Machinist DPS Advanced Optimization Guide — Endwalker 6.55
On this page, you will find information regarding advanced techniques and optimization geared towards Machinist. The information presented is not for beginners and may include intermediate math or non-standard rotational changes.
Machinist Advanced Guide
This page covers the advanced rotational concepts for Machinist needed for optimization in raid encounters. This page assumes you are familair with the base concept of machinists rotation, a refresher can be found in the text guide linked above or in the video guide linked below:
Fundamentals of Optimization
It's important to understand the basis on which all optimization lays. The next section will be dedicated to these fundamentals. If you are already familair with these, then feel free to skip ahead to the next section.
|Potency per Gauge (PPG)
|The translated amount of potency each point of heat or battery gives you.
|Potency per Second (PPS)
|The amount of potency a skill gives if used on cooldown. For example, Drill has a cooldown of 20 seconds, if we divide its potency by its cooldown then we get its potency per second.
|Kill Time (KT)
|The encounter time at which you kill the boss or transition into a downtime phase.
|Drift / Delay / Hold
|With or without intention letting an action sit unused while it's off cooldown.
|Even Minute / Burst Window / Buff Window
|A time frame which occurs every 2 minutes in a vacuum where all players try to line up their party wide damage increasing buffs and potency heavy actions.
The Main Rules
When optimizing any scenario, you generally want to try to follow the follow two rules:
- Maximize the uses of your actions.
- Ensuring your cooldown restricted actions are used a maximum amount of times. Actions that are affected by a cooldown tend to hold large amounts of potency relative to your filler combo GCDs, thus it is paramount that you don't miss uses of these actions by allowing them to overcap their charges or sit idle while off cooldown. An exception can be made if we gain damage by doing this intentionally.
- Maximize the damage your actions deal.
- Machinist can be played in a way most would find easy, by simply pressing all your cooldown bound actions on their cooldown cycle and ensuring you don't overcap any resources, such as Heat and Battery. With this being said, a good Machinist is able to funnel their high potency actions into the raid buffs of their party members, as this could potentionally increase the damage you deal with them up to 40%. You can see an example of this in our openers, as we intetionally delay our Multi-tool GCDs to line up with the rest of the raid party's buffs, which tend to get used around the third GCDs of the opener. Do keep in mind the aforementioned 40% number, as this implies that it is not worth drifting an action into raid buffs if it causes you to lose a usage of said action.
Determined and Undetermined Encounters
In the general rotation guide you are taught to play Machinist in a way that works for any encounter, no matter the kill time or downtime phasing. This is because the fights in Final Fantasy 14 usually don't require more than this to clear any encounter. Naturally, exceptions are made for Savage difficulty shortly after their release, for Ultimate difficulty in general, and for those aiming to compete for speed running rankings. For the players that bring Machinist into these types of content, it is important to learn how and when to deviate from the vacuum rotation.
When first entering an encounter like this, try to start off by using the general rotation. You can use these first few pulls as a base line. By looking at this baseline scenario you can determine the kill time, phase timings, and more. By applying the two rules mentioned earlier, you might already come to the conclusion that changing something could net you extra uses of an action. For example, changing the GCD order of the opener or something that could increase the damage an action does by drifting it intentionally into buffs or a tincture without losing a usage of the action.
Queen and Battery
Companions, or pets, in this game have always have some form of oddities in the way they operate.is included in this, and the list can be found below as to the special ways she interacts with our kit. :
- Queen snapshots raid buffs and tinctures with each action it uses. This also includes debuffs such as Damage Down but not Resurrection Sickness.
- Queen does not gain an increase in damage from .
- Queen snapshots the stats and substats of the player at the time she is summoned.
- Queen has a DEX modifier of 100, while the player has 115.
- Queen updates her stats whenever the player eats or drinks a Tincture.
- Queen is unaffected by the 5% mainstat party bonus.
- Queen is unaffected by any racial stat bonuses.
The earlier mentioned DEX modifier differences cause Queen's potency to be worth only 89% of the players potency. As example, Arm Punch is listed as 120 potency, but when compared to GCDs the player uses themselves it only equal to 106.8 potency.
In a vacuum at level 90, Machinist generates around 180 to 190 battery per two minute cycle. This is enough battery to summon Queen twice per cycle, at roughly 95 battery every minute. Since this isn't possible, the summons will be of different Battery sizes, and one will be more potent than the other. Try to align the more Battery-heavy Queen with the raid buff window every two minutes so she gains increased damage from said buffs.
If downtime occurs in a fight, the Battery generated per two minute cycle naturally drops as you end up using less filler combo GCDs, and thus use less. In these scenarios, it is even more important to manage your Queen summons so that the largest possible queen aligns with raid buffs with out overcapping Battery.
Delaying Battery Generation
Occasionally, you want to delay Queen from being summoned to better align her with raid buffs or Tinctures. One way to do this is to manipulate your Battery generation by moving aeither earlier or later in your rotation. This will either add or remove 10 Battery from your current rotation (by taking away or adding an extra ) and make certain Battery amounts possible for summoning Queen that otherwise weren't prior. If your current Heat economy doesn't make this possible, you could potentionally move a Hypercharge window to make this work.
Another way to delay youris by using . This is a notable loss on both one and two target encounters, so this can only be a gain if you are sure this doesn't lose you any uses of actions and if the potential lost Battery is off set by the increase in damage from the delayed Queen.
End of Encounter Adjustments
Once you summon your lastof your fight, you want to avoid generating new Battery as this would be a wasted resource. This can be done by carrying Heat into the end of the fight and attempting to end an encounter with while Queen is summoned. For multi-target, due to the end of fight Battery being unable to be utilized, the priority of actions also shifts slightly and causes to become a gain over your regular heated combo GCDs on two targets.
Upon reaching level 90, Machinist has access to two charges ofwhich allows us to perform some interesting opimization. The cooldown of both charges of Reassemble is 110 seconds, which doesn't match the 120 second cycle our burst is tied to. We can intentionally drift Reassemble 10 seconds each two minute cycle to put them both into raid buffs, however this usually costs us a usage of the ability and thus is rarely worth doing for all burst windows.
This does mean that if we do not lose a usage by drifting, that it is encouraged to drift them into raid buffs. A common raid buff window thatis drifted into is the ones that align with your Tinctures, however usually more raidbuff windows can be drifted into without losing a usage. You can find out if you lose a usage or not by utilising a spreadsheet once you know your kill time.
Early Air Anchor Usage
If you use the Early Air Anchor opener, then you can use the following table as a cheatsheet. For any other openers, you can use it as an example as to how when it is worth driftinginto buffs.
|Reassemble in Buffs
It's worth noting that if your kill time is not listed within these windows that it doesn't mean you shouldn't driftinto buff windows, it just means you shouldn't do it for every single buff window.
When playing machinist at a recast time of 2.5 seconds, Wildfire effectively loops in our rotation and can be woven on the exact same GCD every single even minute window. When downtime occurs, or if we use a different recast speed, then this luxury is forfeit. This can cause some awkward timings with wildfire. These timings can be solved in the following ways:
- Hypercharge → Wildfire
- This is the most latency friendly option, it has a clipping tolerance of 1.7 seconds, which is reduced to 1.3 seconds if you end on a tool GCD.
- Wildfire → GCD → Hypercharge
- If comes off cooldown a GCD before you can enter , then use this option. Clipping tolerance: 0.7 seconds.
- Wildfire → GCD → Hypercharge
- If Wildfire comes off cooldown a GCD before you can enter Hypercharge then use this option. Clipping tolerance: 0.7 seconds.
- Hypercharge → Heat Blast → Wildfire
- If you are forced to enter before is available, or if you need to drift Wildfire backwards use this option. Clipping tolerance: 0.7 seconds. 0.3 seconds if you end on a tool GCD.
The order of actions you use in your opener can impact your burst windows and total uses of cooldowns throughout a fight. This is why chosing an opener is one of the most important aspects of Machinist optimization. Generally you want your strongest hitting abilities (, , , , , ) to be inside of raid buffs so they can benefit from the increased damage that these buffs provide. This is generally done by putting combo GCDs ahead of the tool GCDs in the openers, effectively drifting them by each use of the combo GCDs. If this causes you to lose a usage of these cooldowns, then you can always opt to remove one combo GCD and use the cooldown earlier instead.
Double Hypercharge Burst
grants a more immediate damage output compared to a heated combo, making it a good idea to maximize the number of s you can incorporate into raid buffs. While it's essential to have one Hypercharge available for , when you have both and pooled Heat at your disposal, it's also good to time your second usage of Hypercharge so it's within raid buffs.
Given thatreplaces three GCDs, you can intentionally create a three-GCD gap between two tool uses in your opener. This approach allows you to slot in a Hypercharge during subsequent burst windows. Depending on when your group's raid buffs are applied, this placement of Hypercharge is likely to synchronize more effectively than using Hypercharge after Wildfire.
The exact potency behind each tool will be mentioned later on in the potency analysis section. However, this section will conclude that the value of our tools from highest to lowest is:→ → . This order is derived due to the shorter cooldowns of Drill and Air Anchor, alongside the Battery generated by using Air Anchor.
If we know our kill times, we can change the order of our opener to rush tools to gain extra uses. For example if a boss were to die around 6:10, we can move our 6:15 chainsaw down to the third GCD so we can use it at 6:05, ensuring we get that final usage of Chainsaw. This does come at the cost of moving it out of raid buffs but an extra usage almost always is more valuble than the increased damage of raid buffs.
Due to the introduction ofin Endwalker, we can now use in our opener after both and three combo GCDs. This means we can summon Queen at the earliest after five GCDs. Realistically this number is six, as drifting for such an extended time almost always loses you a usage of the tool. It is worth noting that this also pushing back to the 6th GCD which could result in a lost usage of Wildfire in certain kill times. In this scenarios it is better to delay your first Queen until after the opener Wildfire.
As previously mentioned, there may arise situations where it becomes necessary to forgo using the openerin order to expedite the cooldown of . The process of setting up Wildifre in the opener is somewhat more intricate compared to other cooldowns. Firstly, we must accumulate 50 Heat from Barrel Stabilizer, and secondly, we must expend a minimum of three charges of both Gauss Round and Ricochet to prevent them from reaching their maximum limit during . The earliest moment at which we can employ Wildfire without exceeding these limits is after the second GCD. Achieving this requries a sequence of Wildfire followed by a GCD and then Hypercharge, which is illustrated in the "Fast Opener" example provided at the conclusion of this section.
An intriguing aspect ofis its internal handling as a Damage over Time (DOT) effect, as opposed to direct damage. This characteristic leads to a couple of important implications:
- captures the state of your buffs at the moment of its casting, rather than when the damage is eventually dealt.
- If you Skill Speed exceeds 400 points, Wildfire's damage is subject to a slight multiplier based on this stat.
One additional point worth emphasizing regardingis its inability to benefit from critical hits and direct hits. Consequently, when planning the timing of Wildfire usage, there is no need to consider buffs related to critical strike or direct hit.
Usingbefore pulling can be done to potentionally gain another usage of the ability before the fight ends. If this doesn't grant you an extra charge, then think about postponing the initial usage of Reassemble unitl your first tool GCD under raid buffs. You can then allocate the subsequent charge for the that comes up after Wildfire, ensuring that both charges of Reassemble benefit from the raid buffs.
There are countless ways to get your actions on cooldown as a Machinist. Below we list four frequently used examples that cater to varying fight designs. It is worth noting that for most of these, you are able to switch around the order of the tool actions if it gains you a usage of either of them.
- Delayed Tools
- This is the most common opener, and also the opener mentioned in the basic guide. It delays your high potency tools into raid buffs without increasing the risk of missing a usage.
- Early Air Anchor
- This opener is one you might opt to use if using your Air Anchor earlier nets you a usage of the action.
- 123 Tools
- When you can drift all tools fully into raid buffs without risking losing a usage then the 123 tools is the theoretical highest aDPS and rDPS opener due to a special burst sequence we will cover later.
- Fast Wildfire
- Like mentioned earlier, situations might arise where you can lose a usage of Wildfire if you drift it into the standard raid buffs timings. In these situations you can opt to move Wildfire towards the second GCD at the earliest time.
A Tincture increases the damage your abilities deal by roughly 8%. This is bigger than any raid buff in the game. This is why it's key to maximize the uses of your high potency cooldowns within your tincture windows. A good Tincture window includes the following actions:
- Automaton Queen (Specifically and )
- Two s
- Atleast a single
- 10+ s
- 15+ s / s
Machinist typically aims to use their initial Tincture during the two-minute window when they can fully maximize their Queen damage. However, this indeal scenario doesn't always align with the phases of every encounter. If we opt for the 2 minute burst Tincture usage, the next suitable opportunity to use another Tincture would be at the 8 minute burst, which frequently exceeds the kill time of encounters in optimized groups.
In cases where your group has the flexibility to coordinate a delay in raid buffs, it might become feasible to use the second Tincture at a more advantageous time, such as 6:30 or 7:00 minutes into the encounter, thus allowing you to still use the initial 2 minute Tincture without being forced into a suboptimal second Tincture usage.
You can use the following cheatsheet to help plan in your tincture usage based on kill times:
|Max Kill Time
|Standard Buff Timings
|0:00, 4:30 (or 5:00)
|0:00, 4:30, 9:00
|0:00, 5:00, 10:00
Skill Speed represents our least favorable substat on average, although there are instances where it becomes necessary due to gear constraints or phase timings. Our GCD alignement remains consistent at every 0.06s GCD interval, which includes values like 2.50, 2.44, 2.38, and so forth. When your GCD falls within one of these intervals, you'll need to insert an additional filler Heated Combo GCD within each two-minute loop to prevent your tool GCDs from reversing and overlapping with yourwindow.
If your GCD doesn't align with any of these intervals, yourcooldown will no longer seamlessly synchronize with your GCD rotation. In such cases, you have two options: you can opt for the rotation of the nearest lower interval (for instance, the 2.44 rotation if your GCD is at 2.46), or you can exercise some creativity in your Wildfire setups while ensuring your tools remain on cooldown.
Depending on how closelyaligns to the last GCD under , you can choose to slightly adjust the timing of Wildfire every two minutes to ensure your tools remain on cooldown. For instance, if you initially use a Wildfire → Hypercharge setup in the opener, you might have adjust your next burst window to use Wildfire in the last weave slot instead, resulting in a Wildfire → GCD → Hypercharge setup for that window. For the burst window following that one, you'll have to drift Wildfire a full GCD.
It's important to recognise that this method of driftingduring odd recast speeds doesn't inherently result in a net gain or loss in your DPS. However, you may discover that maintaining your tools strictly on cooldown could net you extra uses in specific encounters.
A noteworthy point to consider is that ifimmediately follows and , adjusting the timing of Wildfire will unavoidably cause Drill to also be delayed. In such instances, you will have no alternative but to insert a filler GCD.
In certain exceptional situations, Skill Speed can enable you to obtain an additional tool GCD towards the end of a phase in a fight. If this gain can be achieved with a minimal increase in Skill Speed, and the duration of the encounter is relatively brief, it might be better to use a sub-2.50 Skill Speed set specifically tailored for the phase timings of that particular encounter. This approach can potentionally result in a slight overall damage gain.
Having taken in the information above, you should now possess a fundamental understanding of how to tailor your rotation to suit the demands of a specific encounter. The remaining piece of the puzzle involves determining when it's appropriate to adapt your rotation and gauging the expected benefits and drawbacks. In the following section, we will delve into the fundamentals of potency analysis for Machinist, equipping you with the tools needed to justify changes in your own rotation.
The calculation for Queen's damage scaling per point of gauge spent is relatively straightforward. At maximum gauge, Queen's attack deals 2660 potency, which is calculated as follows: 10*120+680+780. However, it's important to note that Queen's damage scaling differes from that of the player's own actions, so we need to apply a normalization factor. As previously mentioned, in a typical raid setting, this normalization factor is about 89%, which means the equivalent player potency is approximately 2367p. Dividing this number by the 100 gauge spent yields the conclusion that Battery is worth 23.67 potency per gauge (PPG).
This value becomes key information when assessing actions that generate gauge. For instance, bothand deal 600 potency. However, Air Anchor generates 20 Battery, which we now understand to be worth 473.4 potency (23.67*20), assuming we can spend it before the fight concludes.
Assessing the value of spending Heat gauge requires a more intricate evaluation due to the displacement of three GCDs by thecombo. This displacement will typically encompass a full Heated Combo in single-target scenarios or three s in AoE scenarios. Since these actions also generate Heat, it's necessary to define Heat's effective potency recursively.
In a single-target scenario, the complete equation for evaluating Heat (doneted here as x) is as follows:
x = (Heat Blast Combo potency - Heated Combo potency) / (Heat cost of Hypercharge)
x = (220*5 + 130*2.5 + 130*2.5 - (200 + 300 + 380 + 15x + 10*23.67)) / 50
x = 9.74
Hence, in single-target situations, the value of Heat is calculated to be 9.74 Potency per Gauge (PPG). By using a similar formula, we can math out the value of Heat in AoE scenarios, substituting theand Heated Combo potencies with and potencies as neccessary. Below is the Heat value breakdown for different target numbers, ranging from one to six targets:
It's worth noting the decrease in PPG when transitioning from two targets to three targets. Interestingly, we can observe that spending Heat on three targets is less efficient compared to any other number of targets. This counterintuitive result arises from the fact thatprovides a small gain relative to our AoE filler, , compared to 's gain relative to our single-target filler, Heated Combo. When planning out a multi-target phase of an encounter, it becomes crucial to weigh the decision of whether to expend accumulated Heat or perseve it for a subsequent phase.
The difficult part of the Heated Combo equations have been done already, making the evulation of the Heated Combo potency a lot easier. All the remains is to sum up the direct potency, Heat PPG, and Battery PPG for each actions:
|Full Combo Avg.
To construct PPS (Potency per Second) models for each of the three tool GCDs, considering that these GCDs replace a Heated Combo in a single target scenario, we can compute the effective potency of each action (on average) by subtracting the average potency of a combo GCD, which was previously calculated:
It's noteworthy that, due to a lack of gauge generation, offers a relatively modest effective potency gain. When we evaulate each single-target tool in terms of their cooldowns, we can readily discern that yields the highest PPS of the three (652.5 / 40 > 179.1 / 20). This explains why it's generally preferable to use Air Anchor as the first GCD in the opener.
Context plays a pivotal role in comparing these numbers. For instance, in the "post-battery" phase of an encounter, all three tools hold the same potency value since there's no gauge to spend. Similarly, when strictly assessing the direct potency that can be infused into raid buffs, the gauge generated by these actions may not be expended in time to benefit from the buffs, rendering all three tools worth the same in that scenario.
In FFXIV, damage buffs likeand stack multiplicatively. This means that when two 10% damage increase buffs are active, the resulting damage increase is calculated by multiplying the values together: 1.1 * 1.1 = 1.21x. This multiplier is higher than if the two buffs were applied independently. It's a key reason why players should aim to synchronize raid buffs, as it maximizes the overall damage out put.
Conversely, rate buffs likeand stack additively. When two 10% critical strike rate buffs are in effect, the increase of your critical strike rate is calculated by simply adding the precentage together: 0.1 + 0.1 = 0.2, which equates to a 20% critical strike rate.
Accounting for Critical Hit and Direct Hit
To effectively assess actions like, , and rate buffs such as , it's essential to enhance our potency model with Crit / Direct Hit normalizations. The following formula can be utilized to estimate your expected crit multiplier on actions that are not Wildfire or Reassemble:
Expected crit multiplier = (1 + (crit modifier - 1) * crit rate)
For instance, if your Crit multiplier is 1.5x and your crit rate stands at 20%, your expected multiplier can be calculated as follows:
Expected crit multiplier = (1 + (1.5 - 1) * 0.2) = 1.1
A similar calculation can be done for Direct Hit.
Expected DH multiplier = (1 + (0.25 * DH rate))
The Crit and Direct Hit multiplier for Reassembled actions are slightly more complicated to calculate:
Expected Reassemble multiplier = 1.25 \* crit modifier \* (1 + (buff crit rate \* (crit modifier - 1))) \* (1 + ((DH rate + buff DH rate) * 0.25))
As an example, if your Crit multiplier is 1.5x, your Direct Hit rate is 30%, you have a +10% Crit rate from buffs, and you also have a +10% Direct Hit rate from buffs, your Reassemble multiplier can be calculated using the formula profided like so:
Reassemble multiplier = 1.25 * 1.5 * (1 + (1.5 - 1)) * (1 + ((0.3 + 0.1) * 0.25)) = 1.978
Using all of the formulas listed above we can compare the potency across various Crit/Direct Hit scenarios. Typically, this model of potency that considers Crit and Direct Hit rates is referred to as "effective potency" (ePotency). If we have a Crit buff active, we can adjust the Crit rate variable in the Crit multiplier accordingly. Ifis active on a GCD, we can simply set the Crit rate and Direct Hit rates to 100%.
With this information, we can precisely calculate the increase in effective potency gained by usingon a tool GCD:
Crit rate = 23.1%
Crit multiplier = 1.581
Direct Hit rate = 35.4%
Crit buffs = 0%
Direct Hit buffs = 0%
Drill ePotency = 600 * (1 + (crit modifier - 1) * crit rate) * (1 + (0.25 * DH rate))
Drill ePotency = 600 * (1 + (1.581 - 1) * 0.231) * (1 + (0.25 * 0.354))
Drill ePotency = 740.7p
Reassembled Drill ePotency = 600 * 1,25 * crit modifier * (1 + (buff crit rate * (crit modifier - 1))) * (1 + ((DH rate + buff DH rate) * 0.25))
Reassembled Drill ePotency = 600 * 1,25 * 1.581 * (1 + (0 * (1.581 - 1))) * (1 + ((0.354 + 0) * 0.25))
Reassembled Drill ePotency = 1290.7p
As illustrated by the math above,contributes 550 ePotency (1290.7 - 740.7) to the tool it enhances in this particular scenario. It's important to note that this figure will vary based on your specific Crit and Direct Hit statistics, as well as the buffs that are active. Ideally, you should aim to synchronize Reassemble with as many buffs as feasible, provided you can do so without forfeiting a use of the ability, to maximize the impact on your overall damage output.
This section will provide an introduction to creating your own gearsets.
In FFXIV, all stats operate within specific "tiers", where their effects only increase when you reach certain thresholds. A clear example of this is Skill Speed: between 400-414 Skill Speed, your GCD recast time remains at 2.50 seconds. Only when you reach 415 Skill Speed does your GCD recast time decrease to 2.49 seconds.
In practical terms, tiering can sometimes lead to optimal choices involving lower-priority melds replacing higher-priority melds to achieve the highest possible damage multiplier. So as example, if you've encountered a determination meld in a Best-in-Slot list when a crit meld seemed more suitable, it's due to considerations related to stat tiering.
The exact stat tierings are published in a few places but to calculate them yourself you can use the following formulas:
critical hit rate = p(CRIT) = floor( 200 × ( CRIT - Level Lv, SUB)/ Level Lv, DIV + 50 ) / 10
critical hit strength = f(CRIT) = 1400 + floor( 200 × ( CRIT - Level Lv, SUB)/ Level Lv, DIV )
direct hit rate = p(DH) = floor( 550 × ( DH - Level Lv, SUB)/ Level Lv, DIV ) / 10
determination increase = f(DET) = floor( 140 × ( DET - Level Lv, MAIN )/ Level Lv, DIV + 1000 )
auto attack strength = f(SPD) = ( 1000 + floor( 130 × ( Speed - Level Lv, SUB )/ Level Lv, DIV ) ) / 1000
recast time = f(GCD) = floor( ((GCD * (1000 + ceil( 130 × ( Level Lv, SUB - Speed)/ Level Lv, DIV)) ) / 10000)/100 )
The preference for a 2.50 GCD over other lopping tiers like 2.44 or 2.38 in Machinist rotations is grounded in the direct connection between the value of Skill Speed as a stat and the damage gained from accelerating our GCD rotation. Skill Speed's impact on Machinists damage is heavily tied to the GCD because both Heat and Battery gauge generation rely on GCDs, and abilities like Ricochet and Gauss Round are triggered by Heat.
However, there's a significant factor to consider: the fixed duration of everywindow at 7.5 seconds (1.5 seconds per actions * 5 actions). This duration remains constant regardless of how fast our GCD is. Additionally, these 7.5-second segments do not evenly replace three GCDs at any feasible recast speed below 2.5 seconds, leading to a slight drift in our tool GCDs.
In lights of these factors, comprehensive simulations consistently indicate that 2.50 GCD setups are generally the most effective, unless there are exceptional reasons to opt for a faster GCD in a particular encounter. This emphasis on a 2.50 GCD is primarily attributed to the limitations imposed by the fixedwindow duration and the lack of scalability of certain GCDs with Skill Speed.
Critical Hit Interactions
Machinist possesses two distinct and unique actions that impact its approach to Critical Hit and Direct Hit:and .
operates in a manner that does not benefit from Crit or DH stats whatsoever, making them slightly less valuable for Machinists compared to other jobs.
On the other hand, Reassemble's effectiveness now scales with the DH stat, since the 6.2 update. Additionally, Reassemble can now take advantage of Crit and Direct Hit raid buffs likeand . These changes emphasize the evolving role of Crit and Direct Hit stats for Machinists, particularly with respect to 's impact on their damage output.
Miscellaneous Optimization Methods
As a Machinist, you have access to several optimization techniques. While we'll provide a brief overview of each, it's essential for you to determine the most appropriate moments to apply them in a specific encounter. If you've followed this guide thus far, you should have the knowledge and skills needed to make those informed decisions effectively!
Mid-Hypercharge AoE GCDs
The interaction withstacks and certain AoE GCDs, like or , offers a unique optimization opportunity for Machinists. These AoE GCDs can be used during without consuming any stacks, as Hypercharge stacks are only consumed by single-target GCDs. This method can be useful in specific scenarios, such as:
- Managing Heat: When will be off cooldown in less than 8 seconds, and you're on the brink of overcapping Heat, you can use and incorporate Chain Saw into your rotation as soon as it becomes available.
- Weaving Efficiency: If you require an additional weave slot to utilize all charges of and during a burst phase, you can integrate into your window. For example, you can employ it on the 4th GCD in your opener to free up an extra weave slot.
It's worth noting that to make the most ofin this manner, you'll need to micro-drift its cooldown, as it doesn't evenly align with the 1.5-second recast GCDs. This micro-drifting adjustment ensures that Chain Saw can be seamlessly incorperated into your rotation during without disrupting your overall DPS rhythm.
10x Heat Blast burst
Using the information above, thatdoes not consume a Hypercharge stack, it becomes feasible to configure a burst window that allows for the execution of 10 s in a row. This can be useful for burst windows where you use your Tincture to maximize the damage ouput.
The burst sequence unfolds as follows:
The specific burst sequence is achievable when you use your tools in precisely this sequence. It's crucial to ensure thatis used later in the sequence to avoid drifting, and is positioned as the last GCD just before entering the burst. In encounters with full uptime, the 123 Tools opener is able to abuse this burst pattern.
Pooling yourcharges in anticipation of an upcoming AoE situation within a fight can be a savvy move to make use of Ricochet's cleave damage. Each charge of Ricochet can potetionally add an additional 65 potency per target in the cleave area. However, it's important to keep in mind that Ricochet has a 5y radius, so for optimal cleave damage, the enemies must be grouped closely together.
Here's a helpful tip: The distance calculating's cleave is determined from the center of your target's hitbox to the edge of the hitbox of other enemies.
Extending Buffs with Flamethrower
operates similarly to ground damage-over-time actions; it snapshots the player's buffs at the time of casting the action (although it doesn't snapshot debuffs on the target, like ). This means that if you start channeling Flamethrower on the last GCD of your buffs, those buffs will remain in effect for the full duration of Flamethrower.
To put it into perspective, achieving a modest 1.13x buff multiplier foris enough to make it worth more than using your regular Heated Combo on two targets. The benefits become even more pronounced when dealing with three or more targets.
Flamethrower Tick Fishing
While this technique is quite minor and impractical, it's included here for the sake of completeness. If you start channelingduring a period where the boss is untargetable, you have the potential the land a tick on the boss just as it becomes targetable again, all without consuming any GCD time. However, it's essential to start channeling Flamethrower atleast 2.5 seconds prior to the boss becoming targetable to ensure that Flamethrower doesn't interfere with your GCD timing.
As we are aware,consistently executes 5 GCDs before her and finishers. During these initial 5 GCDs, she can either use or . Arm Punch takes up one GCD slot, while Roller Dash occupies two for double the damage output. However, there's a technique to prompt Queen to use a Roller Dash on her 5th GCD, effectively providing her with the damage potential equivalent to 6 GCDs.
To execute this tactic, instruct your tank to move the boss away from Queen's melee range between her 4th and 5th GCD. This maneuver ensures that Queen uses a Roller Dash as her 5th GCD.
A special thanks to Kero Kaeru for the following section of this guide.
The main tool abilities of Machinist apply their damage at a significant delay from their cast. This has to do with the differences between the preparation line and the actual moment of damage application. To prepull properly, you ideally sync this damage delay with the prepull time. This causes your GCD and cooldown to start rolling earlier, giving you slightly more time in both regards which can result in an easier time hitting last GCDs at the end of phases. A good example of a fight where this technique is benefitial is Endwalker's Pallas Athena, where it allows for the inclusion of one finalbefore her downtime when her Limit Cut phase starts.
There is one thing making pulling on the damage delay timer unfeasible, which is your auto attacks. Whenever you press an action, your auto attacks will enable immediately, causing damage to be dealt before the tool lands, resulting in an early pull. To address this issue and enable the optimization described above, macro pulling can be used. This method suppresses the automatic enabling of auto-attacks until after Air Anchor lands, allowing for the desired timeline synchronizaion and the associated benefits
The main idea behind macro pulling involves utilizing the /action text command to execute your first GCD. This is done in combination with a placeholder that enabled you to specify the boss for thecommand without having the boss targetted. This specific setup ensure that auto-attacks are not used prematurely.
It's crucial to emphasize that the boss should not be targetted when the /action command is executed for this approach to work effectively.
The specific macro you should employ largely depends on your personal preferences and specific requirements. Selecting the right macro is more about tailoring your user interface (UI) to your needs rather than optimizing your performance in a particular way. Therefore, isntead of providing a single, definitive macro, I'll outline the various options available to you, allowing you to decide which one aligns best with your playstyle and objectives.
When it comes to using macro's in combat, it's important to note that macros lack the queueing functionality associated with regular actions. Therefore, to ensure the most reliable and swift execution of a macroed action, it's often necessary to essentially spam the action command on every line of the macro.
An example of the macro would be like so:
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/ac "Air Anchor" <pl>
/micon "Air Anchor" action
Here, "p1" is a placeholder which you should replace with a specific targetting variable listed below. The micon line can be removed and replaced with an additional /ac line at the cost of a normal looking GCD action on your hotbars. Lastly, the Air Anchor tool can be replaced with any other action that you would like to use. Mind you that mainly the tools suffer from this notable delay in their damage application, so this method is most useful for only these 3 GCDs.
List of targetting variables:
- tt: This attacks the target of your target. Most casters start casting their prepull action long before we would use our macro. We can target them instead of the boss and use a macro with this placeholder instead.
- f: This attacks your current focus target. This is slightly annoying to use as you are required to re-focus target the boss every single pull, and it might interfere with your preference of using focus target for other uses.
- lt/le: These attack your previous targets. First target the boss and then nothing else before using a macro with these targetting variables. "Le" is slightly more forgiving as it targets the last target you had, so accidentally targetting a party member won't ruin your prepull.
- attackN/bindN/square/etc: These attack targets with specific overhead markers. You also have to apply these in between every single pull and can cause issues for marker based solutions to mechanics.
- mo: This attacks the target which your mouse is currently hovering over. While effective, this method cannot be utilized by controller players.
Macro Without Tincture
The earlier mentioned macro is very nice to use specifically for moments where you also want to use a tincture on the pull. However, for moments where this isn't necessary you could instead opt to use the following macro for ease of use:
/ac "Air Anchor" <le>
/micon "Air Anchor" action
In a single target encounter this macro works similar to simply pressingbut functions without the action queue or automatic auto attack activation.
- 18 Jan. 2024: Updated for patch 6.55.
- 05 Oct. 2023: Updated for Patch 6.5.
- 22 Sep. 2023: Guide added.
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