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Originally Posted by
Tzain
7. Ambush: 100 potency
Flank Bonus: reduce target's resistance to periodic damage by 10% for 30 seconds.
*I didn't think the overlap/compound effect of Thief + Lancer was healthy for balance. So upping the DoT dmg of anyone who uses one is a similar, yet different approach.
The issue I see with this is that it benefits *too many* classes. The current resistance debuffs work because they only affect 2 classes: WAR only affects PLD and WAR, DRG only affects BRD and DRG, MNK only affects MNK, BRD only affects BLM and SMN (and, even then, it's of limited uptime), though this could *feasibly* be modified by adding "bleeding resistance" to the existing physical damage type suite that affects abilities like Fracture, Chaos Thrust, and Phlebotomize in addition to the THF DoTs. If the resistance weren't added, because there isn't a resistance attribute to tweak, it would need to be reworded as "increases damage the target takes from periodic effects by 10%".
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8. Eviscerate: 100 potency
Back bonus: 75 additional potency for each Ambush, Backstab, Katon, and hemorrhage on the target. (trait: Enhanced Eviscerate - Eviscerate has a X% chance to refresh DoT effects on target. Replaces Enhanced Hemorrhage)
I wouldn't include Katon in the list (because it's a magic/fire DoT, not a bleeding DoT so it's not thematically appropriate) and including Ambush was actually a typo. I meant to put Cheap Shot there, since it was basically supposed to be a physical version of Fester. I have mixed feelings about duration reset procs which is why I didn't include it.
Also, I put Eviscerate as a t3 combo ability for a reason. The way you've got it written, all you'd do is apply DoTs (do t2 combo up to Flurry) then spam Eviscerate.
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*I've moved the DoT applications into being positionals, but not combos. I increased the durations to work more with solo play, but it's depending on the Ill gotten gains/Gil toss mechanic if they need to be tuned. I also think that upping the DOT potency and decreasing the combo potency may be valid.
DoTs as positionals would render those abilities basically worthless while soloing which I was explicitly trying to avoid. None of the combos would be forbidden while soloing (because you can't do positionals while you have aggro on something). Your set up would basically have THF spamming your Cheap Shot combo over and over and over again because they wouldn't be able to actually *get* value from anything else. It's important to have positionals act as *bonuses*, not gatekeepers, because, if you have them act as gatekeepers, it simply isn't fun. Positional benefits should be a bonus for good play, not a requirement to actually get to play the class in the first place.
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10. Gil Toss: Off-GCD, doubles the potency of the next attack performed, consumes ill-gotten gains (1). Binds the target in the direction it currently is facing for 5 seconds.
*big deal right? The idea is that the gil toss is a distraction. It, similar to holmgang, locks the target in one direction allowing the thief to move to the flank or back for a positional. The double potency is to really crank up those positional DoTs. The effect is not subject to diminishing returns, but rarely works on group boss content depending on balance. The Double Potency on the other hand, works regardless.
That would basically render Katon redundant while also being insanely powerful. It's set as an off-GCD attack for a reason: it's the *simple* Ill-gotten Gains consumer. It has a vanilla effects because it's supposed to have a vanilla effect. It's like Bane for ACN: it's not the ultra-amazing one that you have to wait until you get your job to get.
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The only remaining piece that I'd really like to see is a self heal. Melee DPS does well to have some recovery option. I think a way of turning DoT periodic dmg into a source of self healing would be fitting. like a counterpoint to Bloodbath. Maybe on Master Thievery?
NIN would get Second Wind from PGL (it's a level 8 ability so you can't *not* have available). I don't see loading more functionality on Master Thievery as a particularly good idea. It's supposed to be a (big) burst damage IGG consumer (should probably increase it to 150 potency per, since, right now, it's no different than just chain dumping 3 Gil Tosses in a row). I could feasibly see reducing the baseline CD on Flee to 45 seconds and having Improved Flee heal you for 20% of your max hp or something similar. If it's *absolutely* needed for NIN/THF to have some kind of self-heal function natively, I could see getting rid of Fuujin (since Spinning Strike already serves as an acceptable AoE) and replacing it with a self heal (with an appropriate ninjitsu name) or adding a self-heal that consumes a stack of IGG (since the class should probably have 18 abilities so that you get 2 abilities at the level you get Pilfer such that it's not a worthless ability until you get your second).
I do think that an 18th ability is needed thanks to Pilfer basically *needing* to be provided at the same level as Gil Toss, but I'm not sure what is needed. I'd be open to ideas, possibly something on a long CD instantly provides you with 3 stacks of IGG immediately or an outright crit buff so that THF/NIN doesn't have to rely *solely* upon a CC ability for its +crit functionality.
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When looking at Ninja, I don't think any major changes are needed, though I also think that it's going to be constantly starved for ill gotten gains depending on how fast they generate. It may be worth exploring increasing the number of ill gotten gains you can store. Say it starts off with 2 and works it's way up to 6? Something to consider.
I think you're underestimating how valuable Mug is going to be. DoTs and auto-attacks are both capable of scoring a critical hit. Given the sheer number of DoTs applied and the super fast auto-attack rate that THF/NIN is going to have (1.5 sec base attack speed brought down to 1.2 with Flurry), you're going to get a *lot* of chances at Mug proccing. With 3 DoTs ticking (Katon, Cheap Shot, Hemorrhage) every 3 seconds, a 2 sec GCD (2.5 * .8), and a 1.2 sec auto-attack speed (1.5 * .8), you're going to be averaging 5.83 attacks per (normal 2.5 sec) GCD. With a 20% crit rate (which is likely going to be higher with endgame stacking of crit rate) and Mug's 20% proc rate, you're going to be averaging one "free" IGG stack every 10.7 seconds. NIN also gets access to Internal Release, which is a 25% uptime 10% crit chance increase. Pilfer is only intended to provide "starter" stacks, and I've debated having it not trigger combat so that you can "preload" yourself with 3 stacks if you take the time. Mug is going to be your real IGG generator.