Berserker:
While I agree a MNK's defense is very low in comparison to a PLD/WAR, you're assuming too much that Berserker will be on the same gear as MNK. They could (and honestly probably will) release a new line of gear for light-armored tanks. They'll have to do this eventually if they make other classes/jobs that could fill this role such as a Ninja, Thief, Mystic Knight or Dancer. If they have 3 varying armor sets for melee DPS (MNK-style, DRG-style, BRD-style) they could just as easily do the same for tanking, healing and casting sets. They have stated that they will be including gear eventually with "other stats" on them as well which could very well be a nod to evasion. I honestly don't think its possible to make a balanced class that tanks in DPS gear but that's just me. On a similar note, is it still possible to do Ifrit in swimsuits like in 1.0? Haven't kept up on that.
To be frank, a lot of your suggestions feel as though it would be making the Berserker almost identical to PLD/WAR. Part of having an evasion based tank is to not have the same HP as a WAR or Defense as a PLD. They're lower for their ability to completely negate a lot of incoming damage and so when they do get hit, they get hit noticeably; it's what balances them. WAR has high HP but little ability to reduce damage. PLD has lower HP but huge ability to reduce damage. An evasion tank should have just enough of both so that they can survive a few hits if they connect but they shouldn't be connecting often as it is.
My implementing 34% damage mitigation isn't huge when you look at how it's achieved. Their major 24% comes in increments of 8% and has to be actively maintained as the buff only lasts 10s. The other 10% is from Fists of Earth which, if the dev team wanted to, could see a return of MP draining. If they lose GL (due to a phase change or something) they could pop Featherfoot to make sure they evade a hit while they rebuild their GL stacks. I think it would be fine.
I don't think Featherfoot should be paired with Inner Calm. 95% chance to evade on top of an 80% chance it won't be critical, while still left up to RNG, are good enough odds in my book. If a hit does land, the odds are very slim in another hit landing. I do think I'd add an effect to it though where if you are hit, the next hit will be guaranteed to miss. My reasoning is if you stacked Featherfoot with its ability to guarantee the first hit to be evaded you'd be hurting the value of a 95% evasion rate (with 3 stacks of greased lightning). I also think I'll reduce the amount of evasion it gives and instead make Instinct give more but not through GL so that they have more overall. It would probably also be fine to include the attack speed due to their already low potencies.
Templar:
Yes, I know increasing an ability to a value instead of by a value has diminishing returns as we get stronger gear and higher levels. However, with the current system of working in tiers it could easily be made so this is the only way to achieve 50%. I don't realistically see hitting 50% through gear and leveling for a very long time at which point the skill could be revised.
If Faith just reduced damage taken where would be the uniqueness to the ability? You can't just look at something so cut and dry because if you do that you end up with classes/jobs being too much alike or boiled down to just one. You could make the same argument for every one of WAR's abilities (why not just make them damage reductions) or for SCH's heals (why not just make them heal). Also, come 2.1 next month WAR will have a 100% uptime of 20% to HP cured and HP+25% on top of its new mitigation so it is not uncalled for to get 10% to both for 60s as a TMP. The design of TMP is to have some aspects of PLD (mitigation) and some aspects of WAR (healing, HP) while still being its own identity through the use of parrying and preventing status ailments.
Yes, Discipline is essentially a Shield Oath with a buff to Parrying but overall TMP won't be a threat it will be a different option.
PLD has this 20% bonus to HP cured and damage reduction. They can both Parry and Block in addition to having 135s duration worth of cooldowns to mitigate their incoming damage which can be cycled. They'll always have additional damage reduction, critical evasion, blocking rate, defense, HP restoration, draw-in/knockback prevention or self healing at any one time. They can even toss in Stoneskin if they wish. Their Block Rate and Strength are also tied not only to their DEX and STR tiers but to their shield as well, making it have good options for future growth as opposed to any parrying based class. They're the king of cooldowns that cover a wide range but all helpful as well as flat damage reduction with twice the chance to mitigate damage by 21~25%+ currently.
WAR has this 20% bonus to HP cured and 25% more HP, 55s duration worth of cooldowns (similar to PLDs list), Storm's Path that can reduce the target's damage dealt as well as heal the WAR, Inner Beast that gives 20% damage reduction for 6s that can be used in 20s buildup (17.5 with vengeance) via a combo every 22.5s, or immediately every 60s via Infuriate (3 times in 67s using combos, 4 times in 69.5s with Infuriate (80% damage reduction for 24s in a period of ~70s (with 16.5s gaps of course))) that again also heals the WAR and Holmgang which prevents the lowering of HP beyond 1 for its duration. They also have parrying and even the ability to drop their damage penalty for 20s for spike enmity. They're the kings of... well the same thing as PLD really now but with half the chance of 21~25%+ mitigation for the trade off of a lot more HP.
TMP has this 20% bonus to HP cured and damage reduction in addition to 20% parrying rate and 5% parrying strength. The increased rate of parrying still doesn't surpass the PLD's rate of combined block and parry chance. In equal gear if the PLD has a 20% chance to parry or block, that's a 40% chance to reduce damage by 21~25%+. The TMP has a 40% chance to parry damage by 26~30%. However, when you count the PLD's shield block value it scales quite differently. Parrying doesn't have a value other than STR that affects its tier so they should eventually balance out. For example, with 471 STR, the TMP would parry 31% damage, the PLD would parry 26% damage and currently would block 26% as well. As soon as a new shield comes out with 200 or more blocking (current highest 181 so likely soon) the PLD will parry 26% still but will block 31%. With TMP's +5% to Parrying Strength under Discipline we can see them matching a PLD, moreso in higher tiers when PLD gets more Blocking Strength and TMP naturally has higher STR. This will make TMP the king of parrying but still not as good at total mitigation as a PLD or as good at self-healing/HP buffing as a WAR but a happy medium with its own role to fill in avoiding status ailments so the healers can focus more on curing them instead of cleansing them which does add up in some fights.
Then why is it they show no variance in HP levels dropped when you hit them? I just barely hit a level 5 antling for 71 damage with 1 swing, leaving him with 20HP without Bloodbath. I found another one and hit it with Bloodbath again for 71 damage with 1 swing, leaving him with 20HP. The amount we heal may be tied mathematically to how much damage is actually done without counting overdamage but it does not drain the health directly from the monsters HP or else the one I hit with bloodbath would have been left with 3 HP instead of 20. Also you're incorrect on Inner Beast. Level 5 antlings have 91 HP. If Inner Beast is used to kill one, you will only heal 91 HP, not 273. I just hit another one for 71 damage, infuriated IB and healed for 20. Level 5 Syrphid Clouds also have 91 HP it seems, funny that. EDIT: Also if you open with a weaponskill you will auto-attack at the same time. Even though it kills the monster for way more HP than it has Bloodbath will still heal you for 25% of each hit. Just killed a level 1 Huge Hornet with Bloodbath Heavy Swing. They have 44 HP according to IB. Both an auto-attack and HS went off as normal for 108AA 137HS and both healed me 25%. I healed 27HP and 34HP for a total of 61 HP, 17 more than they even have. So I'm not sure exactly what's up with it but one thing is for sure: You do not drain their HP.Actually, they do. If the target only has 50 hp left, you'll only heal for 25 (SP), 13 (Bloodbath), or 150 (Inner Beast) as long as you hit them for at least 50 damage, regardless of how much *harder* you hit them.
The Gigas Overpower animation is actually just about identical to mine only he's using a 1 handed axe. I really suggest you go out and see for yourself. As I said before they've been using different methods to animate more efficiently, I wish I could find the video of it they put out a while ago. And perhaps I should have said "it's not as difficult as people assume to implement" instead of what I said.You should never claim that any animation issue is "not difficult to implement".



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