Sorry, but I'd rather have a scythe equivalent to Spirit Taker over Energy Drain/Steal. If all this is just groaning about PvP, you're playing the wrong game. Meanwhile, I'll be happy I can more aggressively use Dread Spikes and the Drains when Aspir isn't an option. Lone wolfing in events like Campaign or WoE also introduce a higher longevity, particularly if opting to sub WHM, RDM, or SCH for added survival purposes.
Or you can /DNC with a multihit weapon and make those other subs look silly in terms of longevity.
Anyone else in favor of dropping the MP recovery effect from Entropy and making it an eight hit WS (hitting twice per swing of the animation)? That's what it'd take for Scythe to catch up to Torcleaver.
8-hit WS with 100% WSC mod would be stupidly broken. Is DRK really even hurting that much for INT gear? 100% WSC is 100% WSC.
Edit: Even as an INT WS, this looks fairly decent, http://www.ffxiah.com/item-sets/239656
Blood mail would be augmented, of course, and I'm guessing on the SC properties. Whenever the fTP's confirmed, Aife's medal may be comparable to gorget in the neck slot.
Last edited by Greatguardian; 12-01-2011 at 12:45 PM.
I will have my revenge!
That set is great for the INT mod... and just missed three out of four swings (or worse if you're talking about an eight hit Entropy)!
100% INT is certainly NOT stupidly broken. Adding INT doesn't also raise fSTR and Attack like a 100% STR mod would (and the GS WS got a 100% STR mod, wtf?)
8 hits is what a vanilla Scythe WS would need to put the weapon back into contention at all, and also simplifies gearing and limits power creep because Double and Triple attack won't affect it (max 8 hits in any attack). Keeping it an INT mod would further limit the WS just enough for 8 hits to not be totally broken.
The entire concept of making Entropy an 8 hit WS is to give Scythe 1. A reason to exist and 2. Better help the longer delay make use of Souleater.
With capped accuracy it will still only land 6 hits most of the time, with occasional spikes.
WHERE IS KIRSCHY'S INPUT ON THIS ; ;
i'mreallyjustcuriousaboutherinput
Unless I'm missing something (I know little of augments), that's not even the best set, either. Off the top of my head, I'd say Twilight Helm and Twilight Mail would be improvements. The Abyss Gauntlets +2 that will soon exist will be pretty epic for Entropy, too.
Dark Knight has a lot of options that include INT along with STR and stuff. Maybe some of the pieces are a little anemic in terms of attack, but I don't understand the tidal wave of complaints.
D'oh! For some reason, Twilight wasn't there when I did a ffxiah power search for INT+ <_< I guess it cut off the results before it hit Tw.
You realize WSC and fSTR do the exact same thing during WS, right? They both just add to your weapon's base damage. Even if your fSTR isn't capped, 2 STR isn't going to be nearly as potent as 2 INT with a 100% WSC mod.
2 INT * 0.85 = 1.7 Damage, whereas 2 Str is 0~1 Damage with an average of 0.5.
With a 100% WSC mod and 0.85 Alpha, 1 INT is the equivalent of 3.4 STR when fStr is uncapped - STR has no value at all when fStr is capped.
Yes, Attack is an issue when you're not getting free Attack from a STR mod WS, but that's pretty much all it comes down to. But is DRK of all jobs really lacking on Attack? Probably not.
fStr on WS is just not a big deal when you have such a high WSC.
I will have my revenge!
DRK has many items with both STR+ and INT+. You can add INT while also raising FSTR.
I'm glad you understand alpha and everything, but you completely wooshed my point just so you could play math. I was NOT talking about stacking STR on Entropy.
I was comparing a 100% INT mod to a 100% STR mod.
Let's throw 100 of each stat at each mod and see what we get:
+100 INT, 100% mod
100 * 1.0 * 0.91 (a much more recent alpha value mind you, .85 was back at 80 cap)
91 base damage from WSC
Now 100 STR on a 100% STR mod
91 base damage from WSC, ~25 base damage from fSTR if uncapped (which definitely happens in Voidwatch) and 75 attack (Also highly valuable in such events as Voidwatch)
So you're looking at a 10% Ratio increase on top of 27% more 'bang' from raw Stat.
A 100% STR mod is far more 'broken' than a 100% INT mod would ever be no matter how strong the base WS is. Resolution is 100% STR mod and already 25% stronger than Entropy (5.0 fTP vs 4.0, gorgets and ele belts are far past worthwhile at this point mind you so don't even mention them).
Having a 100% INT mod does not make Entropy any less crappy, especially when compared to Resolution. But if you wanna say that an eight hit Entropy would be broken because of a 100% INT mod you're just being silly.
Last edited by Raelia; 12-01-2011 at 01:42 PM.
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