Log in

View Full Version : [DEV1072] Weapon Bash Adjustments



Urteil
01-24-2012, 06:52 PM
This is great, but can weapon bash actually do more damage as well?

There was a slight revamp to shield bash but the reality is that I am swinging my base 150+ damage weapon (or whatever) to do a measly 15-30 points of damage for an ability on a three minute timer that has a stun worse than spells/ability a Blue Mage/Dancer can spam repeatedly.

I am literally slamming my weapon into the target, and the ability violent flourish uses one's base damage already AND stuns, and can be used with much more frequency.

I can often do 350+ violent flourishes every 30~ seconds but I can hardly break 50 points of damage with an Weapon Bash on a 5/3 minute timer, who's effect can be replicated quicker and better on other jobs.

As it stands the Samurai ability blade-bash also inflicts plague and stuns, would it be out of the question for:

Weapon Bash to Dispel a beneficial effect/Absorb a beneficial effect or inflict some other type of debuff.

Weapon Bash to do damage that scales with the base Damage of the Weapon the Dark Knight is using.

Weapon Bash to simply do the same damage as a normal melee swing, as dancer's already have the 3.0 version of this ability.

Or Grant the TP gain of a normal attack if not have a bonus? (+50% tp)

Or Absorb-TP from the target.

The stun duration should also be increased (the same for shield bash) as it is pitiful and can be outdone by sources that can be used at 5x the frequency.



This is a decent start, but more has to be done. The potency of the ability needs to be increased as you have still kept recast of the ability quite long, from the eternity that it was before.

For weapon bash to truly make sense with the weak mechanics it possesses a recast of 60 seconds would be feasible, however since that is not the case we will all be looking forward to the bolstering of its power.

If you aren't going to make Scarlet Delirium worth using I applaud the return to the low level basics, but please make it worth everyone's time.



------------------------------------------------------------------------------
Also I REALLY hope there's more than this (where is our Dark Magic Fast Cast), parrying cap upgrade to match the ridiculous job traits we have been given etc.

This whole entire "update" could have served its purpose better as a discrete * at the bottom of a page talking about how you nerfed the rare/exclusive delivery options again.

I'm sure it took you longer to make a character, load the mob/take the screenshot and edit it on Photoshop then it did to come up, implement and "test" the change.

Hercule
01-24-2012, 07:50 PM
I like this idea, Weapon bash should be better, even with the items that boost weapon bash like the AF glove, we only get DMG +10...

http://images2.wikia.nocookie.net/__cb20080523000938/ffxi/images/8/8e/ChaosGauntlets_%2B1.png

Should be cool for exemple if these gloves could guive an additional effect to Weapon Bash

Just some exemple ideas i'd like to see on AF gloves (or another future item that will boost Weapon bash)
"Weapon Bash" DMG+100 Occasionally Terror the target (~50% chance)
or
"Weapon Bash" DMG+100 Additional effect "Dispel"
or
"Weapon Bash" Damage varies with user HP

Urteil
01-24-2012, 09:04 PM
The terror idea would run into problems because the ability already stuns.

Though gear enhancing it is nice, enhancing the job only through gear is flawed.

Let's try to steer away from that and enhance the native potency of the ability and of Dark Knight instead.

Hercule
01-24-2012, 09:27 PM
Yeah i mean a Terror is like an High Quality Stun

Arkanethered
01-24-2012, 10:07 PM
I guess I like the idea of our weapon bash being lowered... I would like to have seen other ideas before this one, but I would rather have this than nothing.

I'm on board with an additional effect on weapon bash.

Terror, curse, absorb-stat, bind?

Unctgtg
01-24-2012, 10:27 PM
Just increase the stun duration is all I want, I could care less about the damage it does.

Ophannus
01-24-2012, 11:25 PM
PLaying devils advocate for a second. This ability probably does less damage than Violent Flourish because the stun effect is 100% and ignores evasion,shadows and magic evasion and unlike flourish, this move will never fail to stun unless the mob has 100% immunity to stun which is exceedingly rare. The reason weapon bash has no extra bonuses like blade bash is because weapon bash is learned at level 15 and blade bash is an optional merit point skill. This move is probably meant to be a quick last resort stun when the mob is casting a spell or about to use a deadly TP move and flourish/sudden lunge are specialties of those jobs whereas DRK's is mainly damage/absorbs/drains/ws damage.

I can see them basing weapon bash damage on main weapon damage however since they upped shield bash damage based on shield size, I think this would be fair, like High Jump damage but without the TP gain or hate shed.

Saiken253
01-25-2012, 05:32 PM
The reason weapon bash has no extra bonuses like blade bash is because weapon bash is learned at level 15 and blade bash is an optional merit point skill.

flourish/sudden lunge are specialties of those jobs whereas DRK's is mainly damage/absorbs/drains/ws damage.

I can see them basing weapon bash damage on main weapon damage however since they upped shield bash damage based on shield size, I think this would be fair, like High Jump damage but without the TP gain or hate shed.

Hmmm, Wasn't DRK the original stunner? Why can't our stunning capabilities be improved to be equivalent of those other jobs? It would give us more viability as a player choice as well as give us good soloing/interruption options as well.

Taint2
01-26-2012, 03:19 AM
Bash should give TP, still wouldn't use it beyond an extra stun, but it would have an additional positive effect.

ShadedOnyx
01-26-2012, 04:07 PM
Violent Flourish Gives TP, Sudden Lunge Stuns Longer then any stun i've ever seen. For a Drk's stun spell to last 6+ seconds they need to use a thunder staff... If you want Weapon Bash to do a secondary effect is should reduce Targets TP Since you're basically slamming your weapon into its head. I Think once every 60 seconds with 15-25% chance to lower targets TP is fair. If it did damage based on our weapon and gave us TP i think it would be fair. Still THink Drk needs Shadow/Black/Unholy/Noir tier 1,2,3 or whatever you want to call them with a high MP cost So i can fast cast 40-90 TP when i shouldn't be meleeing the mob to get ready for a ws taking 5min to shuffle through elemental nukes for no damage and not enough tp. Drk needs drain III and none of our drk magic spells should have a recast higher then 30seconds. A lot of Drks /sam and lose that recast time. Entropy is a wonderful MP recovery tool That I don't need to make use of because I don't use my MP that fast. -.-

Urteil
01-26-2012, 04:35 PM
Violent Flourish Gives TP, Sudden Lunge Stuns Longer then any stun i've ever seen. For a Drk's stun spell to last 6+ seconds they need to use a thunder staff... If you want Weapon Bash to do a secondary effect is should reduce Targets TP Since you're basically slamming your weapon into its head. I Think once every 60 seconds with 15-25% chance to lower targets TP is fair. If it did damage based on our weapon and gave us TP i think it would be fair. Still THink Drk needs Shadow/Black/Unholy/Noir tier 1,2,3 or whatever you want to call them with a high MP cost So i can fast cast 40-90 TP when i shouldn't be meleeing the mob to get ready for a ws taking 5min to shuffle through elemental nukes for no damage and not enough tp. Drk needs drain III and none of our drk magic spells should have a recast higher then 30seconds. A lot of Drks /sam and lose that recast time. Entropy is a wonderful MP recovery tool That I don't need to make use of because I don't use my MP that fast. -.-

This, all day long.

Saiken253
01-26-2012, 05:33 PM
I completely agree ShadedOnyx. Aside from SMN and RDM, we're probably next in line for the most trolled-upon job in the game ._.

Fyreus
01-28-2012, 06:05 AM
The terror idea would run into problems because the ability already stuns.

Though gear enhancing it is nice, enhancing the job only through gear is flawed.

Let's try to steer away from that and enhance the native potency of the ability and of Dark Knight instead.

Some mobs can't be stunned, but that's not to say that those same mobs can't be terrorized.

Dart
02-07-2012, 02:29 AM
Bash should give TP, still wouldn't use it beyond an extra stun, but it would have an additional positive effect.

seconded but they won't listen or someone will say something stupid like making it give a terror effect.......owait