The rotational flow of DNC is a simple combo / proc GCD system coupled with two dance abilities, Standard Step and Technical Step, on a 30 second and 2 min cooldown respectively. When stacking more raid buffs on top of this, the expected damage increase will go up considerably due to the multiplicative gains of stacking raid buffs. Although this is a slight gain per cast of Technical Finish and Devilment, it will be shifting Flourish onto the tail end of your party’s raid buffs which would also shift it onto the tail end of any raid buffs you may have during non-Technical Finish / Devilment uses of Flourish (such as Battle Litany at 3 min, Brotherhood at 3 min, Trick Attack at odd minutes). In most cases, Dance Partner Swapping in regular uptime fights results is a minimal gain at best, and a significant loss of dps at worst if done during a fight. 32. you need to be logged in to love. If a gear piece is synced, it loses the effect of the materia melded. “Best in Slot” refers to the best possible combination of gear for a specific piece of content. short for global cooldown, most weaponskills and spells in FFXIV are on a base global cooldown timer of 2.5 seconds (meaning once you activate that weaponskill or spell, you cannot execute another one for 2.5 seconds). Consider prioritizing doing the AoE procs (Rising Windmill and Bloodshower) during Flourish at points in time when you know you’ll be able to be in melee range of the boss. Because of how tight this buff alignment can be if other party members are keeping their buffs off cooldown, with the exception of intentional delays of all raid buffs because of mechanics / phase changes, you will never want to drift Technical Finish / Devilment because this is a loss versus having very good buff alignment. In the Technical Finish / Devilment window itself, there are several factors we need to consider in terms of how to optimize this window. Choose your product line and set, and find exactly what you're looking for. My recommendation when it comes to this Flourish timing is to only purposefully delay the cast to after Standard Step if you know you won’t lose a cast of Flourish for the rest of the fight and if you know whether the losses of pushing it partly out of your raid’s buffs is worth the potential gain from being able to do more Saber Dances in Technical Finish / Devilment. When stacking raid buffs, the effective damage gains are multiplied together. Using Fan Dance when you already have a Fan Dance III proc is on average a loss of 100 potency due to potentially missing an opportunity to use the Fan Dance III proc that could have been generated from that feather. Hypercharge is decent for esprit generation because it enables the MCH to perform 5 Heat Blasts in the time they would normally use 3 GCDs. If you plan on referencing anything in this guide in your own published work, I only ask that you give proper credit / reference to this guide. short for off global cooldown, these are abilities that are not on the global cooldown and instead have an independent cooldown. Magic: The Gathering and its respective properties are copyright Wizards of the Coast. This ability does not stack with BRD’s Troubadour or MCH’s Tactician (both of which have the same effects of 10% damage reduction for 15 seconds on a 120 second cooldown). See “Technical Finish Window Optimization” section for more info. Keep in mind that on average you will generate approximately 2-3 feathers in a 45 second period of time (i.e. When using macros, there is an inherent delay that is caused by the macro in using the oGCD ability. Description of these stats are as follows: Weapon Damage: Found on your weapon, is an independent contributory factor to the damage formulaDexterity: DNC’s primary stat that is found on all of its gear, 1 point in dexterity adds 1 point in attack power which has its own function in the damage formulaCrit: DNC’s most desired secondary stat, increases the chance of success in landing critical hits and increases the crit damage multiplier when you successfully land a critical hitDirect Hit: secondary stat, increases the chance of success in landing a direct hit (Note: Direct Hits do a static 25% increase in damage)Det: secondary stat, flat damage% increase which is its on separate function in the damage formula.SkS: secondary stat, decreases the global cooldown timer (base 2.50 for all DNC weaponskills) and increases the damage auto attacks do. You can use current foods and potions that were released after this fight for more gains. The Shadowless Healing Set. Subsequent Technical Steps will now be naturally lined up with Devilment. Both these jobs will generally stay closer to base 2.50 GCD so will have comparable esprit generation. Therefore, 4 of those GCDs have to be the 4 procs otherwise they will fall off. Guide for Preparing Gear for Savage Raiding (5.3) – This is a guide for what gear to get when trying to gear up DNC in 5.3. Finally, the average GCD value was compared to the value of a combo’d Fountain to determine what the loss in potency is for dropping the combo. Additionally, their songs (although oGCDs) technically have a chance to generate esprit because they are classified as “spells”. Rotation 3 might be something seen in a fight where we are potentially re-opening with enough esprit to do a 1st GCD Saber Dance under Technical Finish. There are phases of fights / mechanics in fights that enable better time for swapping partners where gains may me more noticeable. Shadowless Gear Sets [Discussion] Since I began collecting the gear sets from Heroes' Gauntlet for glamour, I've noticed how high-quality their visuals are (it almost makes me forget that Aymeric's/Raubahn's/Hien's gear exists). The DNC should be able to execute exactly 6 weaponskills per Technical Finish window (unless Standard Step was significantly drifted out of the window). There is a Mysterious new person who saves Alphinaud who named himself,. These dance steps do not do any damage, however, the dance finishes themselves are some of the strongest damage abilities in the game at 1000 and 1500 potency respectively. Continue Reading. In order to hit target dummy #1 with Standard Finish, you would have to move closer in (i.e. Jun 28th 2019 Updated site for Shadowbringers (5.0)! Job content provided by The Balance and the community. Hello there! Rotation 6 is a variant of Rotation 4 where Flourish is delayed to after Standard Step. You can hit Standard Finish at any point after starting Standard Step to end the dance sequence. However, if the boss was de-selected (i.e. Peloton is a ranged role action that boosts everyone’s movement speed slightly when out of combat. Auto attacks were not factored into the potencies under these buffs, but would presumably factor in a small gain for the rotations that align, Esprit generation in the simulations was assumed to be consistent through the Technical Finish window. Fill out the form below to share your thoughts on the site. The actual graph of Determination vs Damage% increase actually looks more like a staircase: What this means is that when you are at a specific tier (step), adding 1 point in Determination will have no effect on your damage unless it moves you to the next tier (step). At a 2.48 GCD tier, a gap is created between the last GCD and when Standard Step becomes available again. Yu-Gi-Oh! My name is Ringabel Dim of Excalibur. Using Saber Dance, Reverse Cascade, Fountainfall, or your dances will not interrupt your Cascade → Fountain combo. Therefore, if swapping, the best practice would be to use Ending on a separate GCD from when you Closed Position your new partner. They do not trigger the global cooldown and under most circumstances can be used inbetween GCDs (this is known as weaving). Additionally, you may have 2 players with similar gear, but one performs exceptionally better at their job than the other. BLM does help the DNC generate esprit due to their fast GCDs with spell speed stacking and with Ley Lines granting them windows of very fast GCDs. In order to confirm this information, large amounts of data would need to be collected for many runs of different jobs. Like all of the Shadowless Attire, this set is non-dyeable, and as befitting tradition, color inversion in the most prominent places of the Casting gear. Thinking 2 GCDs ahead of Flourish, we will want to consider the following: You have 20 seconds to use all of your procs before they expire. Crit > DH > Det), however, keep in mind how DET and DH interact with each other (shown in previous section where the ideal amount of DET is somewhere between 30-40% of total DH + DET). You can hold up to 4 feathers. This is important when considering downtime of fights, or portions where the Boss is untargetable. The next question to be answered is whether it is worth it to delay Flourish until after Standard Step in order to prevent losses due to overcapping esprit. The base GCD is different for some skills. At a medium amount of starting esprit, these rotations are on average about a 100 effective potency loss. The movement speed boost from Peloton does not stack with Sprint (Sprint’s movement speed boost will take priority since it is a faster movement speed buff). Current 5.2 BiS does a good job of syncing down to favorable stats for these ultimates (Crit on the base of every item, and DET/DH syncs to approximately 42% of your total DET + DH being DET), you could consider swapping out 1 Crit/Det piece for a Crit/DH piece to achieve a more favorable DET/DH stat tier. Although playable, it is suboptimal since you won’t be able to weave as many oGCDs as possible in buff windows. FFXIV: Deepshadow Scale Mail of Casting Posted on August 11, 2019 by Aywren Sojourner I’ve been trying to keep up with capping my weekly Tomes of Phantasmagoria — you know they’re reaching for names when they come up with something like that. We’re almost two months into Final Fantasy XIV’s phenomenal Shadowbringers expansion, and the super-tough Savage raids are in full swing. Rotation 5 is a variant of Rotation 3 where Flourish is delayed to after Standard Step. At current BiS in patch 5.25, getting hit by both heals does somewhere between 17k and 18k altogether. Additionally, when using a fan, it has a 50% chance to proc an ability called Fan Dance III (200 potency to primary target and 100 potency to all nearby enemies close to the target). This opener uses your cooldowns in the following order: Technical Step/Finish, Flourish, Devilment, Standard Step/Finish. Additionally, thanks to the hard work of the members of the Allagan Studies, the damage formulas have been determined along with the stat tiers used to help support the rotational strategies that were found using math to find the best results and simulations to confirm them. Determining what gear to wear can have an impact on the damage you do. Franchises : Final Fantasy Genres : RPG If your step gauge says your dance step order should be Entrechat followed by Pirouette (blue then yellow), but you accidentally press Entrechat, Entrechat again, Pirouette (blue – blue – yellow), your dance sequence would look like this: This sequence of events will give you the full potency of Standard Finish (1000 potency) and the 5% damage up buff, but it took 1.0s longer to perform due to that extra unnecessary step. However, this would mean you are losing the esprit generation for your partner for 7 seconds every minute and no DPS has the 5% damage up buff for 7 seconds every minute. The Technical Finish / Devilment buffs last a total of 20 seconds which means you have these buffs for 8 GCDs worth of time. Franchises : Final Fantasy Genres : RPG Crit is highly valuable for DNC because of how Crit scales and because of how the Crit stat interacts with our Devilment buff. If this is the case, the only thing Skill Speed is actually providing for you is the damage% increase to your auto attacks (which makes it effectively 13% as good as Determination based on how much % of our damage comes from auto attacks). If you are trying to time Shield Samba at a precise time to cover a specific mechanic, it may be difficult to get the precise GCD for the cast you want if you are doing a dance during this time. After successfully pressing the required steps, the Standard Finish icon will be highlighted which when pressed will finish the dance and return your skills back to normal. Current BiS gear for The Epic of Alexander (5.3) – This gear set is a combination of ilvl 470 and 475 pieces because the content syncs to ilvl 475. En Avant is a movement ability that DNCs can use to quickly dash 10y in the direction they are facing. The only exception to this is drifting Technical Step purposefully by 1 GCD after your opener for the second use the align Devilment with the oGCD of the Technical Finish (Devilment does not drift at all by doing this because it was delayed by 1 GCD in the opener). Dancer is a ranged physical DPS job with low personal DPS but high contribution to others’ DPS using raid buffs. Successfully landing a hit with either of these abilities has a 50% chance to grant you the ability to use Fan Dance III (200 potency to selected target and 100 potency to all targets in an AoE around your target). During Technical Finish, our esprit generation is considerably faster than normal and being limited to only 2 GCDs to use Saber Dances can result in overcapping esprit during technical windows where we get lucky with esprit generation. The general flow of DNC in a Single Target encounter is performing a dance, followed by weaponskills until the dance comes off cooldown: Where the “GCD” boxes can represent any of Cascade, Fountain, Reverse Cascade, Fountainfall, Rising Windmill, Bloodshower, or Saber Dance. Priority in Technical Finish windows is to not lose a proc ever, even if it means overcapping esprit. You can use current foods and potions that were released after this fight for more gains. Devilment does not coincide well with MNK’s own buffs (Riddle of Fire and Brotherhood are 90s cooldowns), but Devilment will coincide with these buffs under most normal potion windows. When using it pre-pull in a fight, you can use it at any point before the boss is pulled since the buff lasts 30 seconds and can be used while dancing. But ultimately, the simple form of the DNC rotation outside of Technical Finish / Devilment can be summed up as 10 GCDs in between Standard Steps. Each rotation was examined under different sets of factors to see what that rotation would do given those circumstances, what the expected potencies under Devilment / Technical Finish would be in each situation, and what are the expected losses of potential esprit overcapping in that situation. Are we capped on esprit or nearly capped? These rotations are only looking at the DNC’s rotation, and not what their Dance Partner is doing during this time. It has “Dances” that require executing the right dance steps in order to perform powerful finishing moves. If you hit an improper dance step, the step you were supposed to dance will continue to be lit and the step gauge will not progress. You have a total of 15 seconds after using Technical Step to do the steps and use Technical Finish before the dance effect expires. Bard is one of the lowest personal DPS jobs for overall damage. Since this ability is channeled, it will cancel the auto attack when initiating. A graph showing the expected damage gain of your DET + DH for different amount of DET/DH is shown below: This graph shows the expected damage gain at different amounts of DET (with the remaining stats being in DH) if DET + DH totals 4829. Shadowless, a free online Adventure game brought to you by Armor Games. All four of these weaponskills are AoEs in a circle around you (5y radius). This is effectively the same amount of healing done by a non-crit Indomitability from a SCH. Standard Step is a two step sequence of 2 of these random dance steps. Technical Step is very similar to Standard Step in how the steps are executed, with one big difference. This gives the DNC two options: either do another GCD which will end up delaying the next Standard Step by 2.28s (2.48 – 0.20 = 2.28s) or wait for 0.2 seconds and then begin Standard Step when it is available. Situations like this very rarely occur, examples would be the very last second of the fight before the boss dies if you are mid dance or a particular phase transition where you wouldn’t be able to get the 2 step dance off before the boss becomes untargetable. See more information about this in the “Technical Finish / Devilment Window Optimization” section of this guide for more details of why we would do this. There are some awkward interactions with Devilment and MNK’s Perfect Balance, where several of the GCDs MNK will be doing under Devilment are Bootshine which has a guaranteed chance to crit, making Devilment’s +crit% chance worthless for these GCDs. Not losing a proc is especially difficult when Flourish is used during Technical Finish because you are generating a lot of esprit during that time. 254 points of Skill Speed will increase auto attack damage by 1%). Weapon Damage and Dexterity are the simplest of stats with regards to DNC DPS, especially since all gear pieces have Dexterity. The reason behind this is due to the stat tiering for DH to be slightly favorable over DET for DNC. After hitting Standard Step, you have a total of 15 seconds to execute all steps and complete the Standard Finish before the dance is automatically cancelled and your hotbar is automatically reverted back to its normal weaponskills. Reward for people who played the 1.0 version of Final Fantasy XIV. Although certain jobs execute more weaponskill or spell GCDs than others due to buffs that increase their speed, this generally isn’t as impactful on our personal DPS when compared to the amount of DPS our Dance Partner gains from having our Standard Finish damage% buff and Devilment crit/dh% buff. However, if the flourish was delayed to after Standard Step, we would have 4 GCDs available to use Saber Dance. Some rotations will be better able to use excessive amounts of esprit due to the timing of the Flourish cast while some rotations may be forced to use Flourish GCD procs while capped on esprit because they would otherwise lose the proc. You will still have a chance to press the correct step, however, this misstep will delay your rotation by 1.0s. In order to accomplish this, you would start the fight with closed position on the job that bursts for more in the opener. This also includes a recommended tomestone item buy order. I find itemization to be a very important topic for any DPS role because wearing a more optimal gear set can increase your damage without changing anything with regards to your rotation. When Fan Dance III procs, you get a buff that lasts for 20 seconds that allows you to use Fan Dance III called “Flourishing Fan Dance”. These findings don’t factor in any other raid buffs, but the assumption is that the more raid buffs you have during this window will widen the difference between what these rotations are predicting due to multiplicative gains of stacking these raid buffs with your Devilment / Technical Finish. When used in combat, it will generate 3 esprit + 1 for each party member who is in your circle per server tick (so if all 7 other party members are standing in it, it will generate 10 esprit per server tick). Alongside a raft of top-drawer story content and two new jobs, Shadowbringers has introduced a vast number of improvements to existing jobs, making many of them more effective, user-friendly, and fun to play. The exception to this is phases of fights with incredible long downtime (such as the transition from add phases to final phase in Shiva E8S) where the buffs may naturally fall off before you have to perform your “reopener.”. Second Wind is a useful self heal oGCD that is on a 120 second cooldown. Since this is a role action, it can be used during a dance if need be. The way DNC’s damage can be optimized is through a combination of maximizing the amount of damage you do (especially during buff windows), maximizing the amount of damage gained by your buffs to party members through optimal buff timings and Dance Partner choice, and minimizing losses in resource management (such as overcapping on esprit / feathers, or overriding a proc). Cascade and Fountain each have a 50% chance to proc separate slightly more powerful weaponskills called Reverse Cascade and Fountainfall respectively. In order to determine who would be better to Dance Partner, the easiest thing would be to use ACT (damage parsing tool) to determine who is doing more damage. Additionally, if used in combat, it will have no effect on boosting anyone’s movement speed since the buff automatically disappears if you are in combat. The Technical Step sequence looks like this: Because the time it takes to execute Technical Step, the 4 steps, and Technical Finish is a total of 7 seconds (1.5s for Technical Step, 1.0s x4 for the steps, 1.5s for Technical Finish = 7.0s), there is a natural 0.5 second gap period of time (because it’s 0.5 seconds short of 7.5 seconds which is the same as 3 GCDs worth of time) when at a 2.50 GCD tier between the end of a GCD and when Standard Step comes off cooldown during Technical Finish (if Standard Step has not drifted through out the fight). Lastly, SAM’s GCD speed is rather quick allowing for decent esprit generation due to higher number of GCDs in a fight. In the graph below, you can see that DET and DH secondary stat values are near equal to each other while under the effect of Devilment (the peak in this graph occurs at 47.6% DET / 52.4% DH). However, overcapping on feathers is a considerable loss to your DPS. AoE – short for area of effectBiS – short for best in slotBS – short for BloodshowerDet – short for Determination, secondary statDEX – short for dexterity, DNC’s primary damage statDH – short for Direct Hit, secondary statDM – short for DevilmentDNC – short for DancerDPS – short for damage per secondGCD – short for global cooldownFD1 – short for Fan DanceFD2 – short for Fan Dance IIFD3 – short for Fan Dance IIIFF – short for FountainfalloGCD – short for off global cooldownRC – short for Reverse CascadeRW – short for Rising WindmillSF – short for Standard Finish, the ending move of the Standard Step dance sequenceSkS – short for skill speed, secondary statSS – short for Standard StepTF – short for Technical Finish, the ending move of the Technical Step dance sequenceTS – short for Technical StepWD – short for weapon damage, stat on your main hand weapon. Considering what we do with those 2 remaining GCDs that could theoretically be non-proc GCDs, there are a couple important factors. You have to be certain that the DPS that is gained by having Devilment on the higher bursting job is worth the loss of the Standard Finish buff for this amount of time. Caster resources are created and hosted by Akh Morning. The step sequence is displayed on your Step Gauge, but the correct steps will also light up on your hotbar in the order you need to press them (same as Standard Step). Rotation 2 would be if we don’t drift a single ability from when we use them in the opener. You DO continue to do auto attacks while dancing. Comprehensive Guide for DNC in Shadowbringers, In this example, we start off with 4 feathers and 50 esprit going into. Additionally, depending on your ping, there might be a delay of your client registering if your Fan Dance III ability procs and displaying it which could delay your response time in figuring out which oGCD to use if considering doing a double Fan Dance weave. Many current top DNC parses show on some fights the % of your total damage that is done under Devilment is approximately 31%. This means we only have 2 GCDs that can be used on something other than Flourish GCD procs (such as Saber Dance). Each of these eye textures were hand crafted with each specific race, sub-race, and gender in mind. When comparing these rotations, we are only looking at situations where the DNC is not entering the Technical Finish window with a GCD proc or a combo’d Fountain for ease of comparison of rotations. If you select target dummy #2 when you cast Fan Dance III or Saber Dance, the primary damage will be dealt to target #2 (i.e. For decent esprit generation between potential Dance partners can potentially mean getting extra... Guide completed and published, August 10, 2020 – Updated gear section with new gearing... Technically have a total of 20 seconds Devilment is approximately 20 % untargetable under! 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