If blood weapon isn't up, you would drop from 100% HP to 20% HP instantly... holy suicide, batman. Funny as hell, but nowhere near practical. And if Blood Weapon is up, why are you using a scythe brah?
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If blood weapon isn't up, you would drop from 100% HP to 20% HP instantly... holy suicide, batman. Funny as hell, but nowhere near practical. And if Blood Weapon is up, why are you using a scythe brah?
Hello Stalwart Soul? Even with eight hits landed and assuming no new tiers of the trait you'd only lose 40% of your HP (48% if you find somewhere to stick an Enhance SE piece) but add 1200-1440 damage.
Blood weapon doesn't work on WS anyway, derp?
Grill me about WS alpha values but then don't know these simple things about DRK? For shame...
Napkin math: A 4k WS ~33% of the time? About 3k average? Sounds good to me if you consider how hard it'd be to maintain that on higher level targets. Expect Quietus to match or surpass it on anything IT or (new)HNM.
Just gonna point out here, if you're dualwielding, the new club ws will be 8 hits with a 100% wsc. I don't care about the drk discussion going on, but I thought I ought to point that out for the people not thinking about it, especially given how strong realmrazer apparently is.
Staff WS is pretty hot. Tried it out on smn with little WS gear on (Server went down before I could really test it) and I was popping out 1.7k ws. Will try with a full int build on smn, sch, and blm to see what happens. But damn... 1.7k ws w/o the right gear.
Alpha went to 0.85 at level 80 and has remained there ever since. It's been re-tested at every level cap raise, and has always remained 0.85. I have verified this or had it verified for me each time for the purposes of my spreadsheet calculations. Data on the test server has so far not shown any solid evidence of a change in alpha for lvl 99, either.Quote:
Originally Posted by Raelia
I think its hilarious how people assume that I am talking about PvP when I haven't typed the three letters before this occurrence.
And use this piece of shit WS in PvP? Are you kidding, I'd sooner use the level 60 WS with the amazing debuff effect that as far as I can tell does better damage too.
And that somehow attacking me by being amazing at PvP, is stupidity. I've never heard of someone trying to criticize someone over their success, but its not really surprising as your ignorance comes shining through in your feeble attempts to mask your own inadequacy:
Especially when you say things like the above, that is downright laughable as if any other WS in PvP exists for DRK and SAM besides guillotine/tachi: gekko respectively, and as long as the silence is attached to it,never will.
The shit you silly people say.
Meanwhile:
I don't think you play the game well enough.
The WS does poor damage, doesn't make sense, and fulfills nothing that a level 60 WS doesn't do, and what it does it does poorly and something that can easily be compensated by proper gear and MP management, and not being awful in general.
/SCH gives sublimation, you need more MP recovery outside of that and easily obtainable 4/tic refresh gear? Doing it wrong.
/RDM gives Refresh + have great refresh idle gear, and you still have MP problems? Doing it wrong.
Dark Magic spells aren't very costly with Dreadspikes being nearly comparable to the cost of a Cure IV, Dark Magic tends to be the most mp-efficient to HP recovered in the game. Especially with Submliation AND Parsimony.
Are you fighting in Light Arts all the time?
Do you have bale choker, twilight body, and take the time to get a refresh hairpin?
You want longevity? The truth solution is: Get an Apocalypse.
Even in solo events you can aspir nearly 90% of every Campaign mob and Aspir targets are found in WoE. Even then stop being a noob, go get an Appetence crown bale Flanchard +2 and drop a 650+ Nethervoid Aspir II on a solo monster, and if you want to get fancy macro in a Pluto's Staff, then perhaps you won't need a crap level 96 WS to get your mp back.
Get better, and if you were better you might PvP too, or know the fundamental truth that nothing has even come close to the utility/power of guillotine other than Catastrophe (and even then, I always prefer Guillotine over it in PvP shows how much you know!) in any sphere of the game, anywhere any time.
And that is bullcrap.
I don't care what the WS does the fact that it does LESS damage or equal damage to a level 60 counterpart is the problem
And since the entire draw to the thing was the MP drain, at least make that make sense.
8hit?Crit? Whatever SE couldn't possibly have mucked it up worse than they did, but at least Greatsword is good.
Focusing purely on offense, I see.
Maybe I'm weird in not forgetting DRK has enfeebling magic skill. This makes things like Slow and Paralyze an option when subbing WHM and RDM. Could even Silence mobs whenever I want in place of Guillotine and use, wait for it, a more damaging WS. Stoneskin, Blink, Haste, Aquaveil, Protect, and Shell are also on the plate. Yes, many mobs in Campaign can be Aspir'd, not so for WoE. Self-Refresh is 110 MP returned to yourself, with Convert being laughably wasted if you're not running around with a set to get enough MP to cure yourself back up (And I'd estimate roughly 4 Cure IVs on DRK) to leave yourself close to max once you swap back out. /SCH is more about riding Alacrity for keeping Dread Spikes up as much as possible, but like Aspir, this won't work on all mobs.
Do you want to be meleeing in auto-refresh gear? Okay, can get away with it on the Choker and maybe a Plastron in the body slot, but giving up head and leg slots is huge. Someone mentioned /DNC and a multi-hitter, but these aren't known for damage. Throwing TP into waltzes means less WS, and while this can closely correlate to time spent casting cures on yourself, self-haste is a boon and Steps don't really come close to what Slow/Paralyze can offer with a Dia on top for some defense down.
But if it isn't obvious, I don't give a crap about PvP. I also know that any mob with MP has way more than they need. Valkurm crabs have well over 1000 if I remember right, and these are like level 17 mobs. So, from the PvE perspective, your desire changes nothing and has the potential to make the WS worse if subjected to penalties against Undead/Dark Resisting mobs.
I personally disagree. Even though its restrictive; I appreciate and commend SE on taking the final step (from 96-99 in levels) and requiring some form of specialization. If you walk around Lower Jeuno and generally look at the characters standing around the Abyssea NPCs, you'll generally see cookie-cutter... meaning, if you have a Verethragna or Revenant Fists +2 via Walk of Echoes, you'll be using Victory Smite... if you have an Almace or Badelaire +2 you'll be using Chant du Cygne...etc. Given the way these have been introduced will (at least in the beginning, who knows what future updates will add) require players to focus on at least 3 weapon skills to strengthen and make VERY powerful with full merits, I believe requiring 1million merits to max out one. So grinding... yea... but I personally have been looking for a reason to get back to meriting... I know many folks were getting very close to maxing out merits on their mains and maxing out merits on other jobs they generally don't use just because they were running out of options when it came down to meriting and spending limit points. This is an excellent addition to using those maxed out limit points and this will take a lot of time, assuming you want to focus on maxing out the weapon skills instead of just unlocking more than 3.
Hey I just do Apollyon NW DRK/DNC solo (no bosses though) so what do I know?
One of the worst mistakes SE has ever pulled (even the dev team is human) is making job abilities and spells that are unlocked with merits. Yes, having effects improved by merits may have great potential, but it was always a bad idea to have the base version unlocked by merits when that means that players have to choose between being able to perform each one with mediocrity or being able to perform one or two the way they were made to be used.
While I could explain the things that were wrong with the merit system at length, it basically boils down to a few basic points. This is a very different MMO from others. Part of this is because we have a job system that allows people to do everything with one job given enough time and effort. This is very unlike many other MMOs where you are locked to your class from day one, and have to get a new character in order to perform a different role. The uniqueness and intelligent design of the jobs system in FFXI should not be beaten on its face any more then it already has.
While the "Other" category merits were a nice boost to characters, and stat boosts (STR/DEX/VIT/AGI/INT/MND/CHR/MP/HP) are acceptable and even neat like race selections were, and even Skill Boosts are still in the range of okay, the individual class merits at times pushed past this boundary. Still, class choices were at least restricted to classes, so at least if you liked to play as a more offensive version of one class and a more defensive version of another, you could tailor to this.
Basically, bringing merits into this to compare is wrong, because previous merit categories have been widely different - even when they strongly enforced differing play styles, they were at least limited to their individual jobs.
When it comes to Weapon Skills, few people if any really want to sacrifice the potential they should be at in order to be able to use them all. And I'm sure the dev team worked and toiled very hard on each and every animation... which makes me wonder - why would they deliberately decide to implement a system that encourages players to never use 11 of the 14 animations that they designed? This would be like making players decide between being able to go to Sea or Sky exclusively, unless they payed a non-refundable deposit of one million experience points!
Further, this especially punishes niche weapon skills and weapons, especially on unpopular jobs. You basically have to start choosing between weapons altogether, rather then letting the situation let you choose your job then your weapon. Like to solo on one class that is widely different from the ones you party with? Too bad because you can't get the WS you want without being gimp in parties!
All of this is a terrible price to pay for an artificial limitation on being able to enjoy all of the new content to its fullest. Players will already be paying one million merit points per weapon skill, which while this may be a fair price, is a steep one. But it is not as steep as the price of gimping your ability to get into parties and events with jobs you've leveled and geared just because you couldn't justify making that job's weapon skill your third weapon skill over another.
Basically, I see no reason to cap out this particular merit category. But I know that sometimes the dev team is stubborn about certain things, so I'll just list a few ideas that would be better then the current plans for this. This list goes in order of the best option to the worst. Hopefully SE finds at least one of these better then the extremely limiting limit they have now.
- No point limits - the players earned their merit points, let them spend them!
- Increased point costs for increased point limits - having more then three weapon skills capped will cost progressively more to do then the first choices.
- Individual choices per job - each job has to unlock the weapon skills individually, but each job can unlock up to three.
- Twenty Point limit, with the first point in any category not counting towards maximum allocation.
- Thirty-four point limit - have an uneven amount that makes it clear that the intent is that players unlock all weapon skills and cap out five.
All merit group combo caps should be lifted.
Insurgency say hi.....don't forget the 15% WS boost it gets when used with Liberator.
The new Scythe WS is an absolute joke. Even as a career DRK I won't put a single merit into it. If MP is a problem on DRK, play better.
8hits would not be the answer, why would anyone want an 8hit WS? Give me a high fTP on a 2-4 hitter and make STR the mod.
The problem isn't that Entropy is completely garbage because as a standalone WS it is actually fairly nice. The problem is that it is not what DRK needed and SE has missed what was seemingly the perfect opportunity to pull up our damage to acceptable levels.
To me it looks like SE don't see DRK as a top tier DD. It seems like they see us as a utility DD who can do a variety of things but ultimately don't excel at overall damage except in short bursts.
I disagree, I think ppl in this game should have some form of specilization, and IMO merit WS is a good choice.
It's just like rl, you can't master everything in your career, if you want to master one thing you gonna sacrifice another. You can't be best musician and best lawyer+ best accoutant at once, that just doesn't work.
You get best by choosing a job, and take that path, and excel it. Those who spend most effort on this job should be the best.
Ever since Abyssea release there are no "main job" anymore, +2 is easy to get, empy is easy to get, every player has 1338 +2 jobs and empyreans, and all equally geared. If you want to make your main job stand out, it's really hard, because it doesn't take more than 3 months to grind best gears for every job you have. Even if you want to make your main job better than the rest by sacrificing your other jobs, you don't get the choice to.
And what's the point if your main job can't be better than others no matter how hard you try? You're forced to play and pimp other jobs, because if player A has 10 pimp jobs, player B only has 1, ppl would want player A in pt a lot more.
And this is not the first time SE do this with storyline gears, they've released 3 mini-expansion, which you can only pick 2 augments. I picked augment for my COR, so my BLU ended up being gimp cuz there are some other augments my BLU can benefit a lot, but I don't really care. It's my choice, I want to pimp this job and willing to sacrific other job for it. If there's another player who picked the augment for other jobs, that's totally fine. But I certainly don't want to see everyone owning 20 of mini-expansion gears and all augmented for their 20 jobs, that's just not fair because I can never make my main job stand out.
Game should be all about choices, and if you're hardcore it should be about picking a path and excel it. There are thousands of careers I wanna do irl, but in the end I can only pick one, same as jobs, it's call "jobs", that means you should be only excel at one.
I always did like the fact that I can level up all jobs on one character, instead of having to create several to do that.
I always disliked the fact that merits force you to choose things like this. I do understand the reasoning on being good at just one, and that you can indeed lower your merits and make changes. Only problem with that is the fact that you need to re-acquire them, and that's when it goes into a "bit too much" in my opinion.
That especially with the old, 10 Merit Point at once limit.
Even if you only got like half of them back to re-assign, I think it would be more OK.
But that's another subject really. Something like weapon skills becoming the same... I understand the reasoning, and sort of agree with it (a little), but no, I can't say I like it. Not that it matters... really... just saying... >.>;
Just some thoughts~
The moment you clicked the job change botton you're already not playing your job to fullest potential. You can only play a job to fullest potential when you use it in unfavored situations, since you'd have to find a way to solve the problem and overcome weakness by trying different aspect that it's weak to. If everyone always job change because another job is more useful than this situation, you'll never be able to push your current job further.
And even if you have 20 WS unlocked and all well geared, you still won't be able to get into party and events on certain job anyways. Because certain events always favors certain job, instead of welcomes all job. Those who has NIN leveled probably uses NIN 99.9% of time in Abby, and never get a chance to play SMN even if his SMN has a Mythic. It's all the same, except if he really excel at SMN maybe he'll have more chance to use SMN in a pt.
This isn't "real life" and shouldn't be a mirror of it.
We have a job system where you can change your abilities at a moment's notice. This isn't how real life works either.
This limitation is purely artificial, and to imply that Final Fantasy should try to mirror how life functions in this way is nonsensical.
Gear is widely different, and even so there is no gear selection choice that comes close to this merit choice. Not even remotely close.
Even picking up Relic, Empyrean, and Mythic weapons - which very much so lock you down to your choice unless you can muster the considerable resources to get another - are just items. You can still get another one if you pay the cost though.
You want to make your job stand out? Play better at it.
I will admit that I'm not always the best at gearing the job I like to play most, but even when I play with other people who are better geared then I am, I play better at my job.
In fact, this is the closest thing to a real life aspect you should have in Final Fantasy - player skill. If people can only be good at so many things, then they will naturally have one job they are better at playing then others. Since this is outside of the game code already, there is no need to implement it into the game code.
I don't know why people are saying Shijin spiral isnt good... Outside of abyssea, it seems to be on par with Victory Smite, with an additional effect.
The problem si they are testing it in abyessa and obviously it is not going to perform as will with a crit based weaponskill.
To many abyessa is the only content, but we are moving away from it. I tried in cape last night and on average it was better then pummel. Pummel had to do almost full crits to match the damage. I was doing 1900-2400 with Shinjin
I know Alpha because it's universal common knowledge and every DD in the game should know basic shit like that. I don't know jack shit about DRK specifically, so it's good to hear that they fixed the whole "Kill yourself with WS" crap. I know MNK/DRK Asuran back in the day was a death sentence.
@Mnk WS, it's alright but I'd expect it to drop off compared to Smite on harder (higher def) targets. Aftermath with Vereth should still beat out, or at least be close to depending on what new gear we end up with, Spharai+Shijin. Anything else+Shijin should be a clear loss to Vereth+Smite.
Why do people keep using the cookie-cutter excuse? the game can't change that. There is always a "best" gear choice for x situation, as well as a "best attainable" option that will always "plague" your game. trying to use that to justify having to "specialize" on a single set of weapons is just asinine. as it will be the same for weaponskills anyways. Fact of the matter is the change job option has been a fundamental aspect of this game in where you are allowed to play all the job classes to the fullest that you wish, initiating strict road blocks on that versatility is beyond me. As mentioned before this if you wish to "stand out" then gear up better, you would be surprised how often these so called "cookie cutter" people are geared poorly, the fact that this is being overlooked tells me a bit about how knowledgeable some people are in the actual mechanics and gear options of this game.
I would have liked to get the weapon skills naturally at the 350 or whatever skill level and have the merits adjust the additional affects for each one leaving the mod constant from when it was learned instead of this 17% increase per merit. Just have each be a damage varies with TP as a start. Then let the players decide what else the WS could do.
Example: Each weapon is its own category. 5 levels in each weapon merit, max 5 merits in each category. So 5 can be in Sword, 5 in H2H, 5 in Dagger, etc.
Sword Merit 1: Restores MP
Sword Merit 2: Critical Hit
Sword Merit 3: Lowers Enemy Attack
Sword Merit 4: Inflicts Paralysis
Sword Merit 5: Double Attack Aftermath
H2H Merit 1: Occ. Doubles Damage Aftermath
H2H Merit 2: Inflicts Slow
H2H Merit 3: Enfire effect
H2H Merit 4: Restores HP
H2H Merit 5: Allows one Additional Hit to Weapon Skill
and so on...
These are just examples so I don't really need to hear that H2H Merit 3 sucks vs the others or that I should have a healer or be /DNC if I want to heal myself.
At least this way would let us tailor-make these WS to the way we play, or the groups we may choose to play with. If you want a pure damage dealing WS there's a choice for that, if you want utility you can choose that instead. There are enough math fans here to figure out which would cause the most damage between Critical Hit and Double Attack Aftermath or if its better to put 3 merits in one and 2 in another or the difference between 2 and 3 merits is so small you might as well go 2-2-1 and get a minor additional effect slapped on for some utility.
I'm also for this because I'm a collective type player and the idea that some of these shiny WS would be out of my reach is abhorrent. I don't mind being able to max out 3 of my choice, but being unable to play with the others is just terrible. I'd like to be the best I reasonably can on my favorite jobs.
If you want to do serious testing for the WS (this goes for anyone), Sneak attack them on level 0 bunnies in East Ronfaure and record your stats. Get about 20 WS naked, and 20 with as much {stat mod} as you can tack on.
Numbers on Aby and VW are nice, but don't really teach us anything about the WS.
Edit: Obviously, write down every WS# and note high/low, and # of merits in the WS.
Thank you for the explanation. Didn't feel like posting such gross details about my methods for testing. Typing it all on iPhone makes meh lazy. Good info for others testing.
Although testing in aby/vw tells me nothing? I beg to differ there. I want to know how these ws will behave in these circumstances as well. Which atma suit it more? Which ones do you think would work but for some reason aren't? (maybe broken and needs attention)
It's easy to figure that out after you learn the basic WS properties, though, lol. One leads to the other.
Once fTP and exact WSC are nailed down for these WS, we can math out which atma will do best pretty easily.
If we accept that the stat mods are 100% at 5/5 for each WS (and they are for each WS that has been rigorously tested), then finding the fTP could be very quick. I'm not up for it tonight, but I can try to do more this weekend at some point.
Right cause every WS and atma/atmacite SE's ever implemented has been done so with 100% perfection and efficiency ya? Or every update... like NA players being able to use the new WS and abilities. Part of testing with the atmas is to see if they are working correctly with the desired WS: It is a test server after all. Things might not be working correctly (See comment about bad/missing .dat files for WS and ability names) and I'd like to have it found it before it comes live and we find out after the fact and risk not getting it fixed for weeks/months/ever..
I want to see practical numbers from testing. Not partial testing and then theory-craft after the fact cause "I know how it'll pretty much go". Assumption is the mother of all mess-ups.
If you don't know how something should work, there's no way to test if it is working properly. Without knowing basic things about a weaponskill such as the fTP and modifiers, it is impossible to tell if anything is actually having the proper effect.
All you can determine is "dis suks" or "i liek dis", which while useful information for an individual, is not the most objectively useful information.
Here's an example of how you can instantly tell if something isn't working in my example:
Soulshatter has an int modifier.
You go into abyssea, get visitant status.. use the ws (no boosts of any kind) record damage
Now you put on all the int boosting atmas you have... use the ws record damage. (keeping all set/tp% etc. the same as your first data sampling)
You find the damage didn't increase at all... there's a problem!
Which will tell you if there's something wrong with the atma (certainly good to find out), but otherwise won't tell you anything you wouldn't have found out from testing for WSC.
Except a bigger sampling size for not having the atmas applied (arguably tainted data). The problem may also rest with the WS code itself rather than the atma (Which indecently it's working fine on test btw). Which is part of the purpose of testing the WS in all areas. If the atma wasn't applying, just found out! imagine if it wasn't the only ws that was effected too.
I'm not, nor have I said this is the only way to test. I'm saying that testing one way and saying, "Alright I'll base everything else off this" is good either. You have a propsed work-up for your fTP and wsc after testing outside on bottom of the barrel mobs with the right set up. Good! now go test it out in these areas too.
yur not gittin et.
Now hang on... are you just making an example here? Or is the stat modifier for Shattersoul not working?Quote:
Here's an example of how you can instantly tell if something isn't working in my example:
Soulshatter has an int modifier.
You go into abyssea, get visitant status.. use the ws (no boosts of any kind) record damage
Now you put on all the int boosting atmas you have... use the ws record damage. (keeping all set/tp% etc. the same as your first data sampling)
You find the damage didn't increase at all... there's a problem!
Not much different. If I pick up a pencil, I can become an artist and draw stuff, if I go sit in front of a piano, I can become a pianoist as well. But I'm not going to draw better or play better instrument than professionals, the ones who spend their entire life doing it.
MMORPG is based on community, so it wouldn't be too far off from rl either. Most of the MMORPG I played, although it's locked at one class, you get to choose different skill set/talent to master as well, it's same concept. You can play 20 jobs, but eventually only a few will stand out. You're not gonna cap all of them.
Sure, except ppl nowaday have empy for every job, ever since dyna update BST can solo a relic in 4 months, 2 months with a mule, pretty soon everyone will have relic for every job as well. When other ppl has same gear as you do, you won't stand out.
Play better at what? Some job does have more complexity than others. But quite a lot of job is nothing more than pop JA then WS, swap gears for x situation and y situation. There are really nothing else to do research and most of the players that bother to care about their job can catch up in terms of playing skill by watching/doing research and they know what to do easily. The skill required in FFXI to play a job nicely isn't half as hard as playing piano to professional level. Someone may spend their entire life practicing playing piano and become a master and create new value for this instrument, you don't need to spend entire life to play FFXI to learn a job, this game is nothing but a bunch of codes, and many most effective ways to play it(which are mostly done by math) are already discussed on the forums/being discovered.
It's exactly the opposite, many add-on gears provide bigger boost to their respective jobs, while new merit WS are mostly not game breaking. Most of the merit WS are only on par, or subpar to empy/relic WS unless SE change it after next update. Even if they're on par with empy/relic WS the aftermath from empyrean weapon can easily catch up. You won't be gimp without merit WS at all, you can still go grind an empy, spam empy WS and keep ODD up, and still able to perform decently. You're able to pick 3 merit WS, even if you have 20 job leveled, you can still pick better merit WSs and do empy for those without merit WS. From what I've heard Katana/Scythe/h2h aren't so good, rest are replaceable with relic/empy WS for sure, you're not sacrificing too much performance of your jobs by limiting to 3.