Then it is basically a parser and we know how some people here react on that...
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I would love some new mechanic for Tanks that would raise our crit or overall dps in proportion to our place on the Hate Scale. Would be nice to have a bump of DPS as a reward for doing our job better. Lets me tank like a boss and in exchange get a little more dps, not more then a DPS class mind you, just a bit of breathing room.
Example:
Hate = 0% {0% DPS Boost}
Hate = #2 {5% DPS Boost}
Hate = #A {5% DPS Boost, 5% Crit Boost}
We would still stance dance of course but think of it, as tank you take spot #A in defensive stance at the start, swap to DPS stance and that little 5% can give you a little more aggro room. Not game breaking, just a bit of help.
I wish it was damage per swing. Monk would be so rewarding to play with all the crits and what not.
I have not tallied up the number of animation hits for Bootshine, but for the sake of illustration, lets say its ten. Ten hits.
Bootshine has 150 Potency. If we had ten hits on it, we would have ten 15 Potency hits, totaling the current 150. It would NOT be ten individual 150 Potency hits, as that would be very unbalanced. The game is balanced around each class/job move doing so much Potency in total. Breaking that one damage number reported into each component hit would only break the total Potency up into those little hits as well.
I'm happy with the current display on screen. Its not too much, that it obscures what's going on. If it helps people to feel better about it, pretend that you are seeing the aggregate damage from that one move, and not just the number from one hit (the one hit the game cares about).