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Old 07-06-2013, 08:42 PM
SirAlvarex SirAlvarex is offline
Fire Giant


Join Date: Sep 2010
Posts: 529
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Quote:
Originally Posted by t0lkien [You must be logged in to view images. Log in or Register.]
What? No wait we just spent two pages dis...
*sigh*
Well, you spent two pages saying it wasn't possible, then trying it yourself with your own methods and finding it not possible. You aren't considering all of our though songs in the equation.

Mathematics:
Each song has a cast time of ~3 seconds
Each Beneficial Duration song lasts between 12 and 18 seconds, depending on where the song was cast in regards to the server tick.

12/3 = 4, so mathematically he maximum number of songs you can play at any one point is 4, since that's the hard minimum. If you can automate the process so there's no lag, then you have 4 beneficial durationsongs that are only broken up by missed-note garbage.

However the example I gave presented two different songs types: Non-buffs (clarity song) and detrimentals. Clarity buff doesn't have a timer, it's just flat mana. The Snare is a detriment, and those have a duration lasting between 18 and 24 seconds. So, by switching out two duration beneficial songs, we now only have the probility of a song dropping every 4 cycles, and those would be the Haste or the Regen.

Both of those songs wouldn't be seen as huge detriment to the group if they drop for a few seconds, so it isn't a horrible situation. If you are twisting resists? Then yeah, you probably want to keep it safe.

If you switch out more of those songs for the detriments, then you run into why bard fear kiting works. Since the minimum duration on the detrimental songsis 18s, that means you can at max have 18/3 == 6 detrimental songsrunning at a time. Since there isn't a grace period with the detrimental songs, it's advisable to only run 5 at a time to take into account server ticks.

So yes, it is possible to twist 4 songs at once, hell even 5. If you are wanting to just twist beneficial duration songs, then you won't have much luck. Even when I had it going with two macros using stopsong, I'd still get a drop of a quarter of a second every other cast due to innate UI lag.

You can test it yourself with the following macros:
Macro1:
/stopsong
/pause 28, /cast 1
/stopsong
/pause 28, /cast 2

Macro2:
/stopsong
/pause 28, /cast 3
/stopsong
/pause 28, /cast 4

Spamming those two macros still leaves you with about a second of wasted time for letting the client cast the next song. If stopsong were instantanious then the above macros would allow for seamless twisting of 4 beneficial duration songs.

But the question was how many songs you can twist at once, and if you are including our entire bevy of songs then yes, the most you can twist is 5 + BoH (or any clickable bard song).

As with all things Bard, this isn't a cut and dry example of "give me a hardline guide on how to do something!" The amount of songs you can twist at any given point is entirely determined by the situation that you are presented with, and augmented by the skill of the player involved.

So I guess what you are wanting is a breakdown like this?
How many songs can I keep up if I am responsible for resists?
3. One of either our two "3 resist type" drum resists or of our 5 "single resist" singing songs, Guardian Rhythms, and any other beneficial song (typically Cantata).

How many mobs can I keep mezzed at once?
5. Any more than that and you'll run into big mistakes with resists. Subtract one/two if you want to Charm safely.

How many songs can I play if I am soloing and don't need the buffs?
5. Fear + Snare + 3 Drum Dots work great. Still a go-to even with Epic.

If I'm in a group, how many can I keep up if I'm not CC and this isn't a resist fight?
4, depending on your situation. If the only beneficial song you need to keep up is Regen (or additionally haste), then you can run a Snare+Regen+Clarity+Haste setup where the only drop is in Regen/Haste, and that only impedes on the group a tiny bit considering the benefits from snare/clarity being added to the mix. You can switch out snare with Mez, Charm, or any other detrimental song as needed. Or in an all-caster group drop Haste for double dose of Clarity. Or a triple dose by dropping Snare.

So I guess you want to hear that yes, you are in fact correct that it is unrealistic to keep 4 beneficial duration songs up and going for an entire fight that lasts longer than 24 seconds (the amount of time needed for the songs to drop on the second pass). But not all of our songs are constrained to the same timers, so the answer isn't cut and dry. Some setups can be very successful with twisting 5 songs.
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