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  1. #311
    Player Taint2's Avatar
    Join Date
    Jun 2011
    Posts
    453
    Character
    Dirtyfinger
    World
    Cerberus
    Main Class
    SAM Lv 99
    Quote Originally Posted by Quetzacoatl View Post
    How often does the 2.5x attacks hidden effect proc? If it's a low rate then a Caladbolg would more likely catch up in DoT from riding Aftermath.

    Wow, that's impressive. What was this person wearing (or rather, what were you wearing if you're the name in the Screenshot) for Cata? It's a shame it can't constantly do that much damage.
    Relic proc is around 7%. But a CataAM build will have more DA and a 5hit that solos Darkness quite often. A cata build will also have around 80 more acc in gear.
    (0)
    Masamune
    Arma up next!

  2. #312
    Player Soidisant's Avatar
    Join Date
    May 2011
    Posts
    87
    Character
    Jem
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Quetzacoatl View Post
    Wow, that's impressive. What was this person wearing (or rather, what were you wearing if you're the name in the Screenshot) for Cata? It's a shame it can't constantly do that much damage.
    My WS set is

    Apocalypse
    Rose Strap
    --
    Bomb Core
    Twilight Helm
    Ganesha's Mala
    Brutal Earring
    Bale Earring
    Augmented DA/STP E Body
    Khthonios Gloves (Ideally aiming for Augmented P Hands)
    Spiral Ring
    Rajas Ring
    Atheling Mantle
    Shadow Belt
    Calmecac Trousers
    Ace's Leggings (Have to WS in these to keep 5 hit)

    Cata is okayish against older content but still outclassed by Empy's. And it's fairly useless on newer higher tier NM's. There's basically no point me bothering to hit T4 Voidwatch mobs or Abyssea NM's with it.

    I think the most depressing thing was seeing Apocalypse instantly outclassed by a fresh WAR 90 with an 85 Ukon using AH gear with ~150 Greataxe skill. It's still a good weapon but just one that pales in comparison to some Empy's.

    There's always the chance that this will be rectified when/if they buff Relics. If it isn't then oh well, no sense crying over it.
    (2)
    Last edited by Soidisant; 08-09-2011 at 03:58 PM.

  3. #313
    Player Maxwell's Avatar
    Join Date
    Aug 2011
    Posts
    1
    Character
    Maxwell
    World
    Asura
    Main Class
    BLU Lv 90
    I just wanted to throw my two cents in here on an issue that has been mildly overlooked. Granted deviates a tad from the content discussed thus far. As much stated about the direction and true nature of Dark Knight I do believe that the "Greatest Blade" also strikes a true meaning in the regards or PLD/DRK on the same coin. Now even with all the attack, JA's, and spells to enhance ourselves there is a core that still stunts all of this. Weaponskills are a core aspect of any job that aspires to have DPS comparable to the top notch DD jobs. When I look at the math for the Weaponskills Dark Knight has for Scythe (Which is the weapon I choose to use and Like to).

    Our primary WS for damage is Guillotine which is thus in Mathmatical form: Multiplier - 0.875 (Across the Board TP 100-300) & Modifiers - STR/MND 30%.

    Ok now as much as I've used it and played with other jobs in this game even PRIOR to Abyssea. This WS was outdone 90% of the time in the sense of output. It doesn't even make sense. So for every hit of the WS it does 0.875 of the base of the attack + STR/MND 30% Modifiers? So what you're saying is my single attack is better than 1 hit of my WS? Even with the modifiers it doesn't make sense. Raging Rush for a Warrior has a multiplier of 1.0. They get full return for every hit of thier WS so why don't we get it? Hell even Samurai on every one of thier good WS the Multiplier is ABOVE 1.0 even if they are single hit WS they do 1.5625 with just 100% TP? Not including Modifiers? Where did the math go awry here. Even with Dark Knight having Tier 5 Attack Bonus it's not even close in making up for the multipliers that make our DD Capability Lack Luster.

    Now let me shine a little light on a Weaponskill I would have loved to see take over Guillotine.

    Insurgency: Multipliers 0.5/0.75/1.0 & Modifiers STR/INT 20%

    Where did this go horribly wrong? So I get half a normal hit with 100% TP? With shitty % on modifiers? No wonder it's so awful. The "Appears to be Heavily Modified by Attack" is a joke. Why does it matter if it's heavily modified by attack when it doesn't even do half a normal hits worth of damage at 100% TP? Even Penta Thrust will do more damage than this.

    Let's start more at a simple basis for improving Dark Knight here. If we had WS's that had Multipliers/Modifiers that were worth a damn maybe we could compete with a Samurai, Warrior, or even Dragoon for that matter. As far as I'm concerned I'm a Dark Knight to the Core but I haven't touched it hardly since Abyssea came out and I've been forced to play Warrior to even do something in the game. I utilize it in every aspect I play including mage style which is rare and far imbetween however I cringe everytime I see how much my Warrior does in normal hits/WS's in general in and outside of Abyssea. I can hardly reach the 2k mark in Abyssea on Dark Knight where as I constantly break it on Warrior. Even with the magical aspect our magic is limited. There are a staggering amout of monsters that are either immune or highly resistant to Dark Magic. It does not give us the edge we need to stand up to the numbers and versatility in combination that other jobs put forth.

    I've been waiting for a new weaponskill or an update to improve these simple things. With no avail and no sign of changing this I still believe that on this base level as a DD we will not compare. Until there is a such a time as either making our magical aspect enrich our DPS capability to be able to balance with our Normal Melee/WS we will be outshined as a viable and stable DPS source. I will still play it to the very end. Born into the Grave.
    (0)

  4. #314
    Player Soidisant's Avatar
    Join Date
    May 2011
    Posts
    87
    Character
    Jem
    World
    Asura
    Main Class
    DRK Lv 99
    Guillotine is 0.875 modifier yes but only on the first hit. All the other hits are 1.0. So it is effectively 3.875 if all 4 hits connect with 25% STR and 25% MND modifiers.

    Raging Rush is 1.0 on the first hit. So 3.0 total if all 3 hits land. It has a 35% STR modifier.

    The only reason Raging Rush is better than Guillotine is because it can crit whilst Guillotine cannot. If they both could crit then Guillotine would outperform it.

    Also, your comparison to SAM WS'es is off. It wasn't their base modifier that made them so good pre-Abyssea. It was the fact that they had a pseudo-attack boost. And we already have WS'es similar to SAM's Yuki/Gekko/Kasha in Spinning Slash/Ground Strike. SAM's just outperformed DRK's because of other factors (Overwhelm, TP'ing more often, having access to a more offensive sub)


    We could do with a good solid Scythe WS I agree. On the Greatsword side we're fine with Torcleaver. The problem wasn't really that Scythe WS'es were bad, it's that the WS'es they added for other jobs were ridiculously good. And inside Abyssea the problem is that certain Atmas make crit WS'es godly and DRK lacks a crit WS.

    If you take Empy's WS'es out of the picture then outside of Abyssea we aren't really any worse off than other jobs. Even including Empyrean WS'es we're decent using Torcleaver.
    (2)

  5. #315
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Based on everyone’s feedback, we will be making the below adjustments during the upcoming version update.

    Scarlet Delirium* Lv95
    Converts damage received into attack power and magic attack power.

    Absorb-Attri* (absorb attributes) DRK Lv91
    Absorbs an enemy’s beneficial status effects.

    Additional magic that can be learned:

    Blizzard III DRK Lv92
    Break DRK Lv95

    We tested it out…
    Scarlet Delirium*
     →After taking approximately half of your current HP in damage, your damage output increase by over 20%!
      (This is also reflected in weapon skills it seems)
      Additionally, while under the effects there is no decay over time)

    Absorb-Attri* (Absorb attributes)
     →Used in conjunction with Nether Void you are able to absorb two status effects.

    Just in case, we confirmed with the lead dev. once more and he said that they are finalizing the adjustments, but as long as there are no major problems it will be implemented as stated. Yay!

    (*Please note that names and descriptions are under development and are subject to change.)
    *Updated with in-development terminology at 7:18pm PDT
    (22)
    Devin "Camate" Casadey - Community Team

  6. #316
    Player Atoreis's Avatar
    Join Date
    Aug 2011
    Posts
    151
    Character
    Atoreis
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    If I understand this right and after taking some damage you will have 20% damage boost for duration of the ability then it's full win.

    Absorb buffs might also be great but I wonder about it's accuracy vs high lvl mobs.
    (1)

  7. #317
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    This is all incredible news!

    Will the increase in magic attack power effect our most important spells, Drain and Aspir?

    Could we get some details on how Absorb-ATB works exactly?
    Does the target (I hope so) lose the status effect absorbed?
    What can and it can not absorb?
    Can I recast it to absorb another status effect, meaning if I cast it again I know have two.

    (Please make this spell on a lenient recast timer.)




    Do we get the full effect, the effect left?
    Is it based off the mob/target casting it's power, so basically its just a transfusion?

    If I absorb Shell IV off a target will it overwrite lower tiers?

    I.E: What happens if it is absorbed of a Red Mage with Composure on do I get the enhanced duration/effect?
    (1)
    Last edited by Urteil; 08-19-2011 at 07:38 AM.

  8. #318
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    It'll probably be like Aura Steal (THF Merit) except better and on a shorter timer with a higher chance to absorb the buff.

    Seeing as how Aura Steal is "Far too broken to be on less than a 5 minute timer"... Absorb-ATB will likely be on a 1 minute timer or less. But to be realistic maybe 2 minutes or so.

    And if i recall right, You steal the Effect as it is, Duration/etc. Meaning if you stole a Composure you'll get the same effects from it as the person who used it would have. Could be wrong.
    (1)

  9. #319
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Camate View Post
    Based on everyone’s feedback, we will be making the below adjustments during the upcoming version update.

    Readily Rearm* Lv95
    Converts damage received into attack power and magic attack power.

    Absorb-ATB* (absorb attributes) DRK Lv91
    Absorbs an enemy’s beneficial status effects.

    Additional magic that can be learned:

    Blizzard III DRK Lv92
    Break DRK Lv95

    We tested it out…
    Readily Rearm*
     →After taking approximately half of your current HP in damage, your damage output increase by over 20%!
      (This is also reflected in weapon skills it seems)
      Additionally, while under the effects there is no decay over time)

    Absorb-ATB* (Absorb attributes)
     →Used in conjunction with Nether Void you are able to absorb two status effects.

    Just in case, we confirmed with the lead dev. once more and he said that they are finalizing the adjustments, but as long as there are no major problems it will be implemented as stated. Yay!

    (*Please note that names and descriptions are under development and are subject to change.)
    This is pretty much what I want to see for DRK, though IMO it should get Break before BLM.

    Besides that, Readily Rearm sounds pretty awesome for zerging!
    (0)

  10. #320
    Player Sama's Avatar
    Join Date
    Mar 2011
    Posts
    224
    Character
    Rikuku
    World
    Asura
    Main Class
    THF Lv 4
    Quote Originally Posted by Camate View Post
    We tested it out…
    Readily Rearm*
     →After taking approximately half of your current HP in damage, your damage output increase by over 20%!
      (This is also reflected in weapon skills it seems)
      Additionally, while under the effects there is no decay over time)
    I hope the dev is adjusting the enmity control for the tanks as well.
    (0)

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