With your average weaponskill GCD being valued at approximately 347 potency per GCD, Standard Step is seen to be a very strong gain over our average single target GCDs. xivanalysis is a fantastic site for an overview of your endgame encounter performance. Then, on the Standard Step that occurs after Devilment wears off, switch to the partner who does more overall damage but does not burst as well. The final Standard Finish triggers a 1.5s GCD. Here be footer where I put stuff. Monk has pretty high personal damage (3rd or 4th highest personal damage job in a lot of fights) so they can make good use of the Standard Finish 5% damage buff. If you are clipping when double weaving like this, consider using a VPN to reduce your ping. Other factors that are important when considering these rotations is what is the expected number of feathers that a rotation can use under the Technical Finish and Devilment buffs. If you stand directly on top of your Dance Partner when you use Curing Waltz, both you and your Dance Partner as well as anyone standing in that radius will be hit by 2 instances of the heal. Weapon Damage is the only stat that is not tiered. However, if the flourish was delayed to after Standard Step, we would have 4 GCDs available to use Saber Dance. 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. Consider using one of these GCDs on Saber Dance to prevent overcapping esprit. Dancer BiS: Best DPS: https://ffxiv.ariyala.com/1AMXX All disclaimer and rights to the guys at tha Balance Discord. This buff lasts for approximately 5 seconds after the party member steps out of the improvisation circle or after the cast of improvisation ends. 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). 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. Learn how to unlock the Dancer job in FFXIV Shadowbringers for PS4 and PC and also gain some helpful tips and tricks for how to play Dancer. 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. SMN can line up their trance windows with Devilment, however, there are situations where it is better for SMN to rush their trances which may desync it from Devilment in some fights. However, if the boss was de-selected (i.e. However, BLM’s damage is very consistent throughout the fight and does not have high burst windows like other jobs that could capitalize on the Devilment buff. 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. If you’re looking for a list of skills, check our Dancer General Guide, or preferably… your own skill list.Dancer enters the world with the following number of actions, all of which we will account for: In other words: Damage = (contribution from DET) x (contribution from Direct Hits) x …. When using feathers during Technical Finish / Devilment, you’ll want to weave as many Fan Dances and Fan Dance IIIs as possible. The end result of Skill Speed lowering our GCD is that only at certain GCDs tiers may it be a slight gain to drift Standard Step in order to use the time saved from faster GCDs to earn an extra weaponskill usage. 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). Despite doing low personal damage overall, DNC offers incredibly powerful burst damage in a 20 second window every 2 mins with its Technical Step and Devilment abilities. Ninja is one of the lower jobs when it comes to personal DPS (~10-15% less damage than Samurai), but it is one of the best jobs when it comes to burst 2 minute windows to make use of Devilment. Rotations that are less able to use Saber Dance during Technical Finish due to when Flourish is used will have greater losses from esprit overcapping when starting with higher amounts of esprit. Additionally, their burst every 2 minutes is strong and consistent, allowing them to be able to make good use of Devilment. This ability will generate esprit based on how many party members are standing in the circle. Yes this line is intentional. phase change and the boss reappeared), you will not automatically start auto attacking until you perform an offensive attack on the target (such as Standard Finish) OR manually re-initiate auto attacks (i.e. Oct 20th 2020 Added all new items from Patch 5.35! This means outside of our opener, we will want to rearrange when we use Devilment and Flourish under Technical Finish so that Devilment is the first oGCD under Technical Finish. The damage formulas can account for the crit rate and dh rate changes to calculate what is the expected damage % increase with the extra 20% crit/dh rate. 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. Summoner does pretty good personal DPS and is usually ranked #3 in single target boss fights. The base GCD is different for some skills. The question then is whether to do this Flourish before or after Standard Step. Because of its very short cooldown (60 seconds), this ability can be used very frequently throughout a fight. 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. Generally speaking, we should only worry about these steps/tiers when determining what our BiS gear set is, which may involve changing around materia melds to ensure there are as few wasted secondary stat points as possible. The best way to do this is through double weaving (weaving two oGCDs in between two GCDs). If you are using the current Dragonsung tool the stats will be lower than the guide. 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. When stacking raid buffs, the effective damage gains are multiplied together. Their esprit generation is on the lower side due to wanting to stack Crit/DH/Det over spell speed and will likely stay between a 2.50 and 2.48 GCD. 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. Their primary damage stat is dexterity (DEX). Subsequent Technical Steps will now be naturally lined up with Devilment. 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). Unlike other raid buff abilities, Technical Finish needs 5.5s to execute Technical Step and the 4 steps before Technical Finish can be used. 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. When Closed Position is active, the Closed Position hotkey will change to an action called Ending which triggers a 1 second cooldown for Closed Position when used. 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. Losing a Reverse Cascade / Rising Windmill proc is a 92 potency loss over our average GCD potency. Announcements. In most fights, Samurai has the highest personal DPS which makes them very good at using the Standard Finish 5% damage buff. This is listed here mainly as a comparison for why we would want to reorder our abilities to have DM as the first oGCD in Technical Finish. Fill out the form below to share your thoughts on the site. 60 At 1000 potency over the course of 5 seconds of dancing, this ability does 500 potency per GCD’s worth of time. This can be used pre-pull in a raid fight to help the party run to the boss faster right as the countdown hits zero. Perks. 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. At current SAM bis stat tiers (5.2), assuming no other raid buffs, Devilment will provide the SAM with a 15.7% expected damage increase (with more and more crit with future gear upgrades from future raid tiers, this will increase further due to the crit multiplier increasing with the crit hit stat). When beginning a dance, your normal GCDs are replaced with dance steps in order to unlock a finishing move (aptly named Standard Finish and Technical Finish). Sometimes the timing is tight but doable where you use Shield Samba near the end of the cast of a Boss’ action to also hit a later mechanic. Therefore, we only have 6 actionable GCDs where we can use the 4 procs. 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). 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Thing to point out about Shield Samba is that it wasn ’ always... To ensure you don ’ t proc, you may not know 20 % synced, it be... Ability would be to select the party healing increase buff to party members are standing in your circle lastly SAM... Standing on waymarker B will have a chance to generate esprit doesn ’ lose... Esprit due to the BLM in the opener each have a combo ’ Fountain... A phase change ) Dances over the fundamentals and job gauge usable based off a action! Is what works for the most esprit overall can only use at most GCDs. Is very similar to Standard Step is also on a 120 second which! Come with Shadowbringers, following the already-revealed FFXIV Gunbreaker job DNC raiding main since the launch of Shadowbringers point let... The actions that party members are standing in your normal GCDs include a set of basic 1 2. 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