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  1. #271
    Player Minsc's Avatar
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    Apr 2011
    Posts
    33
    Character
    Minsc
    World
    Bahamut
    Main Class
    DRG Lv 90
    Quote Originally Posted by Quetzacoatl View Post
    I've honestly given up on the idea of Insurgency becoming a Critical-Damage WS the moment I saw that Vorpal Scythe is already one. Guillotine isn't that bad now that we have Last Resort at a 3-minute duration, and It's okay for Normal Monsters and Lower-Tier NMs. We can easily cap Accuracy, now we just need to push our Attack stat further.

    Though, whatever happened to the idea of using Spinning Slash for Bigger NMs? I'm pretty sure some vets already know this, but *GASP!* Spinning Slash ignores level penalties in the same way Flashy Shot does! Try it with either Stout Arm/Razed Ruins/Apocalypse or Alpha&Omega/RazedRuins/Apocalypse. I had some passable numbers with it while it lasted for me.

    If it doesn't, well...either find a gear set to improve it, or suck it up and work for an Empyrean Weapon (or WoE Weapon depending on how much you play).
    Except that other weapons have multiple crit-hit WSs...

    Polearm: Vorpal Thrust, Skewer, Drakesbane
    Great Axe: Raging Rush, Ukko's Fury
    H2H: Backhand Blow, Stringing Pummel, Ascetic's Fury, Victory Smite
    Sword: Vorpal Blade, Chant du Cygne

    So in other words, not exactly unheard of for a weapon to have more than one crit-hit WS.
    (0)

  2. #272
    Player Unctgtg's Avatar
    Join Date
    Mar 2011
    Location
    Sandoria
    Posts
    361
    Character
    Unctgtg
    World
    Ragnarok
    Main Class
    DRK Lv 99
    I like where this is going
    (0)
    99 Drk, 99 Sch, 99 Bst, 99 Geo and a ton of other jobs there
    110 +5 Bonecraft
    Level 99 Relic Scythe

  3. #273
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    Always figured that DRK's damage was supposed to stem from raw base damage like Spiral Hell(at 300%), Spinning Slash, Ground Strike, Torcleaver. Basically instead of low fTP, multiple hits with crit potential, thought DRK's philosophy of DD was supposed to be high fTP/high WSC. Should crit WS be the end all be all to WS? They do good damage only due to Abyssea things but on future mob that have crazy def/evasion a multihit crit ws will probably suck. For example, unless heavily debuffed and myself heavily buffed, a Drakesbane on Kirin/Sky Gods/TOAU Kings would do like 500-800 on average just because of their high def and level differences at 75. Of course by the same token a Spinning Slash or Steel Cyclone would do 1000-1400 just because of the +Att% multiplier on those WS. For future mobs which are going to be multiple levels above us with higher eva/def, I can see WS like Victory Smite/Drakesbane and others not doing so well. Ukkos and Hi might be spared since they're fewer hits, although I can see Hi's damage dropping significantly just because of the pDIF rape of a NIN's att vs a future HNM's def unless with Curry and Berserk up and dia3/angon on the mob.
    (0)

  4. #274
    Player Minsc's Avatar
    Join Date
    Apr 2011
    Posts
    33
    Character
    Minsc
    World
    Bahamut
    Main Class
    DRG Lv 90
    Quote Originally Posted by Ophannus View Post
    Always figured that DRK's damage was supposed to stem from raw base damage like Spiral Hell(at 300%), Spinning Slash, Ground Strike, Torcleaver. Basically instead of low fTP, multiple hits with crit potential, thought DRK's philosophy of DD was supposed to be high fTP/high WSC. Should crit WS be the end all be all to WS? They do good damage only due to Abyssea things but on future mob that have crazy def/evasion a multihit crit ws will probably suck. For example, unless heavily debuffed and myself heavily buffed, a Drakesbane on Kirin/Sky Gods/TOAU Kings would do like 500-800 on average just because of their high def and level differences at 75. Of course by the same token a Spinning Slash or Steel Cyclone would do 1000-1400 just because of the +Att% multiplier on those WS. For future mobs which are going to be multiple levels above us with higher eva/def, I can see WS like Victory Smite/Drakesbane and others not doing so well. Ukkos and Hi might be spared since they're fewer hits, although I can see Hi's damage dropping significantly just because of the pDIF rape of a NIN's att vs a future HNM's def unless with Curry and Berserk up and dia3/angon on the mob.
    And what's the problem with having both? Never said crit-hit WSs should be the end all be all WS, would just be nice to see DRK get a good one too. You reference Steel Cyclone, but when's the last time you've seen WAR use that in Abyssea? Just saying it'd be nice for DRK to be on par with a lot of the other DDs out there when it comes to variety of WSs.
    (0)

  5. #275
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Minsc View Post
    Except that other weapons have multiple crit-hit WSs...

    Polearm: Vorpal Thrust, Skewer, Drakesbane
    Great Axe: Raging Rush, Ukko's Fury
    H2H: Backhand Blow, Stringing Pummel, Ascetic's Fury, Victory Smite
    Sword: Vorpal Blade, Chant du Cygne

    So in other words, not exactly unheard of for a weapon to have more than one crit-hit WS.
    I understand that, but it seems like at this this point of the game, there's no intent for DRK to have big-hitter critical damage Weapon Skills in SE's eyes. It would help, but for how long now that we're almost done with Abyssea? Unless that "adjustment of weapon skills" note at the end of the manifesto is giving us a hint of the possibility. We'll just have to see.
    (0)

  6. #276
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Urteil View Post
    I like all of these, like +1.

    Maybe we could sacrifice our hp to force a critical? "Dire Strike".

    The Catastrophe nonsense that is going on now I don't understand either, if Aegis can boost the -mdt cap why doesn't our aftermath get 'helped'? Its totally worthless due to a Job Trait we possess.

    Good ideas, especially the Dark Magic nukes because I don't understand why Holy is in the game and "Dunkelheit" "Darkness" is not.
    I figured someone would suggest that about Dire Strike. It seems like that would just get sand kicked in THF's face if it were forced critical hit, so ignoring cRatio is where I believe we should start focusing instead. Jar may have acted like a douche at times, but he was onto something.

    Yeah something needs to be done about Catastrophe's Aftermath; no question about it.

    Having Dark Magic nukes would be nice too, considering that we're now getting an ability that converts part of our MP into Magic Attack.
    (0)
    Last edited by Quetzacoatl; 08-03-2011 at 02:44 AM.

  7. #277
    Player Bubeeky's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    admittedly, I don't play drk, and I prolly wouldn't even check this thread if it wasn't for Camate posting manifesto info here, but I like the parry thing....parry sucks to skillup and I'm thrilled to hear that they are going to revamp it

    As a side note, being a whm, I'd totally support any increase to DRK's ability to heal themselves through drains lol
    (2)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  8. #278
    Player Gotterdammerung's Avatar
    Join Date
    Mar 2011
    Location
    Yhoator Jungle
    Posts
    325
    Does "Revamping the difficulty of skilling parry" mean its going to be easier or harder to skill parry?
    (0)

  9. #279
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Bubeeky View Post
    admittedly, I don't play drk, and I prolly wouldn't even check this thread if it wasn't for Camate posting manifesto info here, but I like the parry thing....parry sucks to skillup and I'm thrilled to hear that they are going to revamp it

    As a side note, being a whm, I'd totally support any increase to DRK's ability to heal themselves through drains lol
    Definitely. Faster and more potent Drains would give the job more individuality.
    (0)

  10. #280
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Quote Originally Posted by Gotterdammerung View Post
    Does "Revamping the difficulty of skilling parry" mean its going to be easier or harder to skill parry?
    Knowing SE, it will be harder.
    (0)

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