My Rework of Stormblood Dark Knight
I tried my hand at doing a rework pass for Dark Knight based on feedback I have read on these forums and what I would personally like to see changed.
My focus was to address the concerns that I have seen brought up fairly consistently which include: needing a bit more dps, needing a bit more mitigation, forced double-weaving of DA and OGCDs, "useless" skills such as Dark Passenger, "passive" enmity generation and ability/skill synergy.
My general approach to address the above issues was to implement numerous smaller changes such as recast timer adjustments and the adding of additional effects to abilities that provide a greater trade-off of resources to reinforce the resource management game-play of DRK. In addition there were a few abilities that received a much greater rework to get them to fit into the greater design, such as Dark Passenger, Sole Survivor and Living Dead.
Below I have included the abilities and traits that I have altered including in RED a summary of what was changed and with some comments on my reasoning in BLUE.
Anything not listed below can be assumed to be unchanged.
NOTE: I may come back and make some edits to this initial posts, especially with my reasoning for changes, so it is still technically a work in progress.
ABILITIES
Unleash - Lvl.6 – Ability
Cast: Instant – Recast: 2s – Cost: 800 MP – Range: 0y – Radius: 5y
Deals unaspected damage to all nearby enemies with a potency of 45.
Additional Effect: Increased Enmity.
MP cost reduced from 1080MP to 800MP. Potency reduced from 50 to 45. Taken off the GCD.
The focus of these changes was to do two things; first I wanted to provide a stronger identity and purpose to Unleash since Abyssal Drain virtually overwrites it once obtained. Second, these changes make Unleash a good enmity generator that can be woven into the basic flow of GCD combat.
Syphon Strike – Lvl. 10 - Weaponskill
Cast: Instant – Recast:2.5s – Cost: 60TP – Range: 3y – Radius: 0y
Delivers an attack with a potency of 100 - Dark Arts Potency: 240
Combo Action: Hard Slash - Combo Potency: 250
Combo Bonus: Restores 2400MP.
Dark Arts Combo Potency: 390
Dark Arts Combo Bonus: Restores 3200MP.
Dark Arts fades upon execution.
MP restore made independent of stance. Increased MP restore from 2400MP to 3200MP with Dark Arts.
Making the MP return the same whether in Grit or not was to boost out of Grit damage, where DRK suffers the most in regards to DPS. The boost to MP when DAed was to provide a reason to choose to Dark Arts this over Soul Eater by providing a slight potential resource bump in MP.
Power Slash – Lvl. 26 - Weaponskill
Cast: Instant – Recast:2.5s – Cost: 50TP – Range: 3y – Radius: 0y
Delivers an attack with a potency of 100 - Dark Arts Potency: 240
Additional Effect: Increased enmity
Combo Action: Syphon Strike - Combo Potency: 300
Dark Arts Combo Potency: 440
Dark Arts Combo Bonus: Increased enmity.
Dark Arts fades upon execution.
Added standard +140 potency bonus from Dark Arts to ability. Bonus enmity multiplier from Dark Arts would be lowered slightly to compensate for greater potency.
It made little sense to me why the Dark Arts potency bonus was missing from this weaponskill, so I added it. Lowered enmity modifier for Dark Arts slightly to help balance out the greater potency.
Grit - Lvl.30 – Ability
Cast: Instant – Recast: 5s – Cost: 1200 MP – Range: 0y – Radius: 0y
Reduces damage taken by 20% while reducing damage dealt by 20% and increasing enmity.
Effect ends on reuse.
MP cost reduced from 1800MP to 1200MP. Taken off the GCD. Recast increased to 5s.
Adjusted the activation costs and considerations to try to make it a bit easier to swap back into while still retaining a cost for balance reasons.
Blood Price - Lvl.35 – Ability
Cast: Instant – Recast: 40s – Cost: 0 – Range: 0y – Radius: 0y
Restores partial MP when damage is taken.
Additional Effect: Restores 1200MP immediately and another 200MP over time while in battle. Increases Blood Gauge by 1 immediately and another 4 over time while in battle. Delivers an attack with a potency of 40 every time you suffer physical damage.
Duration of 15s.
Can only be used under the effect of Grit.
Effect is canceled if Grit ends.
Added additional MP gain by restoring 2400MP on use and 300MP per tick over 15 seconds for a total of an extra 3600MP. Added additional effect of doing a 40 potency attack to attacker when struck, similar to the additional effect of Vengeance.
Just a note, the numbers I currently have for the additional MP refresh are placeholders for the moment. I need to do some tests/get more info before I can find numbers that I am happy with. Basically I want the additional MP refresh to help provide more parity with resource gain between Blood Weapon and Price while making it not underpowered in single-target and not overpowered in huge packs. I am also debating on extending BP's duration by 5s to help with the disparity between BW and BP.
Soul Eater – Lvl. 38 - Weaponskill
Cast: Instant – Recast:2.5s – Cost: 50TP – Range: 3y – Radius: 0y
Delivers an attack with a potency of 100 - Dark Arts Potency: 240
Combo Action: Syphon Strike - Combo Potency: 300
Combo Bonus: Absorbs a portion of damage dealt as HP. Increases Blood Gauge by 10.
Dark Arts Combo Potency: 440
Dark Arts Combo Bonus: Increases Blood Gauge by 20.
Dark Arts fades upon execution.
Removed Grit requirement for HP absorb. Increased Blood Gauge gain from 10 to 20 with Dark Arts.
Removed the Grit requirement for the HP restore to make it more in-line with Storm’s Path in terms of self-sustain. Added the additional Blood gain when DAed to provide an additional reason to choose to DA Soul Eater over the adjusted Syphon Strike by providing a slight boost in resources in the form of Blood. Essentially a slight boost in MP when DAing Syphon Strike, a slight boost in Blood when DAing Soul Eater.
Dark Passenger – Lvl.40 – Ability
Cast: Instant – Recast: 60s – Range: 10y – Radius: 10y
Deals unaspected damage with a potency of 120 to all enemies in a straight line before you.
Additional Effect: Lowers the damage dealt by 6% for all enemies hit for a duration of 15s.
Can only be executed when under the effect of Darkside.
Dark Arts effect and Blind effect removed. Recast changed from 30s to 60s. MP cost removed. Potency increased from 100 to 120. Additional effect of 6% reduced damage dealt by enemies hit added. See new trait Devouring Darkness for additional effects.
With Dark Passenger being a nod to Dark Knight's iconic Darkness ability, I wanted to make it something cool that was an integral and interesting part of DRK's kit. Originally I had it have a MP cost equal to one DA and doing a flat 150 potency with a 10% damage down effect which seemed fine at the time. However after reading feedback and opinions on the forums it seemed that a lot of different people wanted different things from the ability. The one that really resonated with me was that some wanted it more evocative of the iconic version where it would be a devastating attack but cost HP to use. I along with many others feel that a tank ability that cost HP to use would likely not fly but at the same time that got me to thinking about the concept of sacrifice for power. That is when the way SiO worked caught my eye and I thought something like that may work, where you sacrifice the closest thing to HP that would work, your own personal defenses, give it a more offensive twist with the potency boost while retaining the damage down effect for party utility, tweaked the numbers (still up for debate of course) and I arrived at something that seemed pretty cool. I'm still somewhat uncertain whether I want to keep it the way I currently have it with the "empowering" mechanic tied to a separate trait that you get later or to just lump it in with the base ability.
Shadow Skin – Lvl.42 – Ability
Cast: Instant – Recast: 60s – Cost: 0 – Range: 0 – Radius: 0
Reduces damage taken by 15% for a duration of 10s.
Replaces Dark Mind.
Really this is virtually nothing more than making Dark Mind not damage-type dependent and removing the Dark Arts effect. I just wanted the name change and preferably bringing back the Shadowskin animation because I felt the Dark Mind name no longer made sense and I felt Shadow Skin worked better as a name since it created a bit of a naming convention and thematic identity for defensive abilities being associated with Shadow or Darkness, ex: Shadow Wall, The Blackest Night, new Dark Passenger, etc.
Shadow Wall – Lvl.46 – Ability
Cast: Instant – Recast: 120s – Cost: 0 – Range: 0 – Radius: 0
Reduces damage taken by 30% for a duration of 10s.
Recast reduced from 180s to 120s.
Reduced the recast timer to give it better parity with Vengeance. Kept the duration at 10s instead of increasing it to compensate for the other boosts to defensive capabilities, such as the new Dark Passenger and Shadow Skin.
Shadow Form – Lvl.50 – Ability
Cast: Instant – Recast: 300s – Cost: 0 – Range: 0 – Radius: 0
Each attack that hits you has a 50% chance of doing no damage and most attacks cannot lower your HP below 1 for a duration of 10s.
Additional Effect: Restores partial MP when damage is taken based on the damage amount.
Replaces Living Dead. Visual effects to utilize the black and red flames with red glowing eyes effect that was featured in the Dark Knight job quest.
Plunge – Lvl.54 – Ability
Cast: Instant – Recast: 30s – Cost: 0 – Range: 20y – Radius: 0y
Delivers a jumping attack with a potency of 200.
Cannot be executed while bound.
Increased range to 20y. Animation/ability execution speed increased.
Abyssal Drain - Lvl.56 – Spell
Cast: Instant – Recast:2.5s – Cost: 1200 MP – Range: 15y – Radius: 5y
Deals unaspected damage to target with a potency of 120 and all enemies nearby it.
Additional Effect: Increased Enmity.
Dark Arts Potency: 190
Dark Arts Effect: Absorbs a portion of damage dealt as HP.
Added Dark Arts potency boost. Reduced cost from 1320MP to 1200MP.
Sole Survivor - Lvl.58 – Ability
Cast: Instant – Recast:80s – Cost: 0 – Range: 0y – Radius: 0y
Increases the “portion of damage absorbed as HP” effect and the “MP restore” effect of abilities for a duration of 15s.
Effect changed from a percent of HP and MP restored on target killed to increasing HP and MP restore from weaponskills. Recast lowered from 120s to 80s for better syncing up and synergy with other abilities.
Essentially this change was made to remove the requirement of having to kill the target to get the HP+MP restore while trying to give it a bit of a unique feel to it as opposed to a “push button get resources” ability like Equilibrium. The “HP returned” boost would double regular returned amount. The “MP restore” boost would be +1200mp per ability use (not targets hit in the case of Quietus) ex: a regular Syphon Strike restores 2400MP, under the effect of Sole Survivor it would restore 3600MP.
Note: Originally I had this affect weaponskills only, so things like Abyssal Drain would not be affected, however since the WAR changes and being able to do IR Steel Cyclone Spam, I decided to make it affect all abilities.
Carve and Spit - Lvl.60 – Ability
Cast: Instant – Recast:60s – Cost: 2400 MP – Range: 3y – Radius: 0y
Delivers an attack with a potency of 450.
Additional Effect: Increases Blood Gauge by 20.
Base MP cost added. Potency set to 450. Dark Arts effect removed. Blood Gauge increase added.
Quietus – Lvl. 62 - Weaponskill
Cast: Instant – Recast:2.5s – Cost: 50 Blood – Range: 0y – Radius: 5y
Delivers an attack with a potency of 160 to all nearby enemies. - Dark Arts Potency: 230
Ignores the damage penalty inflicted by Grit.
Additional Effect: Restores own MP.
Blood Gauge Cost: 50
Dark Arts fades upon execution.
Increased Dark Arts potency boost from 50 to 70. Changed level learned from 64 to 62. Ignores Grit damage penalty.
Blood Spiller – Lvl. 64 - Weaponskill
Cast: Instant – Recast:2.5s – Cost: 50 Blood – Range: 3y – Radius: 0y
Delivers an attack with a potency of 400 - Dark Arts Potency: 540
Ignores the damage penalty inflicted by Grit.
Dark Arts Additional Effect: Absorbs a portion of damage dealt as HP in Grit. Restores 1200MP when not in Grit.
Blood Gauge Cost: 50
Dark Arts fades upon execution.
Added additional Dark Arts effects of HP drain while in Grit and MP restore when out of Grit. Removed separate potencies for Grit and simplified by making it just ignore the Grit damage penalty. Changed level learned from 68 to 64.
Delirium - Lvl.66 – Ability
Cast: Instant – Recast:80s – Range: 0y – Radius: 0y
Restores MP.
Additional Effect: Resets recast timer for Blood Weapon and Blood Price. Increases the additional potency provided by Dark Arts by 50% for 15s.
Additional Effect changed from adding time to Blood Weapon and Blood Price to resetting their recast timers. Additional Effect of increasing Dark Arts potency boost for 15s added. Changed level learned from 62 to 66. Removed Blood cost.
TRAITS
Blackblood - Lvl.62 – Trait
Allows for Blood Gauge accumulation while under the effect of Blood Weapon or Blood Price and upon the landing of certain actions.
Combined Blackblood and Enhanced Blackblood.
Devouring Darkness - Lvl.68 – Trait
Dark Passenger dispels Shadow Skin, Shadow Wall and The Blackest Night, increasing potency by 40 and damage down effect by 3% for each effect removed.
Replaces Enhanced Blackblood. Level learned changed to 68.