2 second GCD in general would be nice...
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I changed out 2 of my sks items and instantly went from 40% parse to 60% parse on E3S, it's not even funny.
I am losing 1 dps for each 1 sks I have, 1-1. The stat really is gorrible.
SkS already affects auto's. It's in a decent spot now; you want it up to a certain point on a number of jobs and other jobs can flavor their GCD's to taste and get good results from it. Perhaps a mild buff of some sort, no more than 5% more effectiveness than it has now. The nature of the game is that outside of jobs designed to work at "high speed" (i.e. MNK) having a GCD that goes too quickly can cause some problems. MNK gets away with it because they have relatively few oGCD's and their animations are all fluid enough that anim lock isn't an issue. I'm at about 1800 SkS with my GNB and I feel quite a bit of anim lock if I'm even a hair off in timing my skills.
Tbf, if not for Senei and Ikishouten, SkS would probably be the best SAM stat by a significant margin. All other sources of damage are affected by SkS, and at 216 per % expected damage increase compared to Direct Hit's 240. (Crit sucks until the high 3000s alongside high Direct Hit, or early 4000s if one has no Direct Hit.) Higanbana and auto-attacks will be affected less by SkS than Determination (254 stat per % vs 250), but as must of SAM's damage is GCD based or generated from GCDs without further bottlenecks (e.g. Shinten/Kaiten), it's a competitive stat at 1/9th more efficiency than Direct Hit.
Or even just giving a flat 10% to each stat baseline. 10% Haste = 2.25-second GCD. Those who want to go slower can still go pretty slow, just not quite so absurdly so.
You'd want to scale animation lock timers, though. At present they start at 25.33% of a GCD, but then increase in relative size as GCD duration decreases until you quickly can no longer double-weave. You'd want to keep their relative size constant, even if starting from say a 33.33% (exactly a double weave, with no duration wasted from completing the second weave early, no matter your GCD duration -- .5 at a 1.5s GCD, .75 at a 2.25s GCD).
I think it's great for GNB, you really feel the different when you hit your confort skillspeed (between 2,36 and 2,38 for me) and you will do higher DPS. But like many already have said, it depends on the job. But that is also true for other attributes.
For skillspeed, just make sure that you get enough for your skills to line up in your rotation to your own comfort and/or the opener you want to use. Some jobs even have different openers/rotation depending on your skillspeed (as some things might line up differently and/or weaving between GCDs needs adjusting).
Probably helps that they hide as much information from the players as they can feasibly get away with?
At least things having effects, however obscured, still allows those effects to be tested.
There is no point at which SkS can inherently reduce damage. It's quite literally impossible. Nor is the increased efficiency of two slots worth of secondary stats going to bump you 20 percentiles. You just played a hell of a lot worse in one run compared to the other.
Thats not entirely true if considering trade offs of even the worst stat det as the baseline rather than just no substat.
Also there are circumstances like with nin. Where having more than 700 skillspeed doesnt pheasably serve much purpose because we lose everything we would gain speed wise to mudra clipping. And anything over 1500 will misalign all our shadowfang dots from trick. Yeah occasionally we gain a gcd, but dependent on the phase, movement mechanic, or timeline of the boss we may not even gain that gcd and thus the misaligned SF is effectively a loss.
Additionally SkS does almost nothing for the first 30 seconds of a fight cause were dbl, triple (mudra), or 7 (TCJ) weaving for every gcd in those first 30 seconds.
Point being there are some classes where it does cause distinct rotational flaws and misalignments. Course thats more of a class mechabic issue than SkS, but i think you probably get my point.