Easy fix for SA and TA would be to turn them into a forced crit from any direction, but not give the DEX or AGI bonus if their current activation conditions weren't met.
Easy fix for SA and TA would be to turn them into a forced crit from any direction, but not give the DEX or AGI bonus if their current activation conditions weren't met.
If THF was reliably able to force Rudra's to crit every ~30 seconds without spending time circling the monster and asking their friends to move closer to it, stop spinning it, etc., it would be a big boost to their damage and a big load off the annoying-ness factor of catering to a THF.
I guess since this topic took off, I'll post my outright opinion rather than trying to explain a bit of reasoning I don't even agree with.
Making some of a job's weapon skills weaker because a job has abilities to enhance weapon skills is fist-fight-over-a-pudding-cup retarded. Especially considering Sneak Attack and Trick Attack are Thief's only damaging abilities.
Sneak Attack, Trick Attack, and Climactic Flourish exist primarily to increase weapon skill damage. Not to make a toned down weapon skill's damage acceptable compared to other options.
At the very least, Rudra's Storm could use an fTP boost at 100% to put on it par with Blade: Hi's fTP. That would maintain Rudra's Storm's synergy with those job abilities, but make the process feel like a reward for using a job ability rather than a punishment for using Rudra's Storm without one.
I disagree about Mercy Stroke. Get rid of the hidden 25% Ws damage multiplier they tacked onto it back at lvl 90 (this was a ghetto solution imo) Leave the fTP at 3.0 and change it to accurately reflect the actual number of hits in the animation. Change it to TP = chance of critical hit.
In fact, do this for all relic WS, increase duration and potency of the aftermath and change the double/triple damage proc from 5% to 20%. Weapons with useless/detrimental added effects like poison should also have their added effect changed to something that is actually useful. e.g. plauge effect on Mandau rather than poison (go back and make that change at lvl 75 rather than 95, that was a mistake that should have never existed in the first place)
Chance of critical hit varies with TP
Damage varies with TP
Pick one, you can't have both. If you get your wish and they make Rudra's a TP=critical WS then you can say goodbye to fTP 3.25~5.25. Extra TP will just gain you an extra 10-15% critical hit rate and you won't be seeing 6k+ Rudras anymore.
Know what would be better than changing Rudras?
An ability that:
Forces a critical hit on the next WS regardless of direction.
Changes STR/Attack relationship to 1:1 on the next WS.
Has a 20 second cooloff and shares it's recast timer with Sneak Attack and Trick Attack.
Last edited by Atomic_Skull; 08-18-2011 at 04:33 PM.
Firstly I'd like to mirror Spankwustler's sentiments, they hit the nail on the head with my argument. SA and TA should make good WS's Great, not Mediocre Weaponskills "Acceptable". The purposeful weakening of our Weaponskills because of those abilities is getting old.
You confuse me Atom! From the first post you quoted I was for "Change it to crit with a high fTP mod".
Later on Byrth suggested a Raise in the fTP to 4.25~4.5 but keep the rest similar (I.E a flat 1.0 increase to fTP across the board), or, an increase to 1.0fTP, Which i also agreed with. So i like both ideas, and either or would work!
You can have "Critical hit WS" with "Damage varies with TP". Look at True Strike... "Deals Critical Damage(critical hit 100%). Accuracy Varies with TP". So we could have both, if they made it 100% Crit. Which i do doubt however.Pick one, you can't have both.
I still think a 5.0fTP Chance of crit WS would not break Rudra's, It'd make it respectable unstacked, but stacked damage would remain the same, in fact 0.25fTP Weaker than it is now at 300%!
But this make indeed be asking a bit too much...
Speculation! There is no proof to this, its only a pessimistic point of view. Why do you think that a already terribly weak weaponskill unstacked will have to be nerfed in order to make it useful unstacked?If you get your wish and they make Rudra's a TP=critical WS then you can say goodbye to fTP 3.25~5.25. Extra TP will just gain you an extra 10-15% critical hit rate and you won't be seeing 6k+ Rudras anymore.
Maybe back in the days of CoP, I'd of agreed with you, But not today. The Dev has some hope...
those still fall in line with the main problem i try to address with the weaponskil. I do like the general idea though, Very much.Know what would be better than changing Rudras?
An ability that:
Forces a critical hit on the next WS regardless of direction.
Changes STR/Attack relationship to 1:1 on the next WS.
Has a 20 second cooloff and shares it's recast timer with Sneak Attack and Trick Attack.
To make it clearer, WAR doesn't need any Job ability active to make ukko's outperform Raging Rush, MNK Vic / Asuran, THF should not need a job ability to make their mediocre DD abilities less mediocre. The job is already bottom of the barrel, Restricting it more and more is just what I'd like to avoid.
I just have faith SE would update the WS and not be Old-team bad. A lot has changed, Increasing Critical hit Damage cap to 100%, increasing Fast cast Cap, etc. A lot of that stuff makes me believe we don't need to sacrifice anything to make this WS useful. It can happen, and its not asking for anything that other jobs don't already have. (Again, aside from the ones already explained)
Also Again, I like your idea, It would actually be pretty well, It still kinda falls in line with the aspect of limiting the abilities, but there is a lot of freedom in it, so i don't hate it at all. However, with Rudra's, It would still need a little fTP boost @ 100% TP to make it useable over Evisc/DE without sacrificing damage on WS for Aftermath.
Thanks for reading!
Last edited by Karbuncle; 08-18-2011 at 08:01 PM.
If it's only *1.5 damage, that means my Ukko's would've normally done 11.5k! While not unbelievable on Visions or Scars mobs, that's pretty hard to believe on high defense mobs like Ironclads.
No, more like *2, and more realistically more like *2.5 considering their defense and the lack of attack that THF gets. I think I read somewhere that it's actually *3 though, which makes that damage pretty sad.
Last edited by Leonlionheart; 08-18-2011 at 07:51 PM.
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