I won't say that their buffs to Scythe were as big as their buffs to Great Sword, but they didn't forget Scythe:
http://wiki.bluegartr.com/bg/Insurgency
http://wiki.bluegartr.com/bg/Entropy
They more than doubled the fTP of these weaponskills at 300 TP. Insurgency is particularly striking, as its combined base damage multiplier (including extra hits and assuming ~20% DA) goes like this:
3.9 -> 6.65 -> 9.4
Considering WS delay and the nearly-linear scaling, Insurgency users might as well sit on TP essentially until they are at 300 TP (or at least until someone uses a WS they can skillchain off of). It is a very unique playstyle right now.
There hasn't been sufficient testing to say for sure, but it looks like they bumped the first-hit fTP up to 2.0 (from 1.125) and called it a day. If that is correct, then it's better than it was... but CDC is much better without Murgleis.
CDC - 3 hits, 80% DEX, 2.25 first hit fTP, can crit and has a modest crit rate boost at all levels.
Death Blossom - 3 hits, 50% MND / 30% STR, 2 first hit fTP and can't crit.
So they have almost the same fTP, but CDC has a more useful mod and can critical hit. With Murgleis, I bet Death Blossom is better in places where you have a crap crit rate. Without Murgleis, it looks like CDC is going to be better almost everywhere because it can crit.
Finally a reason to use 300 tp? That's insanity.
'Don't ever, ever try to lie to the internet. Because they will catch you. They will de-construct your spin. They will remember everything you ever say for eternity.'
- Lord Gaben
Hmm~ ok!
I figured CDC would trump it still and any time I've meleed since the update it's shown, but I was more or less curious if it was due to the WS itself or my lack of a dedicated WS set for it. It's nice to know it might be a good WS once I finish my Murgleis, besides that the extra DMG at least makes it less of a loss on DMG when I do Difficult MPNMs I suppose.![]()
One useful change for magic, would be to allow it to MB, even if someone has used a WS since the SC occurred. Currently you have to wait ~2-4 seconds to land your nuke for it to MB, but if another WS goes off before your nuke lands, your nuke won't MB!!![]()
How would that possibly be 20 steps back? Not saying it'd fix things, but it'd certainly be better if SCs simply applied a debuff that lasted 5 seconds that allowed all spells to MB, without followup WSs or SCs removing it.
Magic damage still does fairly well, it just doesn't compare to buffed DDs, specially in stand-there-and-kill NM fights, or D+ content where the massive amount of -MDT/MEva/MDB destroys any chance of nuking decently. Did a Dho Gates CP party yesterday as Geo, was 7% behind a mythic Mnk, and 5-10% ahead of an Oats Mnk and Amano Sam, none of them brain dead players. Although the Sam was more concerned with running off and solo SCing a random mob and giggling like a school girl, so that prolly had a large part in him not doing better. Do decently well in Delves too, typically about 60-75% of a DDs DPS.
Byrth, any info on what is best for RUN since update, WS wise when /NIN? Stick with GS or go for Axe or Sword? And which WS would work out best for each weapon, bearing in mind no att boost from berserk/last resort.
Wiki pages for many of the WS don't appear to have been updated by anyone yet (if any testing has even been carried out on them, idk)
Last edited by Babekeke; 06-29-2014 at 04:59 PM.
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