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  1. #1
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    Also, just like Reamlizer is going to be the strongest club WS for those without Hexa(read as non WHMs), Stardiver is going to be the strongest weapon skill for those without Drakesbane(read as non DRGs). So I think these WS are mostly for other jobs rather than the main job as SE demonstrated by weakening Club and saying it's for nonWHMs rather than WHM. This WS isn't DRG specific, it's SAM/DRG/WAR, and were Stardiver as strong or stronger than Drakesbane, SAM or WAR would probably make better use than DRG with it(not every WAR has Ukkos so many would just throw on Polearm and take advantage of Stardiver if it was another strong multihit-crit ws)
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  2. #2
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    According to Studio Gobli, Drakesbane has a 20% Attack Penalty. And I do mean Drakesbane, not Stardiver. Discuss.


    http://translate.google.com/translat...26prmd%3Dimvns
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  3. #3
    Player noodles355's Avatar
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    Quote Originally Posted by Ophannus View Post
    The 5% hasn't been confirmed only speculated. His parse showed ~7.5% and he only did 49 trials, to get an accurate reading, someone needs to do at least 1,000 trials, so it could be 10%+ we have to test it more.
    It's between 5-9%.
    Quote Originally Posted by Ophannus View Post
    According to Studio Gobli, Drakesbane has a 20% Attack Penalty. And I do mean Drakesbane, not Stardiver. Discuss.


    http://translate.google.com/translat...26prmd%3Dimvns
    Doesn't surprise me. I always thought Drakesbane numbers were lower than they should be. I put it down to a zero/very small crit rate boost at 100%TP, but an attack penalty also makes sense.
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  4. #4
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    If they're not going to give us stronger weapon skills, at least remove that Attack penalty on Drakesbane so it can compete better with Victory Smite/Ukkos Fury/Fudo. One of DRG's biggest problems is Attack and having negative attack penalties on our best weapon skill is awful.
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  5. #5
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    I wonder if we got Accuracy Bonus IV this 96+ since most jobs got new traits like Crit Attack Bonus III, Dual Wield III, Fencer V etc. I bet the only trait we got 95+ is Critical Defense Bonus II cuz that helps DRG so much -_-

    Would be really really great if DRG got their own special job trait how like DRK and SCH have Occult Accumen. DRG did get Conserve TP along with DNC but its effect is inconsistent and unreliable compared to Double Attack/Store TP etc..

    Removing Critical Defense Bonus and replacing it with Critical Attack Bonus would be a step in the right direction. Giving DRG Critical Defense Bonus is like giving THF "Magic Attack Bonus". DRG does not tank and we RARELY take hate (considering our Weapon Skills deal MODERATE damage compared to WAR/SAM/MNK, it's more likely THOSE jobs would take hate and receive direct melee damage, not a DRG. Therefore it completely boggles my mind as to why DRG has Critical Defense Bonus. DRG can make much better use of Critical Attack Bonus trait than DRK since DRK has no critical hit abilities or weapon skills but DRG has Spirit Jump, Soul Jump, Drakesbane and Skewer.
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    Last edited by Ophannus; 12-19-2011 at 04:02 AM.

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