Well, if the THF goes in and hits the mob, TH landed. IDK who you are playing with, but this is pretty common knowledge.
Well, if the THF goes in and hits the mob, TH landed. IDK who you are playing with, but this is pretty common knowledge.
As I said, I'm aware TH is there even if it doesn't show in the log. At any rate I was really suggesting some functionality changes to THF to stop them from having to only have to run in, stick it with TH, and run out. Some people who play THF, myself included ,I feel, would like to have options when it comes to fighting hard hitting AOE spamming mobs, especially ones where TH isn't even necessary.
So after TH is almost capped or if it isn't necessary at all, say In a Unity fight, wouldn't you like to be able to keep fighting instead of taking a dirt nap and therefore becoming a liability to the MP pool. I don't know of a lot of DT- gear that wouldn't cause you to take a serious hit to the DPS... except maybe the new Ambuscade set. Hmmm more testing is required.
At any rate, it's an idea, and only silent ideas are never considered.
Well I've only read briefly and only maybe 2 articles of you may have written but mainly you would want some type of fast confirmation TH has done its ability to do the processes or Also has even processed enhancing the treasure pool either by a text chat conformation or a title name above its head or even a symbol like staggering does that confirms it, Hmmm.... maybe all three even to have a fully positively got the idea of seeing you've got the confirmation by no way to miss seeing it in this method/way? I do play mainly thf on my 2nd char. Yogorock who I did want becoming the main char. through the years before quitting but was never going to happen as I see it now with quitting by the end of subscription or by when I've completed all storylines of all the add-on's + expansion packs that I have bought + paid for throughout the years. Anyway's, Sorry, getting off topic here.
~Yeah, I'm curious to what other objectives that could be added to thf to play in ffxi as well...~
{Edit}: Sorry, If you see anything grammar/Grammarly corrected, Its because I use grammerly.com/grammerly apps/Grammarly add-on's or extension's to correct or majorly help in my writings in the correct ways with a little-added decisions in my judgements of its presented corrections with its descriptions as to why its intended or needs to be fixed/changed of its pop out suggestion boxes. Just thought I would put a note to that's what it is I'm using to write better with posting something. After all in the past on here, I've been pounded for my ways I have written before...
LOL, there ARE these things to let you know TH has proc'd. There is an audible alert and a visual alert (looks like an en-light hit), both of which ARE shared with other abilities so missing them is understandable. Your chatlog should also let you know when TH hits, though I see the problem with this as well, since chat mid-battle rolls by very fast. Im not offering these as a solution, its just in response to the above post.
It's besides the point, you don't have to "proc" it in any way, simply putting your TH gear on and casting dia or throwing a boomerang is enough, even if you miss.
I. Problem/Fix: Bully needs recast time reduced to 2 minutes so Sneak Attack connects more often while in battle.
Instances in which problems occur:
With monsters shifting, spawning moving , moving because enmity cap/shift, or facing one direction, but due to slow communication between server/my computer (i'm paying out the wazoo for fast speed) they are actually moving/facing another direction etc = my Sneak Attack does not connect.
II. Master Thief and Chests. If your a Master Thief why do you need to carry keys like every other Adventurer with access to a moogle? Shouldn't Master Thieves have the abilities to obtain plunder easier then lets say: a lvl 1 adventurer (a mule) with coffer keys and Silent Oils and Prism Powders. Thief's Tools/Skeleton Keys/Living Keys have become useless tools for a job that used to specialize in opening chest.
We are "Master Thieves!" a key item quested from the lets say Nanaa Mihgo once Master Thief has been obtained that lets us open all chests in all zones with no combinations , dial up/down carry stacks of Forbidden Keys etc.... Whats the point being an awesome thief if we can't live up to the title of "Master" when dealing something we are associated with: TREASURE HUNTER!
III. Also with Master Thief and TH14 gear (yes all pieces) Sneak Attack / Trick Attack / Feint all activated and meeting the conditions to land, and let us be able to proc TH14 from the get-go. This one would be awesome, and allow Thief's Treasure Hunter to Shine as it is supposed to.
Not sure what you are asking for w/ #3. If you are asking for an immediate 100% proc that maxes out TH on the current target, well.. that's simply not going to happen based on what devs have said in the past about TH and TH gear. Devs actually want us to be fulltiming TH gear. :/
I'd be ecstatic if the TH proc system could be adjusted to actually >increase< proc rate when your current total TH was greater than the current proc, perhaps even affected by how much higher your current TH is than current proc. This would significantly increase the value of TH gear and give us a reason to aim for greater-than-TH13, which we have absolutely zero reason to right now (again based on what devs have said about how TH works.) This seems like it might be a bit of a larger project dev-wise, so I don't actually expect to ever see it happen though...
I think it would be reasonable to adjust the TH proc rate Gifts to apply to final rate rather than base rate. As is, the base proc rate is pretty miserable even when gear capped, and Gifts only make it very-slightly-less miserable. A job master THF with total TH13+ should be able to proc TH14 w/in ~3min IMO. Very little content where TH is relevant tends to survive much longer than that, which means our TH cap raising gifts almost never come into play as is. :(
Is there still room in the Thief library of abilities to add in a job ability that when used will 100% add an increase to the effect of TH?
.
For example:
/ja "Subtle Thievery" :: Increases effect of Treasure Hunter on target by 1, not to exceed the level of Treasure Hunter trait by person inflicting the hit, which must cause damage to the target in order to apply. Recast: 15min.
.
Is something like this a possibility?
Sneak Attack & Trick Attack Recast timers
Reduce to 40 seconds with merits reducing to 30’s makes a thief a more viable damage dealing job for engame content.
Sneak Attack & Trick Attack Proc Treasure Hunter more often
also the Mythic Vajra’s enhancements to Sneak Attack V - Trick Attack V will increase the Proc Rate of Treasure Hunter.
While “Feint” is active Sneak Attack / Trick Attack proc is greatly increased
Double its current value as the below example show’s how low it is now:
Examples of low proc rate of TH includes: 12 minutes of continuous attacking a Caturae Omen creature, only to reach TH11, utilizing multiple Max-Merit Feints, lvl 3 Vajra Aftermath for fastest attack rate possible, and SA / TA throughout battle.
Make the Vajra a `more` viable (Augments have been GREAT for damage & accuracy thank you Square Enix) endgame dagger by giving it a Treasure Hunter Bonus of Sorts, the Sneak Attack V - Trick Attack V bonuses are less viable to this Thief Specific Job Ability Dagger for damage versus the damage output of Aeonic / Empyrean Daggers.
Accomplice shortened from 5 to 2 minutes
Many thieves don’t macro/utilize this at all (making it next to worthless) due to Collaborator being on a timer of 1 minute.
Collaborator
I actually use this ability quite often and enjoy its utility with party enmity management, shorten it to 30 seconds to make thief a more viable and engaging party job.
Accomplice and Collaborator enmity can be transferred to tank via Trick Attack
When either abilities are used the enmity stolen becomes a buff that wears upon transfer/30 second timer if not used.
This is a Christmas wish ( like a bucket of Kentucky Fried Chicken ) but would make thief a more party-centric job in helping control enmity ( By the way KFC Original Recipe is Ambrosia in my book lol )
Mug / Despoil / Steal Shorten from 5 to 3 minutes
With the fast pace of today’s current game, and hordes of gil we make using other means, the loot/buffs/debuffs garnered from these abilities needs to be made viable for current gameplay/pace.
Adjust Gilfinder Amount by a multiple of 3 to 5
Make farming beastmen for gil more viable/enjoyable for thief
Flee Recast timer to 3 minutes
We have been running around Vanadiel for centuries (in Vanadiel time) our legs are strong as a King Behemoth’s we need to move faster more often.
THF could use a lot of love, in order of most important -> least imo.
Lower SA/TA cooldowns, or buff Dagger DMG
Collaborator/Accomplice to feel like it does something? maybe one takes enmity/other gives? to possibly go with the dirge/sirvente change
Conspirator duration higher? 3min? prefer it lasts full 5, but reduced to just effect the THF(maybe 1 other player)
More Fights/Bosses where TH helps get drops
Perfect dodge to feel like it does something...not just a gimp invincible, maybe if it did something to counter mimics at least(like a hide aggro reset mechanic that works to drop aggro on a monster(s) )
Fun buffs to aura steal~ <3
Yeah, I agree with this. Outside of Ou, Dynamis and Volte gear, almost no-ilvl content benefits from TH because their is no extra slot to drop slot that TH can proc. I don't know if TH increases drops on mobs with fixed slots (like Omen bosses with 3 fixed drop slots, I'm not sure if TH helps make omen bodies drops but I still proc TH on it anyway
The omen body slot is widely believed to be like Pixie earring/Defending ring where one or the other always drops, thus meaning no point to TH or if TH did somehow matter for it, would also lower chances of getting it as a result of improving the lesser desired item's chance to drop.
In the end THFs just want to be brought to content, we are tired of being told "THF does no damage or THF just feeds too much TP"
Another possible thing that could be added since the devs were willing to add majesty for PLD, a possible "smoke cloud" type ability where party members affected by it generate no/reduced enmity. This would play around the enmity control theme as well.
I'd agree to a handful of recommendations and proposals concerning THF. Below i'll propose ten things.
1} Merit Group One : Each point for Sneak Attack Recast and Trick Attack Recast invested could be changed from "Shorten recast time by 2 seconds." to "Shorten recast time by 5 seconds."
Pure and simple, this is Thief's bread and butter and how Thief elevates a job which specializes partly in traits and abilities that are not directly related to offensive prowess.
2} Merit Group Two: Feint | Incredible utility as it is, suffers from situations it can't consistently be applied with the same convenience of a RDM casting a Distract spell. I would recommend the recast timer changed to 45 seconds and the base effect duration set to 60 seconds with a new feint over-writing any active current duration.
3} Accomplice Job Ability: Recommend reduction of base recast from 5:00 mins to 1:30.
4} Collaborator Job Ability: Recommend reduction of base recast from 1:00 min to 0:30.
5} Steal: Recommend reduction of base recast from 5:00 min to 1:00. There is very little relation now between steal and ilvl 119 crafted equipment and there's no reason to have that high of a time gate placed on Aura Steal attempts.
6} Bully: FANTASTIC utility: Again as with feint suffers from situations it can't consistently be applied with the same convenience of Ninjutsu / Enfeebling magic. Again I would propose the recast timer changed to 45 seconds and the base effect duration set to 60 seconds with a new Bully over-writing any active current duration.
7} Job Trait adjustment: Recommendation; add four tiers of a Subtle Blow class III trait which exceeds and stacks with class I and class II types of Subtle Blow. Do so at LvL 5 +10 stat, LvL 30 +20 stat , LvL 60 +30 stat, LvL 90 +40 stat. These would not be accumulative.
The other route would be to create a single job trait that would double the effect and double the final cap of TP reduction AGI applies to reducing TP given to an enemy upon striking it.
8} Job Ability addition that competes with Hasso. This would need to carry the same effect duration and recast timer SAM enjoys with Hasso and be accessible at LvL 25 same as Hasso. How this Job Ability would differ; there would be no gain of +10% haste for melee attacks or +STR gain. Instead it would still give the +10 Acc, add +10% critical hit % and add +20 Store TP. This would be incompatible with Hasso & Seigan and over-write Hasso & Seigan and Hasso & Seigan would over-write this new Job Ability. Applied in same fashion to Job Ability proposal #9}
9} Job Ability addition that competes with Seigan. This would need to carry the same effect duration and recast timer SAM enjoys with Seigan and be accessible at LvL 35 same as Seigan. How this Job Ability would differ; completely unrelated to Seigan other than duration and recast timer. I propose this Job Ability would increase parameters for Magic Defense +12, Magic Evasion +75, Defense +50, Parry +150 at the penalty of -10 ACC, -5% critical hit % and increase weapon delay of auto-attacks by +60. This would be incompatible with Hasso & Seigan and over-write Hasso & Seigan and Hasso & Seigan would over-write this new Job Ability. Applied in same fashion to Job Ability proposal #8}
10} Itemization: Allow THF onto the SU5 Crossbow.
Create a Crossbow from Ambuscade rewards and allow THF/WAR/DRK/RNG utilization. The Ullr can be used as a template for the Ambuscade Crossbow.
Allow THF utilization of Abrasion Bolts.
Create Escha area mid-tier and high-tier Crossbow rewards THF can utilize.
Create LvL 99 / iLvL 119 Crossbow bolts with +60 R.Acc +60 M.Acc that have a 113 Damage and reliably will inflict status down effects of Sleep, Blindness and Attack Down.
Place Subtle Blow II stat onto iLvL THF JSE : AF +1,+2, +3 Body & Hands & Feet of +5 Subtle Blow II. This could be done to Relic iLvL THF JSE for Relic +1, +2, +3 Head & Body & Feet as well.
I know that I am relatively new to these forums, but I think maybe some people are a little misguided on the direction the devs want to go. THF in XI isn't the traditional rogue in WoW type job. We need to think more on the elusive/sneaky/misdirection side of things, which seems to be the direction the devs want to take THF in.
Since original launch THF had(have) access to bolts and crossbows adequately useful for status down applications and sleep and prior to COR was the 2nd BEST marksmanship job available below RNG.
We also had(have) THESE for archery, which preferably THF would cling more to crossbows with better skill cap and weapon selections.
https://www.bg-wiki.com/bg/Kabura_Arrow
https://www.bg-wiki.com/bg/Demon_Arrow
https://www.bg-wiki.com/bg/Paralysis_Arrow
https://www.bg-wiki.com/bg/Sleep_Arrow
Granted these old ammunition can proc effects on ilvl119+ enemies, it would be very beneficial to add quality ilvl 119 equipment competency.
All those arrow effects would stay the same...just more damage on the arrow, what would be the point?
a hefty dose of +R.ACC / +M.ACC
Mummu / Malignance do work, it would be nice to have 1-2 slot options for placing +snapshot/+rapid shot. Mummu is less challenging to obtain, Malignance... oh boy don't get me started on that can of worms. For any players in possession of the Flamma armor set, that armor set serves well for +M.acc, too, when it corresponds to a relevent action.
The proposal for ammunition additions is just about 2% of what i would consider to be agreed upon as it pertains to the # 1} through # 10} adjustment proposals that are outlined above.
Here are my thoughts about changes to the Thief job. I apologize; this is a very extensive list. Commentary and opinions are welcome, of course.
Job Ability Changes:
"Perfect Dodge"
- Evades all melee and ranged attacks.
- This applies to any melee or ranged TP abilities used by the target.
"Steal"
- 25% chance to steal an item from the target.
- This item cannot be an R, E or R/E item.
- If used within the rear arc of the target, the base success rate is increased to 30%.
- If used within the front arc of the target, the base success rate is decreased to 20%.
- Any gear with "Steal" +X is a direct percent increase to successfully steal an item. This bonus is added after all other modifications to "Steal".
- Against any NM, the base success rate is divided by 2, rounded down.
Example: Against Gin, you use "Steal". You are behind Gin, so the base success rate is modified from 25% to 30% and then divided by 2 since Gin is a NM. Your new base success rate is 15%. You have "Steal" +15 in bonuses from your equipment, so your new success rate is 30%. You could steal a square of Moonbow Leather since it is the only item that Gin drops that is neither R, E nor R/E.
- Even if you successfully steal an item, that does not prevent the target from dropping the same item again if defeated.
- You cannot steal the same item more than once from any target while it is still alive! This applies even if different players are currently playing as a Thief and are actively trying to steal an item. This applies even if you are defeated, log out or the target becomes unclaimed.
- In the event that a target has had every possible item stolen from it, using "Steal" will fail to procure any more items.
- Merit Point modifications to "Aura Steal" will not affect the mechanics of stealing items at all; you will still dispel and absorb effects as expected and still have a chance to steal an item from the target.
"Bully"
- No changes.
"Accomplice"
- Transfers 50% of the enmity of the selected party member to the Thief. The party member that is the target of "Accomplice" will be granted an Enmity -20 effect. This is to help back-line and front-line jobs focus on performing their expected role with less worry about enmity accumulation. It obviously sets you up to transfer a good amount of Enmity via "Trick Attack".
- The recast time of "Accomplice" is reduced to 3 minutes.
- The recast time of "Accomplice" is no longer shared with "Collaborator".
- Note: The enhanced effect from all versions of the Empyrean head equipment are the same.
"Collaborator"
- Transfers 25% of the enmity of the Thief to the selected party member. The party member that is the target of "Collaborator" will be granted an Enmity +20 effect. This is to help certain front-line jobs maintain their role of being the the tank within the party. It also helps other front-line jobs focus on performing their expected rolls with less worry about enmity accumulation.
- The recast time of "Collaborator" is increased to 3 minutes.
- The recast time of "Collaborator" is no longer shared with "Accomplice".
- Note: The enhanced effect from all versions of the Empyrean head equipment are the same.
"Flee"
- Increases movement speed by 75% instead of 60%.
"Mug"
- Mugs an amount of Gil equal to the maximum amount of Gil the target could drop multiplied by 2.
- Successfully mugging the target does not affect the amount of Gil dropped when it is defeated.
- Any gear with "Mug" +X is a direct percent increase to multiplied amount.
Example: You have "Mug" +7 in bonuses from your equipment; thus, you would mug 2.07 times more Gil. If a target could normally drop a maximum of 25,000 Gil when defeated, you would mug 51,750 Gil from that target.
- You cannot mug the same target more than once while it is still alive! This applies even if you are defeated, log out or the target becomes unclaimed. However, different players that are currently playing as a Thief can mug the target one time each.
"Despoil"
- 10% chance to despoil an item from the target.
- This item can only be an R, E or R/E item.
- You cannot despoil any item with an item class of Ultra Rare.
- If used within the rear arc of the target, the base success rate is increased to 15%.
- If used within the front arc of the target, the base success rate is decreased to 5%.
- Any gear with "Despoil" +X is a direct percent increase to successfully despoil an item. This bonus is added before all other modifications to "Despoil".
- Against any NM, the base success rate is divided by 5, rounded down.
Example: Against Gin, you use "Despoil". You are behind Gin, so the base success rate is modified from 10% to 15% and you have "Despoil" +18 in bonuses from your equipment, so your new base success rate is 33%. This amount is then divided by 5 since Gin is a NM. Your new success rate is 6%. You could despoil a Gin’s Scale, Yamarang or Dingir Ring since they are the only items that Gin drops that are R, E or R/E and are not classed as an Ultra Rare (Ashera Harness) item.
- Even if you successfully despoil an item, that does not prevent the target from dropping the same item again if defeated.
- You cannot despoil the same item more than once from any target while it is still alive! This applies even if different players are currently playing as a Thief and are actively trying to despoil an item. This applies even if you are defeated, log out or the target becomes unclaimed.
- In the event that a target has had every possible item despoiled from it, using "Despoil" will fail to procure any more items.
- "Despoil" no longer inflicts pointless enfeebling effects on the target.
- Job Point modifications to "Despoil" will not affect the mechanics of despoiling items at all; you will still despoil TP as expected and still have a chance to despoil an item from the target.
"Conspirator"
- Will now affect the player being attacked by the target.
- Bonuses from "Conspirator" are figured at the time of activation.
- If no player has enmity on the monster, no bonus will be granted at all.
- If 1 player has enmity, party members who are conspirators will be granted "Subtle Blow" II +15, Accuracy +30.
- If 6 players have enmity, party members who are conspirators will be granted "Subtle Blow" II +20, Accuracy +35.
- If 12 players have enmity, party members who are conspirators will be granted "Subtle Blow" II +25, Accuracy +40.
- If 18 players have enmity, party members who are conspirators will be granted "Subtle Blow" II +30, Accuracy +45, "Triple Attack" +5%, Haste (Job Ability) +5%.
- Note: The augmented "Conspirator" effect from all versions of the Empyrean body equipment will also be granted to any party members who are conspirators instead of just the player activating the job ability. This equipment must still be worn for to receive the augmented effects.
"Hide"
This is a complete overhaul. While under the effect of "Hide" several bonuses will be granted to the player currently playing on Thief. These bonuses are not available if Thief is set to your Support Job.
General:Combat:
- Activating "Hide" will cause you to become hidden (invisible) for 2 minutes.
- Activating any Job Ability that is native to Thief will not cause "Hide" to be removed.
- "Hide" will remain active until you sustain any damage.
Steal, Mug & Despoil:
- Attacking the target with standard melee attacks or Dagger Weapon Skills will not cause "Hide" to be removed.
Sneak Attack & Trick Attack:
- While "Hide" is active, the final success rate of "Steal" is multiplied by 2, rounded down.
- While "Hide" is active, the final success rate of "Despoil" is multiplied by 1.5, rounded down.
- While "Hide" is active, the amount of Gil you can mug from a target is multiplied by 2.5 instead of 2, rounded down.
- While "Hide" is active, the positional requirements for the "Sneak Attack" Job Ability are removed.
- While "Hide" is active, a Weapon Skill Damage +10% bonus is granted to "Sneak Attack".
- While "Hide" is active, the positional requirements for "Trick Attack" Job Ability and the "Assassin" Job Trait are removed. This essentially allows "Trick Attack" to function as "Sneak Attack" for the duration of "Hide", but there still must be another player in front of you to transfer enmity.
- While "Hide" is active, a Weapon Skill Damage +10% bonus is granted to "Trick Attack".
- Note: Any equipment that has the "Hide" +X attribute only increases the duration of "Hide".
"Sneak Attack" & "Trick Attack"
- No changes.
--
Just remove "Assassin's Charge" from the game. It is literally almost useless.
--
Job Point Changes:
Steal Recast becomes "Steal" Success Rate.
- Description: Increases rate to successfully steal an item from the target.
- Effect/Tier: +1% per tier; a maximum of +20%.
Conspirator Effect becomes "Conspirator" Duration.
- Description: Increases the duration of "Conspirator".
- Effect/Tier: +1 second per tier; a maximum of +20 seconds.
- Note: This bonus is granted to party members who are conspirators.
Triple Attack Effect becomes to "Triple Attack" Damage.--
- Description: Increases the damage dealt by "Triple Attack".
- Effect/Tier: +1% damage per tier; a maximum of +20% damage.
- Note: This effect is the same as Toutatis’s Cape, Assassin’s Gorget +2, Plunderer’s Poulaines +3, Hetairoi Ring, etc.
Group 1 Merit Changes:
Flee Recast becomes "Steal" & "Despoil" Recast.
- Description: Shorten recast time of "Steal" and "Despoil".
- Effect/Tier: Recast -10 seconds per tier; a maximum of -50 seconds.
- "Hide" Recast remains the same.
- "Sneak Attack" Recast remains the same.
- "Trick Attack" Recast remains the same.
- "Triple Attack" Rate remains the same.
--
Group 2 Merit Changes:
- "Assassin’s Charge" becomes literally anything else. This job ability is terrible and should be removed from the game entirely.
- "Feint" remains the same.
- "Aura Steal" is modified as described below:
- Grants a chance to dispel an effect when you use "Steal". If an effect is dispelled, that effect is then absorbed by the Thief and the remaining duration of that effect is reset to the maximum duration. The effects of "Aura Steal" cannot be resisted. "Aura Steal" will still activate even when an item has been successfully stolen from the target. "Aura Steal" will no longer dispel and absorb any effects that are currently active on the Thief! This is to promote a higher probability to dispel and absorb more powerful or unique effects instead of dispelling and absorbing derp-level effects like "Protect" or "Shell" every time "Steal" is used.
- Description: Adds a chance to dispel and then absorb an effect to "Steal".
- Effect/Tier: +20% per tier; a maximum of +100%.
- Example: 5/5 merits would give you a 100% chance to dispel and then absorb and effect when using "Steal" and if you had any augmented version of the Relic head equipment, you would dispel and absorb two effects instead of one.
- Note: The augmented effect of "Aura Steal" from all versions of the Relic head equipment remain the same.
- "Ambush" is modified as described below:
- "Ambush" is a middling trait that sees almost no usage at all. An ambush should be a devastating attack erupting from an unseen vector of the battlefield and sets the attacker up to deliver a coup de grace. Hopefully this modification is more appropriate.
- Description: Adds a TP Bonus effect to "Sneak Attack" and "Trick Attack".
- Effect/Tier: TP Bonus +100 per tier; a maximum of +500.
- Note: This TP Bonus is only active when in proper position to activate the effects of "Sneak Attack" and "Trick Attack". If the the selected target is under the effect of "Bully" or the Thief is under the effect of "Hide", the positional requirements won't need to be met for this Job Trait to activate on "Sneak Attack" and "Trick Attack".
- Note: The augmented effect of "Ambush" from all version of the Relic body equipment is changed to Weapon Skill Damage +1% per tier; a maximum of Weapon Skill Damage +5%. "Sneak Attack" and "Trick Attack" must be active for this effect to be active.
I would suggest changing SA to work like it did before it was changed early 2003 with a slight modification. It used to be that SA would work if you were outside the monster's cone of sight. That's a bit too good so instead the SA bonus would scale based on how far out of position you were.
Also I would move the DEX and AGI bonuses from SA and TA into the weaponskill calculation rather than being calculated separately and then added together. Especially with Tauret and Evisceration using SA and TA are almost a waste of time now unless you want to TA on a tank. So instead of calculating SA as a critical melee attack with DEX adding to weapon DMG and then adding it to the WS calculation instead DEX would be added to the weapon DMG of the WS damage calculation directly.
And no that would not be OP because DNC can already do this. They actually have a better SA than an actual THF. I have seen dancers popping off 60k+ Rudra's Storms over and over in Dynamis D. The reason they can is because their abilities are calculated within the WS damage calculation unlike THF where it's a separate term that gets added together with a forced critical WS.