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Originally Posted by
SwordCoheir
The only problem with that is the base damage of the weapon has the biggest influence on the possible damage a player can do.
I'm beginning to feel that some are not understanding my WAR suggestion. I'll paste what I posted many months ago in the "Fix MRD" thread:
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I've never been good at two-hander design, but something along the lines of:
Pillager's Grip: Offensive oriented stance. Emphasis on STR, granting accuracy and attack speed bonuses. VIT's value is reduced by 50% when in this stance.
Seadog's Guile: Defensive oriented stance. Emphasis on VIT, granting defense and Enmity bonuses. STR's value is reduced by 50% when in this stance.
Both stances cancel each other out, and MRD-native abilities have bonuses to damage when in the former, enmity bonuses when in the latter.
Following the Offensive/Defensive stance paradigm, you'd have to lower potential MRD/WAR damage and survivability when "stanceless", then use the stances as multipliers to increase damage while receiving less defense or increase enmity generated while gaining less from strength and offensive stats. The point of this would be separate the tank and DPS aspects of WAR so that we don't have this class that can do both things at once and thus having a negative effect on things like party dynamics and PLDs. FFXI's Red Mage suffered because of this exact same problem. I'm surprised no one learned from it. Note: I'm aware Berserk and Rampage try to take this approach, but the difference between both is not really enough, IMO.
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Being WAR has the strongest and PLD has the weakest weapons there isn't any competition with the enmity that can be produced. I could go out and auto attack a mob with my blade for 100-200, and my WAR in the same equipment could land anywhere between 300-600 damage, that averages to three times the Enmity gained over PLD in a single attack round.
Then scale enmity generated by PLD with something else. Enmity bonuses outside of Sentinel would give the job a leg up in that aspect.
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Problems are only compounded where offensive/defensive gear/materia does not really conflict with one another (at least not enough to make a major difference in DPS), and VIT becoming one of WAR's damage bonus stats makes it even more offensive and defensive in the end while PLD just receives defensive benefits.
If this is indeed the case, then that needs to change.
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-Partial Parries often reduce the damage taken below 20% of what the attack would have originally done, while blocks only reduce a small portion of damage off the top. (IE: 3k damage move is parried down to ~600dmg, while a block only reduces it to 2800.)
Wow...this is REALLY lopsided in favor of parries. That needs adjusting. Either bring shield blocking up or nerf the threashold for partial parries. I'd start with my suggestion to make blocks get a bonus from STR to help, then see how things develop.
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-Parries occur about as often as Shield Blocks.
This is not a bad thing. Full mitigation (I.E.: Duelle parries King Behemoth's attack! <== no damage taken) would need to disappear or be lessened and make partial parries a WAR's mitigation mechanic.
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-Wearing a shield causes PLD to lose the ability to parry.
This needs to be corrected. This in no way makes sense.
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So essentially PLD is FORCED to take more damage over time than WAR to function properly.
...yeah that makes no sense.
It sounds to me like the devs are banking on what was basically timing your cures cast around mob swings. With little else. Forget nerfing WAR. PLD needs fixes.