When executing a weaponskill or spell with this buff on, the DNC has ~30% chance to generate 10 esprit while their Dance partner has ~20% chance to generate 10 esprit per weaponskill or spell. When you remove Closed Position, it will remove your Standard Finish buffs from your original partner (including esprit generation) and it will also remove the Devilment buff if it is currently running. Crit is highly valuable for DNC because of how Crit scales and because of how the Crit stat interacts with our Devilment buff. The 2 biggest considerations that need to be made when determining who you choose as your Dance Partner are their skill level and their gear. Whenever you naturally proc one of these abilities, you gain a buff that lasts for 20 seconds that allow you to use that specific proc’d action. 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. It helps the entire class is based around just dropping massive AOE attacks in every single mob pull. When weaving oGCDs, you can double weave 2 oGCDs in between 2 regular weaponskill GCDs, but you will only be able to weave 1 oGCD after a Standard or Technical Finish due to these GCDs only being 1.5 seconds as opposed to your normal weaponskill GCD (base 2.50 sec). DNC is the DPS job that does the least amount of personal damage; however, it makes up for it by providing high damage increasing buffs to your raid group. Peter Spak (Balmung) a publié un nouvel article : "ffxiv dairy day 52 going treasure hunting".-Trine Huber. 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. Let’s consider possible different Technical Finish rotations (some of which purposefully delay an ability cast) based on the order of the abilities Technical Step, Devilment, Flourish, and Standard Step as well as how many GCDs are between these abilities: Rotation 1 may be used if you are potentially re-opening in a fight but lack resources (esprit) to be able to do a first GCD Saber Dance after Technical Finish which could then allow you to use Flourish. By aiming to just increase ilvl of gear, you will (under most circumstances) increase your expected damage output simply by the sheer amount of dexterity you would be gaining and the amount of overall secondary stats you would acquire. When trying to optimize the amount of damage you get from DET + DH, you have to consider what percent of your total damage occurs under the Devilment buff. Related: FFXIV Dancer Guide: How to Unlock and Rotation Tips. If playing DNC in a coordinated environment, communicate with healers and tanks to figure out when the best time would be to use Shield Samba when planning out your raid groups party mitigation tools. Flashing improvisation on your healers (even if not everyone in the party is able to stand in the improvisation circle) can be useful during progression of a fight to help boost the healers healing during a particularly healing intensive mechanic. Let’s look at Determination for a second. In order to effectively compare these rotations, we need to account for the likelihood of some of these events occurring. BLM + SMN to 4. Ellunavi (moderator on The Balance – Discord server) wrote an in depth analysis at the beginning of Shadowbrings for DNC that was very detailed regarding the calculations that established the priorities for DNC GCD and oGCD usage. Let's snag Fan Dance's values quick, including the 50% chance of a Fan Dance III: Single Fan EP: 250 + 50n = 150 + 0.5 x (200 + 100n), Double Fan EP: 100 + 150n = 100n + 0.5 x (200 + 100n). Are we capped on esprit or nearly capped? In a normal fight with a normal opener, the recommendation would be to delay your Technical Step by 1 GCD on the second use of Technical Step to line it up with Devilment which would delay your 3rd usage of Flourish by 2 GCDs in order to get the following alignment (assuming Standard Step did not drift): However, if you are doing a re-opener in a fight where you are starting with full resources (100 esprit and 4 feathers), doing a Flourish before Standard Step on this specific Technical Finish window has a high chance of causing potency losses due to overcapping esprit. On 2 or more targets, you will use Unleash-> Stalwart Soul Math for why, using a 6 GCD spread: Hard Slash Syphon Strike Souleater x2 400 + 600 + 800 Potency = 1800 potency 40 Blood Gauge and 1200 Mana Unleash Stalwart Soul x3 900 + 960 … Refer to the “Technical Finish / Devilment Window Optimization” section of this guide for more details of when this would be a gain. The Flourish window in a DNC’s rotation can be a very hectic time, especially since you will not want to waste a single proc and 2 of the procs are AoE GCDs that require being close to the boss in order to hit. You can try to gamble it, but if you don't get a proc, you're losing out, so I go with consistency to pretty good effect. Which is good! Level 66: You learn Fan Dance III, which has a 50% chance to proc off of your Fan Dance I it Fan Dance II. Therefore, when looking at obtainable options from melding combinations, the maximum expected damage was calculated for 2067 DET and 2762 DH (42.0 % DET / 58.0 % DH) which is the stats for current BiS for DNC as of patch 5.25. Select your class, and click or drag skills to the skill area. FFXIV Shadowbringers Guide For Gunbreaker And Dancer Jobs: Basic Rotations And Quest Locations. Using a proc GCD when you are already capped on feathers is on average a loss of 125 potency (on single target encounters) due to missed potential of generating a feather from that proc and missed potential that feather had for generating a Fan Dance III proc. This set uses the 475 Helm, Chest, Legs, Earrings, and Ring from the newest 5.3 Dungeon. The base GCD is different for some skills. Dancer’s Technical Finish and Devilment buffs do not stack with each other. They have a 50% chance to proc Rising Windmill and Bloodshower, respectively. The Dancer's mesmerising movements demonstrate martial discipline in the form of, well, dance. If you do not complete the targeted sequence before hitting Standard Finish, you will not get the maximum potency and damage% up buff from Standard Finish. If channeled for the full duration, you can generate up to 60 esprit if everyone is standing in your circle. In this case, delaying the Flourish to after Standard Finish will still likely have all of the Flourish procs be able to be used under other raid buffs due to how other jobs will reopen and the timing of their buffs. to align with other raid buffs, delay for potion, the boss will be untargetable during under normal interval usage, etc…). Therefore, I recommend doing the following re-opener, especially with full esprit and feathers: Examples of where this reopener would be used are after add phase in Shiva E8S and Perfect Alexander reopener in The Epic of Alexander. The entirety of [G] and its modifiers could be AOE damage skills. It also boasts the worst heal potency per mp cost. Use it at 2. When hitting the specific dance steps (Emboite, Entrechat, Jete, Pirouette), they initiate a 1.0s GCD. 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. Hmm, aoe is 150 potency, and single target is 200. Therefore, it is very important that a job can do a high amount of damage during the 20 seconds Devilment is up. Since this is a role action, it can be used during a dance if need be. None of your AoE GCDs will hit any of the target dummies from A. Waymarker B shows how close you need to be in order to hit target dummy #4 with an AoE GCD (Rising Windmill, Bloodshower, etc…). . Caster resources are created and hosted by Akh Morning. Now assuming we’re in a skill and gear vacuum (i.e. 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). At a 2.50 GCD tier, Standard Step becomes available at the precise end of a GCD provided you do not clip your GCD in the above image (Standard Step = 1.5s, dance steps (x2) = 1.0s x2 = 2.0s, Standard Finish = 1.5s, each weaponskill GCD is 2.5s per GCD x 10 GCDs = 25s. At current BiS in patch 5.25, getting hit by both heals does somewhere between 17k and 18k altogether. 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. However, Devilment’s +crit% will also increase MNK’s chakra generation by about 1 additional chakra per cast of Devilment due to the MNK trait. The ideal time to use Improvisation is during downtime when the boss is untargetable (such as a phase change). You can tell they nailed it because it only minorly changes from 50 to 80, but it does get more complex in some key ways. Theoretically, you can use Fan Dance and then wait to see whether Fan Dance III procs and if it doesn’t proc use Fan Dance again as your second oGCD. Remember that one-off keybind I swapped in on the combat hotbar? 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). However! Esprit generation rate of party members is 20% to generate 10 esprit per weaponskill or spell and DNC’s self esprit generation rate is 30%. Given that, we can simplify to the easy to remember maxim: use AoE if there's more than 1 enemy, and use Bloodshower/Rising Windmill after Flourish no matter what. The alternative to using a macro would be to select the party member and manually use the Closed Position ability. When using feathers during Technical Finish / Devilment, you’ll want to weave as many Fan Dances and Fan Dance IIIs as possible. The reason behind this is due to the stat tiering for DH to be slightly favorable over DET for DNC. Flourish gives us all Flourish Procs (including the two AoE ones and Fan Dance III). 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. Rotation 6 is a variant of Rotation 4 where Flourish is delayed to after Standard Step. Job content provided by The Balance and the community. Miasma II adds another ~10 potency every GCD, and tri disaster if you don't have thunder is another 20 potency every GCD. An in-depth analysis was done on different rotations to see what order of abilities and GCDs would result in the greatest potency gains for DNC. FFXIV Hotbar Layouts and Keybinds (Mouse and Keyboard) Updated January 6, 2021 By Banesworth Leave a Comment. When thinking about this stat, you might think the graph of it would be a straight line where the more Determination you have, the higher the damage% increase is, like so: However, most stats in FFXIV work in tiers, meaning you will only see the increase in the stat’s effect when you reach that next tier. Since the DH multiplier is a static 1.25 and since all of your skills and abilities are able to direct hit, the damage gain from these 240 points in DH would be equal to 4% x 1.25 = 1% damage increase. However, NIN may only execute 3-5 weaponskills due to how many Ninjutsus they cast during these buffs windows (especially with Ten Chi Jin). Area of Effect (often abbreviated AoE) refers to the relative range and power of a given ability within the context of a given game. EDIT: Rather than make a second post, I'll just say that some brief additional calculations/simulations seem to indicate that after a Flourish, Reverse Cascade and Fountainfall are worth using at either n = 1 or n = 2. If you know the exact time the boss will be targetable again, you can initiate Standard Step 15 seconds before the boss comes back. Multi-Target situation 60s cooldown oGCD ability that grants all 4 of those GCDs have to begin the process building. Skills that target other players or have an AoE ground indicator that needs to be in. Its fullest discipline in the same GCD without clipping your GCD initiates 1.5s., taking n = 6 to fully take over vs RC/FF potions that were released this! Procs from the newest 5.3 Dungeon that prioritizes spell speed, not crit for swapping partners gains. Lowest of all the DPS classes ), this can be used on something other than Flourish procs. 200 x 1. no speed enhancement of GCDs ffxiv dancer aoe lose a proc of Fan III... 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