Help Me Michela!
(Yet Another) DC Guide on the Internet
I can assure you there was no research or testing used in the making of this “guide”; everything was done via the in-game tooltips because we all know the tooltips are 100% accurate and can be trusted, right?
People and their reputations were most definitely harmed in the making of this.
No sarcasm or humor was applied to the making of this guide. You can rest assured that there was a certain lack of creativity and intelligence in the writing process of the "guide" below.Legacy Version:
https://docs.google.com/document/d/e/2PACX-1vS1S2MJr8Q09CP2xyvP0Atz1TILsvTurm4nzfueKNwPEARd_8bgT79eKYP80nn7FECsh_R8-O47_y07/pub
Seeing as Module 16 is heavily simplified, I don't have any motivation to update this guide at all.
Comments
Excellent guide btw, and the pictures helped to maintain my interest long enough to get through the calculations. Will need to go back again to make sure I understand everything though!
With engaging original artwork to boot. Hats off to you!
Casted?
I wondered a bit about some numbers, because they seemed off of mines, so i took a look:
- HG uptime or
I think you mean 15 seconds.- Bondings Uptime: or
That one wondered me really, since i thought it was 30 seconds. So i tested it and it seems both wrong. It went 30, 30, 29, 30,29, 28,...,5,30 and so on. That was not expected. I first thought it was because of 3 bonding stones, so i took 2 off. Same result. I am currently thinking, that every different attack can trigger the gift once in 30 seconds. Like Wiked-Strike 1 triggers gift, Wicked-Strike 2 triggers too and finally Wicked-Strike 3 triggers it again before it takes its expected trace.
Additionally I have a different view on animation cancelling of powers.I think that the game has something like: Power Animation start, ... play Animation ... Power Animation End ... Animation for getting back into the normal stance. Each, the start of the power animation and the end of the power animation can trigger effects. Like Dmg, AP GAIN, Insignias etc.
The power animation can only be interrupted by using the dodge or shild and the back to stance can be interrupted by everything. I think there are some exceptions, where some power animation can't be cancelled, like aggravating strike.
In the case of BoB it would be:
- Power animation start triggers BoBs dmg reduction / Battle Fervor. (This is probably a bug)
- Power animation end triggers the damage, ap gain, the divinity gain and the cooldown
- Animation for back to normal stance is played. This triggers nothing.
My take for the "cancelling" of BTS is that the power animation is really short, i guess around ~0.6-0.7 seconds and includes just the push off with the hand and not the pulling back of the hand. The pulling back would be the animation to the normal stance which is often interrupted to speed up the rotation. Actually the damage and all other relevant parts are triggered at the beginning of the power animation while the other dragon artifacts trigger at the end. The Black Dragon Artifact would be special, since both animations can be simply interrupted by using another power.Possibly HG, but idk what I was thinking about when I was writing that. I don't disagree with that being how animation canceling works, though I don't have access to the animation lengths/frames that let you know which parts of the animation have what effects/hitboxes/etc.
What a shame, since I would be pretty intrigued to see if any attacks/buffs have any funky hitboxes.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
EXPUNGED means EXPUNGED!
I'm trying to work the synchrony needed for that, so this information might be useful.
What about when Companion Gift is about to restart? After the first AA/BoB should i make a mental count to 30 so i know when is the next time to synchronize Power-Share and Bondings?
Keep in mind you need to keep pace with the team so you can apply BoB to them and their companions, since you can't apply BoB outside of combat.
You may also need to consider how fast/slow your teammates load into combat. For example, I sometimes run with a GF who has college dorm internet and he takes longer to load his game than it does for him to delete bosses. In that case, I have to accomodate him and wait for him to load in, then quickly try to toss AA on him. I don't think companions attack speed makes too much of a difference in how quick they proc Companion's Gift. If anything, you should focus more on whether the comp gets rekt or not. To be honest, if you can do this, I salute you.
Trying to time the next AA with the next Bonding refresh windows after the first is too chaotic to keep track of for me.
There are some dungeons in which you can attempt to re-place AA on the refresh windows, since these dungeons force you and your teammates to stop attacking. Examples include hiding behind the pillars in Svardborg, waiting for Nostura to use the key of stars during SP, or waiting after killing Acerack in Cradle.
However I usually found it best to start and end a fight with one well timed buff rotation* and two well timed AAs**. Then, everything else is up to the other buffs (Bane, ITF, Longstriders, etc.) and the timing of the DPS to finish the rest of the job.
* (I usually work around the other DC and adjust my timing on their speed. I found it best to drop my Emp buffs just as they are about to or just as they drop their Emp buffs. Depending on how fast/slow/incompetent your other DC is, you may wish to just move on ahead and don't bother with trying to sync with them).
**(Once at combat start to to freeze AA on teammate comps, and another to re-place the AA on teammates when the buff window comes up)
Well done.
> but your casted ability gains a powered up effect
>
>
> Casted?
>
> "Used". Even though DC is not a magic class, I was thinking of spell "casting" when writing that.
The past tense of 'cast is... 'cast.'
I tried with other keys too (numpad8, p, ... ) and still returning unkown command error.
For example, if I wanted to switch my target alias to WickedDuck, I literally would just type into the chat window:
I put the quotes in the description in hopes that people wouldn't directly copy and paste.
Also, I tried a quick test with the numpad buttons, but it has not worked at all on any of the numpad keys. When I used a more traditional key like M or H, the keybind worked on my comp just fine.
empowered and not empowered version?
I'll try again later but I don't know what I'm doing wrong for it not to be working.
alias setE "alias tarE target {}"
And another
alias setV "alias tarV target {}"
For either/both you need the matching bind
/bind e "tarE $$ hardtargetlock 1$$ +PowerTrayExec 3$$ hardtargetlock 0"
/bind v "tarV $$ hardtargetlock 1$$ +PowerTrayExec 3$$ hardtargetlock 0"
(+PowerTrayExec 3 = the middle encounter defaulted to 'e')
The problem is probably that you didn't set the bind, and only set the alias. The alias is to set the target for the bind, the "tar" is short for "target"
Right now, my DO DC is kind of a messy Support DO with WoL, all points spent in Righteous (to get all the debuffs and 10% armorpen) Radiants of character and Silveries on my companion's offense slots. It's my jack of all trades loadout, and it's quite useful, since i rarely get to play with an AC DC. It served me well, but at 13,3k I think it is time to get serious.
My question is: in a single DC party scenario, would it be better to be :
1) dps DO with support DO talents and abilities (100% crit, gear built for dps, but with DG, PoD, EBtS and support talents, WoL included or not)
2) dps DO (full dps, gear, talents and all that)
3) full Support DO (abilities, talents, gear and all that stuff, WoL included or not)
4) AC DC (proably not, unless it's the kind of AC DC who plays Highway to Hell rather than buffing)
I'll probably run in single DC parties for a few months, so I gotta know what would usually be best. You can't build a proper AC DC o dps DO DC in a couple weeks, can you?
Thanks in advance