Note: At Max parse levels, Bard is about 1200-1600 rDPS, depending on the fight, behind DRG.
Fixing Apex Arrow and Returning Speed Impact
- Apex Arrow now reads "Delivers an attack with a potency of 320. | Soul Voice Gauge Cost: 20 | Potency increases as Soul Voice Gauge exceeds minimum cost, to a maximum of 520. | Consumes Soul Voice Gauge upon execution." It therefore now starts at the effective value of Burst Shot, 270, and then deals 2.5 potency per point of Soul Voice. Its potency advantage at 100 Gauge is basically unchanged, but it now offers a consistent potency advantage per gauge, rather than in an increasing amount, and is now far more transparent in its workings.
- Empyreal Arrow now again scales with one's GCD speed.
- Bloodletter and Rain of Death now additionally scale with one's GCD speed.
Improving Straighter Shot / Refulgent Arrow Interactions
- Straight Shot is no longer available only during Straighter Shot.
- Heavier Shot trait granted at level 2 replaced with Called Shot. Called Shot: "Every 10 potency dealt by your weaponskills increases the Critical Hit chance of your Straight Shot* by 1%. Called Shot is consumed upon using Straight Shot*. Straight Shot* does not generate this effect. Critical Hit chance thus generated cannot exceed 100%. Multi-target weaponskills can only apply this bonus per one attack each use." (*Changes to Refulgent Arrow after acquiring the skill.)
Note that because Critical Strike chance cannot exceed 100%, you cannot overcap the mechanic for added damage, but you can still get full value out of the mechanic regardless of your natural Critical Hit chance.
Given a natural Critical Hit chance of, say, 10%, the time required to guarantee a Straight Shot/Refulgent Arrow Critical Hit unchanged for Heavy Shot (90/18 = 5 | 100/20 = 5) and only 26% higher for Burst Shot (90/27 = 3.33 | 100/35 = 2.85), though its potency bonus will have increased from 20 to 55.
Gameplay-wise, rather than chancing a proc with each shot which would thereafter be wasted if going for another Heavy Shot, you can now increasingly bank a shot towards auto-crit with rewards for every missed shot between. The proc chance is only wasted once you've already guaranteed a Critical Hit via the Called Shot mechanic.
Given that Critical Hit cannot go to waste, this can be considered a simple potency increase of Straight Shot and Refulgent Arrow's auto-crits relative to their previous normal potencies. Straight Shot therefore deals 25 more potency at higher proc rates (since skills other than Heavy Shot now also apply this chance) while Refulgent Arrow pre-Burst Shot deals 50 more potency at, again, higher proc rates (same reason). After Burst Shot, Refulgent Arrow procs deal only 7 potency less given the reduced proc chance compared to the current version, though this is more than compensated for elsewhere (such as by increasing Burst Shot to 270 potency).
- A new UI component has been made to display this mechanically-increased Critical Hit chance on Straight Shot. It does not account for natural Critical Hit chance.
Potency Adjustments and Symmetries Consequent to Called Shot
- To balance out the far stronger auto-crit mechanic, Straight Shot potency has also been reduced from 200 to 150 (auto-critting for 225+ potency and Refulgent Arrow potency from 340 to 260 (auto critting for an effective 390 potency). Net potency over time changes listed earlier, above.
- To facilitate interactions with Called Shot and to make gameplay more engaging at lower levels, Venomous Bite direct potency has been increased from 100 to 135 and its periodic potency from 40 to 45 but its duration has been reduced to 21 seconds. Likewise, Windbite direct potency has been increased from 60 to 110 and its periodic potency from 50 to 55. Iron Jaws potency increased to the larger of the two at 135 potency. This changes weaponskill potency per 30 seconds only from 1960 to 1987.5, or by a mere 55 potency per minute, prior to gaining Iron Jaws, and to 2115 after, a potency per minute increase of 155.
- To facilitate interactions with Called Shot and skill symmetries, Stormbite potency has been increased from 100 to 120 (i.e. again 2 instant ticks vs. Caustic/Venom's 3 ticks). This is irrelevant to sustained damage.
- To facilitate interactions with Called Shot and to improve late-game balance, Burst Shot potency has been increased from 230 to 270. This would be an increase of about 600 dps if applied to the highest Bard parse to date, which trails about 1800 rDPS behind the best DRG parse for the same fight.
Revising Songs for Flexibility
- Army's Paeon revised and Enhanced Army's Paeon replaced. Army's Paeon now simply reads "Repertoire Effect: Increases your Attack Speed 5% for 15 seconds, stacking up to 3 times. Each additional stack refreshes the effect. Effect does not end when the song ends. Additional Effect: Potency dealt by Abilities will also count towards Called Shot."
- Mage's Ballad, Army's Paeon, and The Wanderer's Minuet no longer require a target and no longer deal potency. This lost ~240 ppm has been compensated for elsewhere.
- New level 30 trait, Breath of the Muse, added: "MP naturally regenerated over time doubled." You thus regenerate 2% MP per second.
- Mage's Ballad, Army's Paeon, and The Wanderer's Minuet no longer have fixed cooldowns. Instead they now have MP costs. Each shows an MP cost of 2400 (equal to roughly the first 20 seconds' drain cost, and requiring 8 seconds' downtime to recover) and now additionally reads "Increasingly drains MP over time, starting at a rate of 8 MP per second and increasing by a further 8 MP per second with each second. When the song is longer in use, its drain rate is reduced by 4 MP each second."
The gameplay consequences of this system is that one will be perfectly free to rotate Songs within 24-25 seconds of each other and will waste only minute amounts of MP (i.e. 120) rotating between every 20 and 30 seconds, but can now choose to overextend their songs at MP cost based on relative value (vs. time spent not singing) or upcoming downtime.
- Empyreal Arrow now additionally regenerates 5% of missing MP, thus allowing you to extend your Songs up to 34 seconds without cost or more frequently rotate between them at every 19 seconds. Ideally, it should be used immediately after changing Songs, thus pushing Song swaps towards 15/30 seconds in use.
Improving Upon the Song Effects Themselves
- In progress: Now that Songs are more flexibly timeable, each will need to be more competitively attractive with the others.
Improving Other Synergies
- Raging Strikes replaced again with Hawkeye, which increases Critical Strike chance by 20%. It thus has the same net damage effect, but better synergizes with auto-crits by decreasing the Called Shot % required to guarantee that the Critical Hit chance will not go to waste.
In progress: Repertoire generation adjustments to offer even more synergies. No, it will not be based solely on Critical Hit.
Other Buffs
- Sidewinder potency increased from 100 to 210 and its Additional Effect now reads "Instantly deals damage equal to twice the periodic effect potency of your effects currently afflicting the target." It thus deals an additional 90 for Venomous Bite, 100 for Caustic Bite, 110 for Windbite, and 120 for Stormbite, to a total of 400 to 420.
- Shadowbite potency increased from 100 to 160 and its Additional Effect now reads "Instantly deals damage equal the periodic effect potency of your effects currently afflicting the target." It thus deals an additional 45 for Venomous Bite, 50 for Caustic Bite, 55 for Windbite, and 60 for Stormbite, to a total of 260 to 280.
- Battle Voice cooldown reduced from 180 seconds to 120 seconds. This is worth roughly 153 to 220 rDPS at current highest rDPS parses.
Totals
- + ~150-220 rDPS from Battle Voice
- - ~220 ppm (~170 DPS) from Songs no longer requiring targets.
- + ~600 dps from Burst Shot.
- + ~165 ppm from Sidewinder.
- In progress: + ~300 from Repertoire effects and Song adjustments.
- In progress: + ~300-400 from returned, revamped Foe Requiem.
- In progress: Nature's Minne buffs. Warden's Paeon minor buffs.