enhanced Phlebotomize, again, depending on server ticks. However that causes some changes in the rotation for a bit but eventually just rights itself by the end. The initial Phleb is clipped to 220/245 potency.
ID -> ID doesn't seem worthwhile, less damage for more 10 TP and an enemy turn during the second ID is always a potential problem.
ID -> Dis is the highest burst.
Phleb -> ID does more overall, I think? but it messes with the rotation for a while and cost and extra 30 TP.
Feel free to figure out whatever you want from this.
Whether any of that is an actual damage increase is too much work for me to figure out right now.
EDIT: 'cause MATH!
I was under the impression that THE rotation for drg was
Heavy > Impulse Combo > Phleb > Full Thrust Combo
Heavy > Full Thrust Combo > Phleb > Impulse Combo
Heavy > Full Thrust Combo > Phleb > Full Thrust Combo
Repeat
weaving in off-GCD cooldowns in between. with enough skill speed you put in a second full thrust combo before refreshing disembowel/chaos thrust on the second HT cycle; this is usually in T8 with selene buff and paeons.
Wait... I'm just getting to this part of the interview, and yoshida specifically said he does NOT plan on making the first claim system again because that was designed for XI and he didn't like what that caused in XI. He said he won't release any info on what they will actually do to "improve" it until the patch actually comes on the 19th.
they should just make it forced pop where the pt that spawns it gets full cred and anyone who helps gets half, both with chances at logs.. problem solved
Wait... I'm just getting to this part of the interview, and yoshida specifically said he does NOT plan on making the first claim system again because that was designed for XI and he didn't like what that caused in XI. He said he won't release any info on what they will actually do to "improve" it until the patch actually comes on the 19th.
they should just make it forced pop where the pt that spawns it gets full cred and anyone who helps gets half, both with chances at logs.. problem solved
I wouldn't mind a ZNM like system. One of my favorite parts of XI, zeni collecting aside.
I hate playing drg in t9 :( first half of the fight is so boring and the second half I'm horrified to go behind because thats where we put thunders, still end up #2 on parse behind our 115 bard but whatever
Still haven't cleared Turn 6. Randoms are *** awful and the more hardcore players in my FC got nailed in the face by RL hard and haven't played since before 2.2
I thought my idea was good, just give said-hunt monster a huge damage reduction that decays overtime, it gives a lot more time to reach said-hunt monster.
This is a thread that I found on another website I post at. It can be really really interesting. I thought it deserved a place here.
Post your random thoughts for the day here, or anything else that intrigues you.
For starters, is it possible to give constructive critism to someone who doesn't have a neck? I totally just walked by a girl who didn't. Someone isn't getting a necklace for Valentines day!
And who decided black and white can't be colors? I want to say a racist. I really do.