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  1. #1
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    TP overflow isn't a big deal really. Even if Jumps did double damage, it still doesn't justify interrupting your attack for them unless the mob is near death or you're lowmanning something. Interrupting your high haste attacks for an attack that does slightly more damage than a normal strike with the same TP gain and with a 2-3second delay is not justifyable. At least the slightly extra TP would allow you to Jump in damage/DA/TA/QA/STR/Att gear instead of STP to preserve your 5hit rather than basically having to cram every drop of Jump Bonus TP/STP gear into every slot to make NQ Jumps worth a damn. Plus the extra TP overflow helps for times where you get a lousy TP return on a WS or where you miss the first hit.

    Even if Jump and HJ did 2x the damage soul and spirit jump do, i'd be hard pressed to use them in zergs, i'd much rather them boost the TP gain than the damage and lets be honest, they'll never give 2x and 3x TP to Jump and High Jump so 1.5x and a bonus to base D are reasonable. Considering DRG has no native attack boosting abilities they might as well make DRG a TP machine since even when we have tons of TP our WS averages are still terribad compared to jobs like DRK and WAR that have 1.5k+ attack without cor or brd buffs or jobs like SAM that get retarded WS Damage+% traits and gear and WS with cratio bonuses.
    (0)

  2. #2
    Player ihm's Avatar
    Join Date
    Aug 2011
    Location
    England
    Posts
    11
    Character
    Ihm
    World
    Siren
    Main Class
    DRG Lv 99
    Quote Originally Posted by ManaKing View Post
    3 Hits + WS = 3 hits to me. If you want to call it something different, then sure, but that's what I'm referring too as well.
    Can I see this gear set you're imagining?

    Quote Originally Posted by Ophannus View Post
    TP overflow isn't a big deal really. Even if Jumps did double damage, it still doesn't justify interrupting your attack for them unless the mob is near death or you're lowmanning something. Interrupting your high haste attacks for an attack that does slightly more damage than a normal strike with the same TP gain and with a 2-3second delay is not justifyable. At least the slightly extra TP would allow you to Jump in damage/DA/TA/QA/STR/Att gear instead of STP to preserve your 5hit rather than basically having to cram every drop of Jump Bonus TP/STP gear into every slot to make NQ Jumps worth a damn. Plus the extra TP overflow helps for times where you get a lousy TP return on a WS or where you miss the first hit.

    Even if Jump and HJ did 2x the damage soul and spirit jump do, i'd be hard pressed to use them in zergs, i'd much rather them boost the TP gain than the damage and lets be honest, they'll never give 2x and 3x TP to Jump and High Jump so 1.5x and a bonus to base D are reasonable. Considering DRG has no native attack boosting abilities they might as well make DRG a TP machine since even when we have tons of TP our WS averages are still terribad compared to jobs like DRK and WAR that have 1.5k+ attack without cor or brd buffs or jobs like SAM that get retarded WS Damage+% traits and gear and WS with cratio bonuses.
    Jump can put out decent-ish damage really if you throw the gear into it, max out STR and VIT, and I guess if they did adjust the TP gain on it to 1.5x then it means you could essentially forgo sTP under assumption 1.5x base tp is probably around the tp required to count as a single hit in a 5hit, but unless the jump its self actually is doing about 3 times your melee damage then it's worthless, considering that at capped haste you're attacking every 1.6-1.7 seconds, the 2 second delay after the JA means that your overall dps is going down by using it.
    (2)