
Originally Posted by
Laphine
Same dps as before or same dps as nin? if the latter, did you set berserk up? lol
/war's DPS was roughly the same as /nin's. And I *thought* I was factoring in Berserk, but double checking it, it seems I wasn't. So ignore that bit.
Also, since it's not really fair to just give top-end numbers on war, I got unlazy and redid them while including Restraint (50% uptime).
Code:
Hasso Seigan
BAR (10%) 120.167 99.675
BA (40%) 106.581 88.412
B (20%) 106.443 87.160
A (15%) 80.065 66.378
N (15%) 79.958 65.403
Total 99.941 82.521
And redoing thf/war (60% uptime for Berserk):
Code:
No SA/TA or Rudra's: 62.087
No SA, Solo TA, solo Evis: 64.904
Solo SA/TA, solo Evis: 69.271
Solo SA, TA Rudra: 81.325
Solo TA, SA Rudra: 81.907
SA & TA Rudra: 93.218
No SA (miss), TA Rudra: 76.397
So top end on thf should only be a little behind average war with Hasso. However missing stacked weaponskills, or just not being able to stack half the time, drops overall DPS quite a bit. Though even there, it should be roughly on par with a war that's forced to use Seigan.
On shorter fights (anything up to 3 minutes), war should be significantly ahead due to having JAs up all the time. Even for the values that consider the two DDs on par, war gets a significant additional advantage from using Retaliation, while thf loses DPS from the usual noted issues.
Overall, it seems that *in theory* thf is not in too bad a position, DD-wise, as long as fights last long enough. Parsed data, however, paints a far weaker picture. So I think it would be best to fully lay out how current mechanics are dragging performance down. Making suggestions to relieve thfs of some of those hobbles would probably be a better tack to take in terms of suggestions to SE (but given their response on things like Collaborator and Aura Steal, still not holding out too much hope).
Going /war is the most obvious damage boost, but that's a player choice, not a mechanic for SE to (directly) work on (aside from the fact that 2-handers that go /sam can choose between offense and defense on the fly, while other jobs have to pick one and stick with it for the duration).
Primary weakness of depending on SA/TA: Missing said attacks. Some have suggested adjusting the target arc or something similar. I'd probably suggest going the other direction, and make SA/TA like Feint, where it doesn't wear off until you successfully land the attack (or the 60 seconds duration runs out, whichever). It allows you to maintain a more constant DPS, rather than it falling off just because the mob changes position slightly. It's not a direct boost to DPS, it just pulls the damage values up closer to their true potential.
If SE feels like there's some need to at least have the basics mastered at earlier levels, add it as a job trait: Opportunity Strike (Sneak Attack and Trick Attack are maintained until an opportunity to use them can be found). Can make it like level 75-80 or so.