Warning I did not check this for spelling and grammar errors.
Part 1.a: The endgame "Melee Staff"
(mainly focusing on Claustrum and Hvergelmir, plenitas Virga is for refernece)
Claustrum Rare Ex
[Main] All Races
DPS: 1738 DMG:113 Delay:390 Accuracy+40 "Gate of Tartarus" Additional effect: Dispel Afterglow
LV 99 BLM SMN
Hvergelmir Rare Ex
[Main] All Races
DPS: 1738 DMG:113 Delay:390 MP+150 "Myrkr" Aftermath: Occ. deals double damage
LV 99 BLM SMN SCH
Plenitas Virga Rare Ex
[Main] All Races
DPS: 1633 DMG:98 Delay:360 HP+100 MP+100 INT+20 Accuracy+15 Attack+15 Haste+3%
LV 99 WAR MNK WHM BLM PLD BRD DRG SMN SCH
If you look at both Hvergelmir and Claustrum, they obviously share the same role. Both have the same delay, same damage, and a weaponskill whose purpose is to restore mp. They are both pretty even at dealing damage, In the "melee staff sense" they are the highest damage staffs in the game and the 40 accuracy on claustrum is a nice bonus considering the selection of mage melee gear combined with mage combat skill levels. But you see... there is an innate problem here. Two out of the three MAGE endgame weapons are designed to MELEE! In my opinion this just doesn't seem right.
The main endgame weapons of a job should enhance an aspect of that job or create a new way to play a job. For example(using only empyreans and relics for now), Apocalypse gave the glass cannon drk an amazing amount of stability. Annihilator and yochi solved the hate problems rangers had. Aegis virtually made magic damage irrelevant, and ochain made phsyical damage irrelevant against plds. Amano enhanced samurai's strength in skillchains by opening up the possibility for double light skill chains.Even Mjollnir enhanced whm melee capabilities. But why could Mjollnir work for WHM when Hvergelmir and Claustrum did not for blm, sch, smn. Four Reasons: Weaponskill Selection, Gear selections, and Job statistics, and the staff weapon class itself.
Weaponskills and Job Stats:
The SINGLE reason why Mjollnir was good for whm melee and one of the reasons whm melee was accept was because of the weaponskill Hexa Strike. On the other hand, the strongest weaponskill for staffs was Retribution. Retributions modfiers are STR and MND. SMN SCH and BLM are tied for 18th in STR and 2nd(smn), 5th(sch) and 9th(blm) for MND. Just recently you developers tried to ninja patch this it seems by releasing the weaponskill shattersoul with its 100% INT modifer, which all three jobs are very high in (first, second and third). However you also released the plenitas virga at the same time with int 20 and 15 attack over both hvergelmir and claustrum, which counters out their 15 base damage difference. (the actual weaponskill one the weapon will be talked about later)
Gear Selections:
The only real source of melee weaponskill stats that blm sch and smn used to be morrigan (sch didn't even get this). Even now melee gear selections are slim to none, again only morrigan +1 seem to be the saving grace of mage melee gear for these three jobs. And you know, in all honesty, that is how it should be. BLM SCH and SMN were not designed as melee jobs(smn being the exception because they can melee with pets), they are mages!
Staff weapon skill itself:
First lets take a look at the strongest double handed weapons:
Apocalypse Rare Ex
[Main] All Races
DPS: 1953 DMG:167 Delay:513 Accuracy+40 "Catastrophe" Additional effect: Blind
LV 99 DRK
and Now strongest single handed weapons:
Almace Rare Ex
[Main] All Races
DPS: 1875 DMG:70 Delay:224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage
LV 99 RDM PLD BLU
Guttler Rare Ex
[Main] All Races
DPS: 1886 DMG:88 Delay:280 Attack+40 "Onslaught" Additional effect: "Choke"
LV 99 BST
As you examine these weapons you can see that the exchange for high delay is high damage and vice versa. The staff weapon category falls in the middle of these two categories. It does not have a high enough delay to be considered a true 2-handed weapon so does not get its damage, but at the same time its delay is high enough that it has a really slow attack speed even with capped haste. The mages also get no job specific tools to enhance their melee capabilities, IE Last resort + desperate blows.
So what we have is mediocre melee weapons in the middle of two categories of weapons.
Conclusion from Part 1.a
-As a result, of weak weaponskill selections(and plenitas virga over shadowing on shattersoul), gear selections, job statistics, and the placement of staff in the weapon category, Claustrum and Hvergelmir fail to substantial enhance BLM SCH and SMN melee capabilities to make melee on these jobs even worth it. Thus they fail as melee staffs.
Part 1.b: Weaponskills of the "Melee Staffs"
-Because of Part 1.a, they only saving grace that these weapons have is their unique weapons skills and the additional effects of these weaponskills. As stated before, both of these effects aim to restore mp (The attack down of Gates of Tartarus is neglible because it doesn't stack with other attack down effects). Hvergelmir does an amazing job in its mp restoration role. It heals 20/40/60% of your mp for 100/200/300 tp respectively. Claustrum on the other hand gives a 8mp tick refresh for 20/40/60 seconds, which is 6/13/20 ticks, which is 48/104/160 mp respectively. On BLM and SCH I have a base of around 1200 to 1300 mp, 1500 to 1700 on smn. Thus, Claustrum barely reaches the ability to restore 10% of ones mp at 300 tp. Thus Claustrum fails at not only being a melee weapon, but also as an mp restoration tool. Gates of Tartarus does do damage as, however, it has an extremely low base damage on the weaponskill and it is a CHR mod which is an extremely wierd mod for these three jobs because none of them even use chr in anything they do(unless there is some hidden chr/smn effects).
Part 1.b Conclusion
-Hvergelmir has a nice role as an mp restoration staff and it does it very well. However, Claustrum fails at this role, and both staves fail at the melee role.
Part 1.c The solution to "Melee Staffs"
-So what we have are two bad melee weapons both with restore mp abilities(one being garbage). As a result, I believe it would be best to adjust claustrum into a mage staff and not a melee staff, or at least give it a weaponskill that sets it apart as a melee staff, but preferably the former.We do not need two garbage melee staffs, one is accepting (Hvergelmir).The problem though is how do you make Claustrum useful to blm and smn without changing the "relic design" of acc or attack + ws + effect. The only way to do this unfortunately would be making this a utility staff and keeping the melee aspect (like hvergerlmir unfortunately), but it would have to be a different utility than hvergelmir. And this is what comes to mind.
Claustrum Rare Ex
[Main] All Races
DPS: 1738 DMG:113 Delay:390 Accuracy+40 "Gate of Tartarus"
Occasional Quickens Spellcasting + 25%
LV 99 BLM SMN
Also Gates of tartarus additonal effect would change from refresh to occasional increases spellcasting by 25% for a max total of 50% when combined, which should be the cap. This would make Claustrum much sought after and useful in my opinions because it opens up alot of interesting options. Or if you think 50% quick cast would be too overpowered on one piece, I would then increase the quickcast on the weapon to 35% and make the additional effect of gates of tartarus magic crit hit rate + 20%. This should last even if you unequip the weapon and have a duration of 180 seconds at 300 tp. Adding unique and rare stats like these would make Claustrum interesting, sought after and useful. And Hvergelmir would remain the mp restoration tool. It does well at that role already. Personally though, I think the restoration should be 33/66/100% for the mp but whatever.
Part 2 Mythic Mage Might
Part a: The Enlightened Perfection of Nirvava
Nirvana Rare Ex
[Main] All Races
DPS: 1552 DMG:104 Delay:402 Accuracy+30 Avatar perpetuation cost -8 Avatar: "Magic Atk. Bonus"+40 "Garland of Bliss" Aftermath (Incl. Avatars): Inc. Acc./Atk., Occ. attacks 2-3 times
LV 99 SMN
Let me preface with this, Mythics 99 cost 3 times more than relic and empyreans, and also have a butt ton of work that goes with the money cost as well. As such, these should be the strongest weapons hands down. Now let us look at Nirvana. It has acc +30 to help get tp to trigger aftermath becauses have low acc(good). Avatar perp - is al magian staffs combined +1 (PERFECT). Avatar magic attack bonus +40 destroys all for magical blood pacts (PERFECT). Garland of Bliss is a magical weaponskill and never misses (PERFECT - could use a base damage increase on the ws). All parts of aftermath proc on smn's main focus, their pets. (..PERFECT).
Nirvana is the true mage mythic weapon and all mythic weapons should use it as an example. So lets move on:
Part b: Meteor Ahoy!
Laevateinn Rare Ex
[Main] All Races
DPS: 1552 DMG:104 Delay:402 Accuracy+30 Magic Acc.+10 "Magic Atk. Bonus"+60 Enhances "Elemental Seal" effect "Vidohunir" Aftermath: Inc. Mag. Acc./Mag. Atk. Occ. attacks twice or thrice
LV 99 BLM
Laevateinn has pretty much been coined the meteor staff because without its aftermath the magian trial staffs at 99 surpass laevatein's damage due to diminishing returns. The enhances elemental is only good for once every 10 mins, an epeen shot or strategic meteor. For the most difficult staff to get in the game, that is UNNACCEPTABLE. My main beef with this staff is that it should surpass magian at all times, aftermath or not, and the aftermath should just enhance it further. Now for melee mythics this shouldn't be the case, melees should strive for aftermath, but its harder for blms to get aftermath and so the aftermath should just be a bonus imo. The enhances elemental seal, accuracy, vidohunir are all fine. What should happen is that magic attack bonus + 60 should be removed and replaced with Magic Damage +7. The trial staffs have magic damage +6, laevateiin should be all magic damage +7 including non elemental meteor. Also part 3 of the aftermath should enhance magic damage, considering nirvana's occ attack twice and thrice procs on bloodpacts if i'm not mistaken. So does ryohigne on drakesbane etc.
My perfect Laevateinn:
Laevateinn Rare Ex
[Main] All Races
DPS: 1552 DMG:104 Delay:402 Accuracy+30 Magic Acc.+10 Magic Damage +7 Enhances "Elemental Seal" effect "Vidohunir" Aftermath: Inc. Mag. Acc./Mag. Atk. Occ. deals double(or triple - might be overpowered) magic damage
LV 99 BLM
Part c: The All-Knowing?
[Main] All Races
DPS: 1552 DMG:104 Delay:402 Accuracy+30 Magic Acc.+30 "Magic Atk. Bonus"+40 Same elemental magic as weather: Enmity-20 "Omniscience" Aftermath: Inc. Mag. Acc./Mag. Atk. Occ. attacks twice or thrice
LV 99 SCH
Before I talk about this take a quick review at nirvana and Laevateinn. What did those two staffs do for their jobs> Nirvana greatly enhanced smns physical and magical bloodpacts as well as their mp management issue. It baseically touched on every aspect of the job itself besides elemental siphon and avatar's favor. What does Laevateinn attempt to do for blm? It attempts to make blm into a magical laser cannon of doom(i described why it fails above). Even though Laevateiin fails it still targets to enhance the jobs strength as much as possible, it has a clear focus. So let us ask ourselves, what does Tupsimati attempt to do for sch. To start, it looks like tupsimati is focused on the magical damage aspect of sch instead of sch as a whole. We must remember sch is a hybrid that focuses on many roles. I mean it is ok to focus on one role, but to half ass it that badly I mean come on. Lets go step by step, this might take a while:
Acc +30: Fine for getting aftermath
Magic acc +30: If this was on the 75 version I'd say cool because it surpass the inital elemental staff hqs. But for a 99 staff....pathetic. BLM staff focus is sheer magic damage, thats why I'm fine with it having low magic acc to balance it if is change as I suggested, or along those lines to strengthen it.
Magic Attack Bonus +40: Same reason for this as blm, but this is even more pathetic. It barely even surpasses the lvl 51 chatoyant staff.And at 75 was beaten by the lvl 51 hq staffs. The end all be all staff beaten by a lvl 51 staff... pathetic.
Same Elemental as Weather: Enmity -20 : Ok so here you guys at SE tried to make use of one of sch's aspects, weather controlled, kudos, but as you can probably see this has no use once so ever. It does not change anything substantial to be a stat on the end all be all sch staff. Especially considering you gave us a strategem that gives 50 enmity- that surpasses the enmity - cap (iirc - i 5/5ed focalization instead so not sure) If you really care about sch enmity control, increase the animus spell potency. With tranquil heart we really have no use for a huge enmity- boost, if i wanted to I would just go merit it.
And finally the aftermath. Same as blm problem, the first two are fine, but the last should be magic specific. So here are my suggestions:
If you wanted to go nuking staff route without overstepping blm boundaries:
[Main] All Races
DPS: 1552 DMG:104 Delay:402 Accuracy+30 Magic Acc.+30 Magic Damage +6 Iridescence, Enhances Light/Dark Arts, "Omniscience" Aftermath: Inc. Mag. Acc./Mag. Atk. Occ. quick casts magic(very high proc rate on 99 weapon, 50% +?)
LV 99 SCH
Enhances Light/Dark Arts - all skills increased to one lvl higher. IE B to B+, B+ to A etc. Iridescence - same as chatoyant staff.
If done this way the sch staff becomes the second best nuking staff to blm but still has uses on the other abilities of the job. The additonal cure potency from iridescence aurastorm, the bonus skills for enhancing and healing magic, etc.
Tupsimati suggestion 2, taking into account soon to come Embrava Kaustra change
[Main] All Races
DPS: 1552 DMG:104 Delay:402 Accuracy+30 Magic Acc.+30 Magic Damage +6 Iridescence, Enhances Embrava and Kaustra, "Omniscience" Aftermath: Inc. Mag. Acc./Mag. Atk. Occ. quick casts magic(very high proc rate on 99 weapon, 50% +?)
LV 99 SCH
This should should add 1 tick of regain per upgrade up to a max of tick regain at 99.
So Embrava with Tupsimati will be Haste Regen refresh and Regain. For a 600M item I think adding this would be fair.
Enhances Kaustra - effect does not wear of when caster dies - this pisses me off sooo much. Or increased Duration.
Tupsimati suggestion 3 - The utility staff
[Main] All Races
DPS: 1552 DMG:104 Delay:402 Accuracy+30 Magic Acc.+30 Magic Damage +5 Enhances Storm Spells, Enhances Light/Dark Arts, "Omniscience" Aftermath: Inc. Mag. Acc./Mag. Atk. Occ. quick casts magic(very high proc rate on 99 weapon, 50% +?)
LV 99 SCH
Enhances Light/Dark Arts is the same
Enhances Storm spells - Increases storm spell effect by 5% per lvl to a max of +25% to a max of 35% at lvl 99. This additional percentage should surpass the storm weather day bonus cap. The new cap would be this storm + another weather effect from the area + day for 35% + this for 60% + Twilight cape for 70% or is it 75% because of double weather idr. Enhances storms should also enhance the stat boost from the merit ability stormsurge. It should gain +1 or +2 stats for each upgrade for a max of +5 or +10 at 99, stormsurge +7 brings that to +12 and +17 and then theres those boots etc. This should make it even to boost spells. No its not overpowered, I just made a 600M item to be even with your 10k boost spell, woopdeedooo >.>. The main bonus would be the tier 3 afterglow and storm effects. This would also be the solution to all the scholars asking for double weather. If you want your sch to be OP then work your ass of for it.