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  1. #1
    Player Karbuncle's Avatar
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    Mar 2011
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    I wouldn't rule out Jishnu's Radiance from top 3, thats third for sure... Blade: Hi is likely 4th behind Jishnu.

    Anyway, I think Rudra's Storm suffers from what I like to call "SATA Weakness". the WS itself is purposefully weaker because we have SATA, so most/all WS's we get have laughably low fTP mods, even though Dagger is the weakest weapon in the game, and in theory should have WSs with the highest fTP mods, this is again, because of SA and TA.

    Rudra's though can be pretty good unstacked, but not at 100% TP, 300% though, it'd probably do semi-decent unstacked. However, i think we deserve to keep our Aftermath up without sacrificing DMG. (so do all DD, just as WAR and MNK get to now)

    I mean, Ideally you can SA or TA it, but lets face reality, how often can you do things "Ideally"? Its very rare for me these days that i can easily land a SA, TA is no problem, but its also much weaker, for one Favoring AGI for TA DMG over DEX (Rudra's mod) leads to lesser damage (by a very noticeable extent) when compared to SA just stacking the DEX.

    Sacrifices i don't think we should have to make. (nor any DD job with their WS's)

    Basically, I believe you can make a WS powerful unstacked and still make it not over-powered Stacked. Look at Dancing Edge and Evisceration, Both decently powerful Weaponskills Stacked and Unstacked, Is it too hard/too much to ask Rudra's at least beat Evisc/DE @ 100%TP?

    As far as Cloudsplitter, Camlanns, and Quietus go, I'm willing to suspect those are on the list of WS planned for updates, and i think those also should be looked into being more powerful, i agree.

    ANYWAY, As far as my Solution to it? I think Rudra's should be reworked as follows:

    "Description: Deals Heavy damage and weighs target down. Chance of Critical hit Varies with TP
    Modifiers: 60% DEX
    fTP: 5.0"
    (While we're at it, do this for Mercy Stroke too, keep Mercy Stroke STR mod though)

    Rudra's, at 300% TP, is 5.25fTP, I think making it a flat base of 5.0 and allowing it to crit will make it superior to Evisc/DE Unstacked, but at the same time, its not going to break the WS, and its not any stronger than a 300% TP Rudras is right now. It creates a powerful unstacked WS, while keeping it no more powerful than it is right now, thus not breaking it.

    This is my opinion. THF is a very limited job, small boosts like this will at least help it make some headway into being acceptable, if only a little.
    (1)
    Last edited by Karbuncle; 08-18-2011 at 12:29 AM.

  2. #2
    Player Economizer's Avatar
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    Jun 2011
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    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Karbuncle View Post
    I mean, Ideally you can SA or TA it, but lets face reality, how often can you do things "Ideally"? Its very rare for me these days that i can easily land a SA, TA is no problem, but its also much weaker, for one Favoring AGI for TA DMG over DEX (Rudra's mod) leads to lesser damage (by a very noticeable extent) when compared to SA just stacking the DEX.
    Correct me if I'm misunderstanding you with my suggestion.

    Since it can be hard to stack a SATA on a WS, there should be a job ability Thief gets at like 90 that uses both and makes it so they don't get used until you WS. This way, it would be easier to get a SATA off on a weapon skill. Thieves that want to separate the two will still have to work for it, keeping some player skill in the equation.
    (0)

  3. #3
    Player Karbuncle's Avatar
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    Quote Originally Posted by Economizer View Post
    Correct me if I'm misunderstanding you with my suggestion.

    Since it can be hard to stack a SATA on a WS, there should be a job ability Thief gets at like 90 that uses both and makes it so they don't get used until you WS. This way, it would be easier to get a SATA off on a weapon skill. Thieves that want to separate the two will still have to work for it, keeping some player skill in the equation.
    I had always figured some JT that allowed you to SA from any direction with a penalty to damage would be nice.

    I think of it less like "Oh i can be lazy now from anywhere" and more like "No more "FU*KING PI** GODDAM**** MOTHER F**KER WHY'D YOU MOVE THE MOVE WHEN I WAS SATA'ING" type of thing.

    Like say, Using SA from the sides would impose a 25% penalty to SA mods (i.e instead of 100% DEX mod, you'd only get 75%), and when used from the front, You'd only get 50%.

    It would be more of a "The mob turned, but at least i did some damage" not a "LAZY TIME LOL"
    (0)

  4. #4
    Player Atomic_Skull's Avatar
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    Mar 2011
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    1,248
    Character
    Bjorne
    World
    Fenrir
    Main Class
    MNK Lv 5
    Quote Originally Posted by Karbuncle View Post

    "Description: Deals Heavy damage and weighs target down. Chance of Critical hit Varies with TP
    Modifiers: 60% DEX
    fTP: 5.0"
    (While we're at it, do this for Mercy Stroke too, keep Mercy Stroke STR mod though)
    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)
    (0)

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