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#1 Aug 20 2013 at 1:00 PM Rating: Decent
Which DOT are worth the cast?

I'm actually hesitant to cast most DOT spells because the time it takes to cast them are usually best spent casting other spells.
From some testing, I saw that Thunder 1 was about equivalent to 1 cast of Fire 1.
The potency and length of time of each type of DOT spell varies from eachother.
Is it worth using a cross class ability slot to fill them in with DOT spells?
Other than utility, like Aero's instant cast to mark targets for classes that don't have a range attack yet,
I'm not sure which spells are effective.
The new class ACN's main way of dealing damage is through DOT spells as well.
I do know that it's not a good idea to cast DOT spells on targets that die too fast before the spell runs it's course such as in FATES.
#2 Aug 20 2013 at 1:01 PM Rating: Good
I'm not 100% sure there's an answer to that, at least not one that I'm aware of -- That being said, I'm sure as soon as EA starts the parsewarriors will be all over it.
#3 Aug 20 2013 at 1:06 PM Rating: Good
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This is the kind of thing parsers are for. Though that does mean you're going to have to wait until early access at least before you get an answer.

It's definitely a question that needs answering.
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#4 Aug 20 2013 at 1:27 PM Rating: Decent
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bluebamboo wrote:
Which DOT are worth the cast?

I'm actually hesitant to cast most DOT spells because the time it takes to cast them are usually best spent casting other spells.
From some testing, I saw that Thunder 1 was about equivalent to 1 cast of Fire 1.
The potency and length of time of each type of DOT spell varies from eachother.
Is it worth using a cross class ability slot to fill them in with DOT spells?
Other than utility, like Aero's instant cast to mark targets for classes that don't have a range attack yet,
I'm not sure which spells are effective.
The new class ACN's main way of dealing damage is through DOT spells as well.
I do know that it's not a good idea to cast DOT spells on targets that die too fast before the spell runs it's course such as in FATES.


I had the greatest success (damage / MP cost) with Blizzard 1. I used it regularly. On stronger enemies I would use Fire 1 because the Astral Fire II would stack and make the damage after the second cast exceed the damage of Blizzard by a higher amount. But the MP cost was really high for Fire I for just that little extra bit of damage. I'd often find myself transmuting. The Sleep spell is essential for multiple adds. Blizzard II is good for fates or when your party is holding hate on multiple enemies. The damage is fair. Thunder 1 I did not find to be that effective, even with the astral stack. The nonelemental spell (scathe?) is ok, deals a base amount, no astral stack, and deals slightly less to most enemies than the second cast of blizzard 1. Fire II is incredible for long range aoe if you need it. It seems to me that it uses less mana than Fire 1. And for the life of me I tried to limit break in a dungeon and it would not register and perform the break even though the enemy was selected, the limit break bars were full, and I was pressing the limit break icon that I had macroed from the actions menu.

And you can mark targets with the square button in PS3. You don't need aero.



Edited, Aug 20th 2013 2:29pm by Valkayree
#5 Aug 20 2013 at 1:32 PM Rating: Excellent
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Note that in the case of Thunder, eventually you gain a passive trait which makes Thunder always worth having on because it has a chance to proc a free instant cast of Thunder with greatly increased damage.
#6 Aug 20 2013 at 1:39 PM Rating: Good
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bluebamboo wrote:
And for the life of me I tried to limit break in a dungeon and it would not register and perform the break even though the enemy was selected, the limit break bars were full, and I was pressing the limit break icon that I had macroed from the actions menu.

And you can mark targets with the square button in PS3. You don't need aero.

Edited, Aug 20th 2013 2:29pm by Valkayree


I looked over the shoulder of a Thaumaturge while he was doing his limit break. I think the spell is Area Target: I.E. you put the target circle on the groud where you want to spell to land. You don't have to target any specific mob.

I could be wrong, I never played THM myself and it happened very quick


Edited, Aug 20th 2013 3:39pm by Pryssant
#7 Aug 20 2013 at 1:41 PM Rating: Good
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Pryssant wrote:
bluebamboo wrote:
And for the life of me I tried to limit break in a dungeon and it would not register and perform the break even though the enemy was selected, the limit break bars were full, and I was pressing the limit break icon that I had macroed from the actions menu.

And you can mark targets with the square button in PS3. You don't need aero.

Edited, Aug 20th 2013 2:29pm by Valkayree


I looked over the shoulder of a Thaumaturge while he was doing his limit break. I think the spell is Area Target: I.E. you put the target circle on the groud where you want to spell to land. You don't have to target any specific mob.

I could be wrong, I never played THM myself and it happened very quick


Edited, Aug 20th 2013 3:39pm by Pryssant


It is. It's kind of slow in coming out but definitely elicits a "WTH?" reaction from people.
#8 Aug 20 2013 at 1:43 PM Rating: Good
The limit break w/THM is an aoe target on the ground. You have to hit the limit break button than hover the mouse over an area and click. Not sure how that would translate to PS3 controller, but yeah that may be why it didn't fire.
#9 Aug 20 2013 at 1:49 PM Rating: Good
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Lamneth wrote:
Note that in the case of Thunder, eventually you gain a passive trait which makes Thunder always worth having on because it has a chance to proc a free instant cast of Thunder with greatly increased damage.


Good to know
#10 Aug 20 2013 at 1:49 PM Rating: Good
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redrykio wrote:
The limit break w/THM is an aoe target on the ground. You have to hit the limit break button than hover the mouse over an area and click. Not sure how that would translate to PS3 controller, but yeah that may be why it didn't fire.


Also good to know. I probably just needed to move it with the left thumbstick from myself to actually register on an enemy. I did not notice a circle but the battle was fast. I will have to investigate further in early access.

Edited, Aug 20th 2013 2:51pm by Valkayree
#11 Aug 20 2013 at 2:14 PM Rating: Decent
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For ACN I opened most fights with Miasma -> Aero -> Bio

Aero and Bio are great since they are instant cast and therefore make kiting that much easier

In FATEs, as ACN i generally just Bio/Aero then switch targets, Bio/Aero, etc etc unless its a real zergfest and targets are dying too quickly...then it was mostly Ruin spam.
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#12 Aug 20 2013 at 2:38 PM Rating: Decent
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All of them.

I'm not 100% sure, but the dmg is completely based on your attack stat. 20 potency means 20% of your attack dmg stat over X seconds. Most of them are instant cast, so they are all amazing.
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#13 Aug 20 2013 at 7:04 PM Rating: Excellent
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AFAIK, each DoT ticks each 3 seconds. So a 35 potency DoT over 18 seconds, is 6 ticks of 35 potency damage - an effective 210 potency attack for 1 GCD. Few attacks or spells boast that kinds of stand-along power, without a combo charging it.

Others have an initial component of damage, plus a DoT (e.g. Venomous Bite, Thunder). This is just a simple sum. Venomous Bite is a 100 potency attack (so normal damage), plus 35 potency DoT for 9 seconds (3 ticks of 35% normal damage) - a 205% damage attack in effect.

ACN is seemingly the only class built around DoT damage at the moment, but many classes have them. For usefulness, a simple calculation you can make it: (Total Potency) / (Resource Cost), as many effects (at low levels) are either instant, or 2.5 sec cast time, so no effect beyond GCD. THM having unlimited MP makes this calc a little irrelevant for them, but I found that (when I played one in P3) sticking a Thunder cast post-Transpose, at the start of my Umbral Ice cycle, was useful, as the DoT was more potent overall than my Blizzard I. Once MP was full, I would Transpose back, but with Astral Fire already up, Thunder (at this stage) was a DPS loss compared to Fire spam. As others have said, once you get Thundercloud, your highest Thunder spell should be up at all times.
#14 Aug 20 2013 at 10:56 PM Rating: Decent
Thanks for the info! That is the data I really wanted to know. Now I can figure out which individual DOT ability does damage wise. I also thought about the Thunder post transpose thing as THM, but I never actually had a chance to try it out.
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