Nov 02, 2009 07:44
Dyna-Jeuno last night may have been kind of rough...but I still got to play with Metatron Torment for the first time ever! Wheee~!
Unfortunately, one of our main Dyna pullers just had to put his account on hiatus due to financial issues, so we were using a usually secondary as main. I don't know for sure, but I think he was having major lag issues because we ended up with links on the majority of the pullls. Adding to the lag-fest was the fact that we had more people than usual, and they were kind of packed together since Jeuno is a lot of narrow corridors. We got the win and a bit of farming time after the Mega, so that's what matters.
I'll say two things: Not a fan of Dyna-Jeuno after the Mega, trying to work with that horrendous mess that respawns just up the steps from the AH. Also, I fucking hate Frying Pan. The gobs seemed spammy with it last night and people went down to it more than once simply because the healers were getting stunned by it along with everyone else.
As for Metatron Torment itself, I love the animation, it's just silly big and over the top. I don't necessarily love the dmg output, but it feels comparable to what I already had to work with. From everything I've read, it's similar to a 300% Steel Cyclone but you get to throw it at 100%. Overall, the damage output felt on par with what I'd been getting from RR's or KJ's 'normal' output--not counting the ridiculous spikes both can return--and I did have a couple MTs that landed for 1200-something and one for over 1300. They certainly weren't all like that though, and that's where I feel there's still work to be done. Trying to push the average return up more toward 1k.
I'm kind of guessing I'll see some "What? Is that it?"-type comments from a few people (some of whom weren't at Dynamis last night anyway). In context, I think it's still important to remember that Metatron Torment is basically the ultimate Break weaponskill for Gaxe, not a sheer damage output one like Raging Rush: its additional effect is mob DEF down 18%.
In my mind, being able to crack the target's DEF by almost 20%--and therefore helping all the rest of the melee--in addition to outputting damage close to RR or KJ standards is pretty dang cool. I don't currently know whether this additional effect is elementally-based like the rest of the Break series is, but I'd be surprised if it isn't. At least there's finally some testing being done, so hopefully we'll know soon-ish. It'll be fun to keep trying it out in different zones & situations and see what it can do.
I still wish I understood better what actually happens during the course of Dynamis runs to shift the damage calculations though. Damage is always highest right at the beginning of a raid and tapers off as time goes on. One of the other DDs that I used to do Dynamis with once agreed that he saw the same thing and speculated it may be a shift in either the fTP or fSTR value in the overall damage calculation, but I can't remember which he thought it was specifically.
bravura,
dynamis,
war