Yes, 80% is the cap. Put in another way, regardless of how much haste and dual wield you stack, the system is set so you cannot exceed 20% of the original attack delay. The value used in my previous post was the actual delay value.
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Greetings,
Previously I mentioned that we will be adding new throwing weapons and changing the way Sange functions, but to start out the team is currently looking into changing the application of shurikens for the September version update and plans to follow-up on this with the Sange changes.
Also, in the August version update we will be adding the “Max HP Boost” trait to a couple of jobs which includes ninja. At level 99 ninja will have the fifth tier of this trait, which will make them stronger than before.
How does having more hp make a job stronger?
I don't think it will just be the HP boost we will be getting, I'm sure we will get more.
The entire reason MNK is useful but other melees aren't is that they have enough HP to actually absorb enemy attacks without dying. If NIN had as many (or more, considering BLM's conserve mp I vs GEO's conserve mp VII) HP bonuses as MNK, they'd be a lot more useful as DD's. Especially since other DD's have to lose /WAR to get shadows from /NIN, but a NIN can still sub WAR. Damned near every fight now has "Keep shadows up, or be one shotted by AoE's" as the basic rule now, anyway.
What type of AOE's are we talking here magic based?