Maybe this person is one of those abyssea noobs that thinks Ukon and Vere do the same damage outside of abyssea too so dont be angry at her lack of insight ^^
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I love a blood weapon JT, Drain III, dreadspikes II, and a lines of darkness based nukes would be great. It'll be nice if you guys can experiment with death, doom, and maybe confuse as dark magic spells for drk. There's alot of great ideas in the drk forum hopefully you guys can implement some of them. Death is already in the dat. files I urge you to release it (drk only of course) if you do Rukkirii I will sacrifice my apoc too you for the good of the job and I'll rebuild another one.
Give us a self only haste spell, which is dark magic base, with a short cast time, doesn't matter if it cost a lot of MP or drain our HP. but make it stack with WHM haste spell.
I'm on board with these ideas, especially looking at the boost pup gets now w/ the automatons casting a wide range of additional magic; with a vast majority of it benefiting the master... the purpose was to re-define the job considering how it was being left behind and re-establish its position as a solo job...
A dark-magic version of haste with a low cast/recast at or near lvl 99 would not be over powered by any stretch; with a 2-handed weapon this addition to the job would significantly help its dps and output; PUP gets it and more... no reason not to spread the love to jobs that now need it in order to make them much more versatile.
I would like to se
Dark spell I+II maybe even III
Temper? (the rdm double attack spell)
Absorb Attack / Def / Haste (gives same symbol as haste spell, so they dont stack which wouldnt make the spell op + slow on mob)
En-Drain (yes I know we have a drain 2h but would a Endrain spell be to overpowerd? We have drain samba so, I dont think a little en-drain spell wouldnt be to overpowered)
Drain III (or some other form of drain like dot drain? idk)
I think these spells should be possible, now to the "OP dream spells :P": Death, Doom, Curse, Terror
Quick magic no. This is a terrible idea.
I do not want to base my job on something that "might proc" or might activate, and if it doesn't I just wasted time casting when I should have been meleeing.
No. No. No. No. To "Quick Magic."
I'd rather take a -5% casting time reduction (which is nothing) than this.
Apparently DRK gets tactical Parry II next update, wtf is up with that SE?
Rukkirii I do appreciate you giving us feedback! This is the first time we have gotten anything in ages. So please understand the frustration is not toward the community reps, such as yourself but the glaring incompetence of the development team.
It would behoove everyone in this thread to cross their arms and reply with a "we'll-believe-it-when-we-see-it."
Or when we get something other than: "We are actually aware that Dark Knight's have magic spells, and are finally understanding this fundamental concept! We are looking at magic, and going to do something with magic, maybe. . . Well actually we might do something about the recast time, but we're just looking at Dark Knight's casting magic in 'general."
SE is giving us another tier of Tactical Parry in the new update, don't be fools and get your hopes up until we get something besides:
SE Speech (n):
1. A type of deceptive rhetoric in which a statement that uses passive voice and ambiguity to make a claim, in an attempt to relay that something of value was said, but in all reality wasn't.
On that note Rukkirii, can you please relay to the dev team, the most basic of steps:
Magic Attack Bonus # {Yes, please.}
Tactical Parry # {No thanks.}
With all due respect, I think you're being short-sighted here. First of all, a potential Quick Magic effect on Drains, Aspirs, Dread Spikes, and Absorb-TP is already very useful. I feel like a lot of DRK's problems with casting (on the dark magic side) come from recasts. For example, the Drain line of spells seems to have been specifically balanced by having ridiculous recasts. They're good spells, but they're hardly available. To be able to cast Drains back-to-back (occasionally) would help the fact that the spell has grown to have very little impact (especially every 60 seconds).
Also keep in mind that this is suggested separately from any boost to our overall casting ability. Magic Attack is not going to effect anything except for elemental spells, and no one is saying that those can't be made useful as well. I think it's a lot more worthwhile to focus on our dark magic though, which Quick Magic would help out-of-the-box. The trait is begging to be on DRK and PLD.
Disclaimer: I don't play DRK.
I think it would be cool if DRK got a buff spell that would increase attack, reduce weapon delay, and lower accuracy with each successive hit landed. The effect would be reset upon a miss or a weapon skill. This could allow a DRK with good accuracy to become more and more powerful with each hit, perhaps even beyond weapon skill damage.
It would also create a neat tension for the player who has landed (for example) 10 hits in a row, who is getting a huge boost to attack and attack speed, and has TP for a WS... Do I trigger the WS with this current boost and start over? Do I continue to boost and enjoy this power and speed? If the player is thinking like a true Dark Knight, they are probably greedy for MOAR POWER and continue to hack away until finally... miss. Commence rage. I call the spell/ability Blood Lust.
The only way to "improve" DRK's usage of spells is to make it so that spell-casting either *improves* melee DPS, or *at least* doesn't gimp melee DPS. Otherwise, the argument that melee'ing continuously without stopping to cast = the best damage output will always hold true.
Some ideas:
1. Casting elemental magic spells adds an "afterspell/aftermath" potent temporary Enspell effect, or,
2. Casting enfeebling magic spells adds a "afterspell/aftermath" potent "additional effect: enfeeble" effect. Examples: En-Petrify, En-Plague, En-Paralyze, En-Feint, En-Silence, En-Stun, En-Amnesia, etc, or
3. *Significant* TP gain procs from casting nukes and Absorb-spells, or
4. Haste (magical type) boost when under the effect of an Absorb-spell, or
5. Job Ability, similar to Scholar's Ebullience, with a low cooldown timer, that significantly boosts Magic Damage on the next cast. Introducing new DRK JSE that increases the effect of the new JA would possibly make this even more attractive.
ya know... color me silly here... but it seems almost like SE wants DRK's to tank >_> everything they do does high enmity, tactical parry, scarlet delerium... dreadspikes... lol. watch them finaly give DRK shield skill ( which is funny since drks can wear TONS of shields but have 0 skill >_>)
also to all the darks who are all like "AH EM GGEEEEEEEEEE MY WS ISUNT UBAR!"
1: torcleaver & new great sword both rock.
2: you can use the new axe/great axe weaponskill. omg a drk using a axe/great axe.. i know >_>
i think entropy is fine the way it is tbh. let it be drks utility WS, but make it so its a static MP restoration 100tp=25% 200TP=50% 300TP=100% MP return
instead i think they should beef up Infernal Scythe, spiral hell, or Cross reaper to be used on boss mobs.
remember kids a new WS dosent have to be the strongest, it only has to be better then every other WS that shares its properties, or else it will fail.
Dagger Model for Success Example Energy steal > energy drain/ Gust slash > Cyclone > Aoelian Edge/ Shark bite > Rudra's storm.
Dagger Model For Failure: Dancing Edge < Evisceration
Scythe Success ModelExample: Dark Harvest > Shadow Of Death > Infernal Scythe/ Slice> Nightmare Scythe> Vorpal Scythe > Spiral Hell > Quietus.
Scythe Failure Model: Guilloutine < Cross Reaper < Insurgency
if you notice on the models for failure, the predecessor is better then the successors for similar damage types, and on the models for success, the successor is better then the predecessor.
im not here to troll or nothing, just i think you guys are being silly about entropy.
+1 to the darkness spells btw. i personaly feel that DRK needs a full line of darkbased nukes that cast at 1 second cast times ( like Darkness I-V) and all provide a bonus to Occult Accumen and weaken the monster VS Absorbspells.
oh and before anyone goes " but Evisceration is better then dancing edge!!!" i sugggest you take a trip back in time to the days before abyssea. DE Crushes EV outside of abyssea.
If we get nothing else, at least remove all those elemental spells from our spell list, tired of looking at them and scrolling through them, sure I could edit the list myself, but i would have to resort the entire list everytime i switched to blm.
It's worth noting that DRK is such a confused job, we can't even get an appropriate entrance from a rep! Jump into DRG threads, Called into BST threads, etc...DRK doesn't have Warp!
(Not hating on the response, I just think the state of DRK is pretty hilariously misconceived right now)
I think its too coincidencidental, that SE gave us Entropy then about a week later they responded to us saying they are gona adjust our magic. Odds are it was planed and this update for drks is probaly gona be magic focused. Also take into acount a few months past, they said they were going to gives a job trait that was the fast cast for dark magic (Dark Celerity?) and fix our absorb spells.
Im betting we are geting Dark celerity, maybe get absorbs fixed/adjusted, adjustments to casting/recast timers on our current spells and maybe some new spells.
With that out of the way hers some ideas/thougts I have for our spells.
Dark Sky - I remember this spell from FFX-2 and it was awsome! A massive dark based single/aoe spell with 200-350 mp cost, short to moderate casting time, with about 3 to 5min timer.
Absorb Haste- LIke many have suggesnted, gain magic haste while the mob gains the affect of slow, would be useless if you were geting proper buffs in endgame content. This spell alone would help out our dps even further agaisnt the other dds if your not geting properly buffed/low man situations.
Impact - Why not? Make it the same as the cloak version but lower the mp usage to 200~300ish, maybe weaken it a little so the cloak version is still stronger?
Dark magic nukes - Same as everyone has suggested demi/darkra/unholy ect.
Abyssal Blast - The tp move from the undead toads (Jnuns?) did dark damage and gave you blindness.
Dark Fire ball - The tp move the ninja demons would use, it looked like a black hadoken coming out of their hands. (It was always funny when you where wiping and you tried to run away while they sat their firing them off at you or others.)
Warp - Eh... why not? Its a dark magic.... >_>
Confused - Taken from FFX-2 this would fit drks well, who wouldnt want to see the mob hurt itself?
Charon - A job ablitly, again taken from FFX-2, This version you would Sacrifice hp and mp for greater dmg boost (Soul eater 2.0?) Works with weapon skills. Cant combine with Soul eater, 1 min duration 10 to 15 min recast. For balacining only works with 2nd weapons or could limit it further with works only with gs and scythe. This could help us get some equal footing with the other dds going all out.
As for elemental spells,,, I dont think giving us mab trait of any amount or buff is going make them worth casting, its as many people put it, dps vs casting time.
I hope everyones ideas help the devs improve the job we love so much Dark knight!
Signed & Agreed to the OP
Highest damage rating ≠ strongest weapons. The part I bolded is only slightly accurate. The scythe will have a higher damage on any individual hit, yes, but the great axe will always be faster, and in this game, it's not high damage ratings, but low delays, that determines true weapon strength. Mind you, both are a factor, but delay has a much larger weight.
Compare:
Redemption 95: Dmg: 150 Delay: 502 DPS: 17.93
Ukonvasara 95: Dmg: 144 Delay: 482 DPS: 17.93
Caladbolg 95: Dmg: 132 Delay: 430 DPS: 18.42
Verethragna 95: Dmg: 87 Delay: 331 DPS: 15.77* (using 412 h2h skill from merits, mnk95 for MA7)
*Note that verethragna always attack at least twice per attack round, so the dps will be higher than this realistically
DPS values only show the ratio of Dmg to Delay with delay converted to seconds, and don't account for aftermath,
While Redemption's 150 dmg will allow it to have the highest average damage per hit, it is also the slowest weapon of the bunch.
Before the RNG (Random Number Generator) gets a hold of the actual numbers to cause variation, if you (generously) assume capped fSTR and pDIF, you would see this:
Rounding note: All seconds values are truncated to the thousandths place (rounded down) due to the commonality of the floor function. All DPS values are truncated to the hundredths place.
Redemption: ~382 damage per hit, every 8.366... seconds (before haste), every 5.02 seconds (40% haste, gearcap+haste spell), or every 1.673... seconds (capped 80% haste)
Raw DPS: 45.66 DPS
40% Haste: 73.46 DPS
80% Haste: 228.33 DPS
Ukonvasara: ~369 damage per hit every 8.033... seconds (before haste), every 4.82 seconds (40% haste), or every 1.606... seconds (capped 80% haste)
Raw DPS: 45.93 DPS
40% Haste: 76.55 DPS
80% Haste: 229.76 DPS
Caladbolg: ~338 damage per hit every 7.166... seconds (before haste), every 4.3 seconds (40% haste), or every 1.433... seconds (capped 80% haste)
Raw DPS: 47.16 DPS
40% Haste: 78.60 DPS
80% Haste: 235.86 DPS
Verethragna: ~198 damage per hit, twice, or 396 per round every 5.5166... seconds (before haste), every 3.31 seconds (40% haste), or every 1.77 seconds (capped 80% haste, accounting for Martial Arts) (note that when you account for h2h's natural 2 hits, Verethragna deal more damage per attack round than redemption, at half a second slower than redemption with 40% haste (the delay difference is due to martial arts, if there were no martial arts, h2h would trump scythe as the slowest weapon in the game for all but a select few weapons)
Raw DPS: 35.89 DPS (1 hit), 71.79 DPS (both hits)
40% Haste: 59.81 DPS (1 hit), 119.63 DPS (both hits)
80% Haste: 111.86 DPS (1 hit), 223.72 DPS (both hits)
Due to martial arts counting towards the haste cap, Verethragna has both the highest DPS (no haste~high haste) and the lowest DPS (capped haste) of the group. Once Vere hit the haste cap (they will a good deal earlier than the other weapons), everything else starts to catch up, and then pass, vere, but looking purely at melee damage potential, I won't try to argue that it being significantly easier for a mnk to cap haste than a war gives vere an edge, especially since drk has just as much ease reaching it due to desperate blows.
tl;dr: Scythe is not, and has never been, the strongest weapon.
why do people either not read everything, or completely segment each sentence to not be connected in any form in discussions? xD
But yes, he clearly missed my point and to clarify: Scythe Damage ratings > all and why does that =/= greatest WS damage? clear hating on SEs part, or they really don't know how anything works in this game(outside war mnk sam whm blm), or as someone has said on another thread, "I believe they truly do like bad ideas".
To clarify, even arguing that Scythe is the lowest damage weapon when compared to other 2handers is wrong too, he was using the Empyrean stats, which are favorable to his argument. Bust out the Relics, which are higher damage, and his argument falls flat on its face.
I'm not even going to argue that you were right (or wrong) here, I don't really care for the sake of this discussion whether Dark Knight is a crappy DD or not, or whether Scythe is a bad weapon choice or not - even if it is the numbers he used were wrong. He might be able to argue whatever else about Scythes and might even be right, but when it comes to down to it, the highest damage rating two handed weapon in the game is a scythe, and the highest flat DPS two handed weapon in the game is a Scythe.
Never is a strong word, 93.3% Haste cap says Hi
Oh and this...
http://images2.wikia.nocookie.net/__...ocalypse95.jpg
Selective memory~
Care to elaborate on how my explanation that scythe isn't the strongest weapon misses the point when in reply to some one saying scythe is the strongest weapon?
I'm not saying anything negative about drk, or even that I disagree about scythe needing stronger ws (I agree with that), I'm just explaining how BNS isn't ever correct ever.
I didn't miss the point, I was correct in my assessment. That you mispoke isn't my fault ; ;
What is this I don't even
He said to compare the empy weapons, so I compared the empy weapons. I didn't use Relics because I was just doing a quick number crunch.
I'm not trying to insult or berate anyone, I'm not calling anyone stupid, inept, ignorant, or otherwise. I just posted some math that disproves the assertion that "Scythes have the strongest damage out of all weapons" where in damage is read as "damage output" not "damage rating" because no one ever says "damage" and means "damage rating" except when the conversation is about weapon stats. Who pissed in all of your cheerios?
Touche, sir. I'd totally forgotten about that.
also: I'm a girl, dammit.
sorry, i was simply being lazy about the statement, so instead of damage rating i said damage. But I was still implying about the weapon's damage rating in my post. Otherwise I would have said, "Do/deal the greatest damage".
But back on topic, I still feel that DRK needs revamping in the WS dept. Flash damage is much more highly valued in EG areas, and even in casual scenes. I do realize that DRK has probably the best per swing damage, and swings the fastest of all the heavy DD, but in many cases we can't utilize this; especially in VW or waiting for certain conditions to happen and can't do as much damage as other DDs can in an instant. Something that helps DRK do more flash damage is needed.
And by flash, think of what a SAM or WAR or DRG can do in 10~15sec.
Reduce the recast/casting time by a static amount. Not a random proc which will be to be percieved as much stronger than what it really is a /random effect that hardly benefits us. Then I will have to rely entirely on luck instead of skill, with little to no tactical input whatsoever.
This ability cannot:
Be planned on.
Does not fit into any type of planned and methodical strategy.
Will be up-played and will do more damage to the job then the negligible benefit it brings.
If you want to help the spell casting of DRK's in respect to Drain/Aspir/Endark/DreadSpikes please:
Lower casting time by a set amount.
Lower recast by a set amount.
This idea of a "random" chance for it to be good will only give job more adjustments that look good on paper but in application are lackluster.
What's begging to be on DRK and PLD, which are front-line jobs, is faster magical casting in all situations, not a random occurrence for something to that is terrible to be luckily changed into something good.
Example:
SE lower Drain/Aspir spells casting time to 1 second, and shave 20 seconds off of the recast timers.
lol @ girls on the internets
That's exactly what this conversation was about lol. I don't think anyone is mad (they shouldn't be). You just didn't understand the context of the thread/his post and made a huge, irrelevant post that came across as you defending MNK when the discussion was simply about the fact that big, high-powered weapons should do more WS damage than smaller, less powerful weapons. Strong can be ambiguous I guess. Think of it like a skinny guy hitting someone 100 times and doing more damage versus a professional boxer hitting someone once and doing less damage (overall). Still, we're calling the professional boxer stronger in this context. It's not that hard to understand I don't think...
Either way, this is getting very off-topic and it's really not worth discussing here.
Both are worth considering and honestly I'd be happy either way. The reason I'm more on board with Quick Magic is because it resets recasts completely, and a lot of our spells have not aged well so casting an instant one followed immediately by another one causes them to have a real impact (i.e. with Drain). I don't know if you're thinking more in terms of PvP or something here, in which case a static thing would be a lot better and the above problem doesn't even apply. I'd also argue that the notion of "tactical input" or "skill" in either of these cases is pretty silly. It's not like we have to solve a puzzle to make the spell available or something either way. The only difference is that one is random, which I'd argue requires more skill (adapting) to deal with. This game isn't hard.
Like I said though, I'm on board with either one and I'd assume that a simple alteration of the casting times and recast times is what's actually going to happen.
I think that DRK's elemental magic (Tier I-III) could be eliminated and replaced with a set of elemental spells similar to some found in other square-enix games, notably the "Dark -ga" spells like Dark Firaga, Dark Blizzaga, etc. In fact, you can look no further than a certain mission boss in FFXI that uses Dark Flare, Dark Freeze, Dark Tornado, etc. These spells are either conal or radial, are cast instantly (however, they are "TP moves," not spells,) and inflict debilitating status effects.
I think DRK should get a set of "Dark -ga" spells that cost a relatively low amount of MP (100-200), have very short casting times (1-2 seconds) and inflict 1-2 status effects related to its element (i.e. Amnesia with Dark Firaga.) It goes without saying that these spells should also be Area of Effect. To boost their damage, these spells could either a.) be affected by Souleater: Take 10% of the user's Max HP and add that total (or double) to the damage of the spell, or b.) do high damage and always require 10% of the user's Max HP as part of the casting cost.
I would only hope that these spells have unique animations.
Shamelessly quoting myself for another page and adding an idea I had for that unique enfeebling necessity that I feel is the most important thing for DRK right now:
A new line of debilitating spells to define the job's enfeebling role~
Dark Magic:
DRK 91) Rupture- Lowers enemy's resistance to blunt weapons.
DRK 96) Disclosure- Lowers enemy's resistance to piercing weapons.
DRK 99) Exposure- Lowers enemy's resistance to slashing weapons.
*These spells overwrite eachother.
Make these meritable to improve the effect. For tougher enemies, allow the spell to land regularly (with sufficient dark magic skill) and balance it by making them wear off within a shorter amount of time depending on how tough the monster is. In content like VW, balance the spell by letting it last just long enough for us to quickly set up a volley of SAM WS or something like that before it wears off.
There's you some spells to cast. There's you a reason to invite a DRK to your PT. There's your unique, perfectly martial/magical identifying line of spells to define the job. If the future identity for WAR is the ability to change its weapon type, what more perfect way to define DRK (WAR/BLM) than with this dark arts twist on that concept. This is exactly the kind of thing the job needs to make its MP bar feel like part of the job again.
Seconded again ^^
The real reason why Drain has not aged so well is because Dark Magic after 300 skill no longer adds potency.
If the spell was on a 40 second timer before haste and gained all the potency it was meant to from skill + gear you are looking at 500~ unresisted drain I every 20~ seconds.
Right now with Appetence Crown and Bale Flanchard +2/Nethervoid I can easily do 1100+ unresisted drain II's to targets without severe magical defenses. If the potency was increased to match the sill + all of my +% gear it would be much higher.
So instead of a trait that randomly effects us, a straight reduction in timers in conjunction with the almighty appetetence crown/hirudinea earring/excelsis ring etc. Is more than enough and would in the long term add 100x more calculated survivability rather than missing the true problem (damage scaling) and trying to fix it with an atrocious amount of RNG.
A job ability that doubles ws damage and costs mp to use mp, sort of how smn has mana cede. I'd like to be able to use scythe, it's our best weapon, without having a relic. Let's face it, your two strikes in, the empyrean sux and the new ws is junk.
- new ja: spiriteater (overwrite/ is overwriten by souleater)
- impiousI/II ("dark holy")
- dark emblem
- dark afinity (JT, several tier)
- life drain (DoT drain, give a buff status, effect wear off if mob erase himself or dispell the drk)
- chaos ( aoe (5), selftarget. deal severe dmg to self and pt member, same total dmg dealt are also dealt to enemy in area, can be used to charge SD)
Oh my god man how about we get each of the Devs in a line to take a punch from this guy so they can understand that concept.
http://a.espncdn.com/photo/2006/0927..._tyson_195.jpg
And then line them up again after they stop puking to take one from this guy~ http://www.brickcityboxing.com/media...illiams_01.jpg
I mean, after that they should have a decent grasp of the concept you explained and hopefully knock(pun intended) some sense into them lol
http://upload.wikimedia.org/wikipedi...flex.front.jpg
I would suggest if we are going into this discussion we use an appropriate person. This is what dark knight was before the haste nerf w/Apoc.
http://www.seattle-tourist.com/image...-lee-grave.jpg
This is how dark knight feels for me vs other melee now. Congrats SE on Samurai buffs. I am being sarcastic , however, I don't really believe SE knows what to do with dark but those are some good ideas previously for the magic aspect.