"Simple Fixes" Package
Summary: MP costs adjusted for rounded/clean values at 60 instead of 50, mana efficiency increased (resultant small DPS buff, especially as MT), Reprisal buffed (resultant small MT buff), Reprisal OT utility improved, self-healing buffed slightly, Blood Price synergy increased, QoL changes, BP slightly stronger against bosses (faint MT buff).
Universal Changes:
- Stance-type spells can now be recast (dropped) oGCD. (No more Blood Weapon eating into next GCD when swapping out of Grit when it otherwise could have been dropped just before the GCD refreshed instead.)
- Skill Speed and Spell Speed turned into a single stat, Speed.
- TP regen (base and bonus ticks via Goad/Paeon/RookPro) now ticks for 20% less but at the player's GCD rate. (Skill) Speed is no longer any less TP efficient for average ST rotations, though it will exhaust quicker during mass DoTing/AoEing and will regenerate faster when buffed than non-Speed builds.
- Ability-based heals now scale with Convalescence (and Defiance, Mantra, etc), but continue not to scale with the healer's own buffs (e.g. Divine Seal) - This is primarily future-proofing and a Warrior MT buff, to make up somewhat for the value of DRK/PLD improvements.
Dark Knight:
- The cooldown of Dark Arts now scales with Speed.
- Blood Weapon may now be used in Grit, but while in Grit it provides healing instead of mana. This is primarily meant to aid with TP issues. The MP cost change to Grit is the primary save for stance-dancing and MP issues. The healing done is generally inferior in value to mana generated.
- Living Dead now requires the DRK to be healed for 80% of its health, down from 100%.
- Delirium will no longer be removed by Dragon Kick, though their effects will still be incapable of stacking. -- New Coding
- Reprisal no longer requires a parry to be usable, but its duration has been reduced to 12 seconds. Using Reprisal also triggers the buff Revengeance, which gives a 20% chance for Reprisal to be usable regardless of cooldown (neither affected by or affecting CD) after a dodge or parry. Reprisals used under this effect will only deal 120 potency, however, and refresh the duration of Reprisal by 10 seconds, to a maximum of 20 seconds. Proc available for 5 seconds. -- New Coding
- Blood Price has been revised. Blood Price will now give mana per attack attempted against you, rewarding dodges and enemy misses, and its mana returns are averaged with an amount based on the mitigated attack’s original potency and its actual damage.
It now returns more mana against strong single attackers, but slightly less mana against weak attackers. It will now provide mana against missed attacks, though it will return a third less than if the attack had hit. Returns even more mana against unmitigated attacks. Overall a decent buff to MT single-target mana generation. DA-DD is now far less disadvantageous to stack with BP. -- New Coding
- Darkside’s visual effect has been revised. It should now appear smaller and more concentrated around the Dark Knight’s eyes, right arm, and blade (when drawn).
- The Soul Devourer trait now improves Souleater’s damage-to-healing drain percentile both in and out of Grit by 50%. (After 48, Grit Souleater will heal for 100% of damage, but non-Grit Souleater will also heal for 50%.)
OR Grit now increases self-healing generated by 33% and Souleater no longer requires Grit for its damage-as-healing component. -- Currently no coding that can buff self-healing done through per-damage effects, though it would be important for making Fending equally viable to Slaying in all ways outside of actual dps done, so I think it's well warranted.
- Losing Darkside will no longer remove the Dark Arts buff.
The difficulty of reactivating Darkside and its associated Dark Arts-paired ability within the remaining duration should be limitation enough.
- Physical attacks that trigger but are immune to dodges will automatically force a parry while Dark Dance is up. (If the attack rolled a 'dodge', but the attack cannot be dodged, wasting the roll, it will instead be parried. DA-Dark Dance is no longer wasted against undodgeable physical attacks, but simply has a doubled parry effect instead).
The mana costs of several abilities have been reduced:
- Grit MP cost reduced from (at lvl60) 1326 to 700. (53% of past value)
- Darkside MP cost reduced from (at lvl60) 442 to 350. (79% of past value)
- Unleash MP cost reduced from (at lvl60) 800 to 770. (96% of past value)
- Dark Passenger MP cost reduced from (at lvl60) 884 to 800. (91% of past value)
- Abyssal Drain MP cost reduced from (at lvl60) 974 to 870. (89% of past value)
- Dark Arts MP cost reduced from (at lvl60) 1764 to 1500. (85% of past value)
This is partly for a bit more DRK dps, but also largely just to achieve rounded values at level 60 (where any DRK will be for 90+% of its HW lifetime...) instead of at level 50.
"Ideal" (utter redo) Package:
Just going to summarize, but basically making even more use of DRK's massive rate of action entertainment value, and improving slightly on its tactical sense, along with making it a far more terrifying bastard tank and more of a stance-dancer.
- Grit has a lingering fade, proportionate mana cost and effect and works as sort of a shielding spell of its own. No longer just a Shield Oath equivalent.
- There are certain defensive resources that are more quickly gatherable out of Grit.
- DRK abilities have a decent native cleave component, almost exactly as they appear to have.
- DRK can in fact consume his own HP for additional damage/effects. (Would have to be limited in such a way that DRK OT dps wouldn't need Regens to keep up with other OTs nor be overpowered when Regen'ed.) - Mainly used as MT during low damage periods in order to build up resource that it can use to increase max HP later.
- DRK makes use of "variable cooldowns" (cooldowns that can 1) be used early, 2) can be accelerated early, and/or 3) are based on a resource of which 'time' is only a part.)
- Abilities "usable early" require at least 2/3s progress, for 1/2 effect at 2/3s progress, 2/3 at 3/4s, 3/4s at 4/5s, etc. Penalizes you less the closer you get. May also be able to overcharge for up to a 50% extra charge, worth 33% more effect, and so on.
- DRK is now exceedingly more... theatrical, or, terrifying af. Capable of knockbacks, eating incoming spells with void shields (Shadow resource) and then drawing them back out after or consuming their magic for mana, drawing the sword dropped through the ground via Unleash out of an enemy's back (a rather smooth, slightly slower blink-strike), leaving shadowy after-images, severely buffed parries, and more. Still by no means a Death Knight or a Black Guard or a what have you, still potentially a defender of the weak tired of the world's shit, and infused with the power thereof (the world's shit, I mean, not defending the people, obviously).
- Abilities can be roughly classified into 3 themes, Steel, Blood, and Shadow.
- Mana is still used, but only as a shared resource to support both Blood and Shadow spells/skills/effects. So you essentially have 2 real resources, and then a measure of shared access/freedom between them.
- Delirium no longer just reduces magic damage dealt by 10%. It suppresses the target's magic damage based on your damage proportionate to enemy health (67% max, 33% current) and applies a Shadow resource drain, which can be used in a variety of ways. Two thirds of this effect applies directly to the DRK, usable on any enemy, and a third on the target itself. (Think of it as granting 2 stacks as a buff, another as a debuff, roughly speaking.) You essentially slip the enemy further into nightmare, improving the effectiveness of certain moves against it, while helping you build more shadow energy around yourself to be used for other abilities and to strengthen aura effects.
- Scourge now also applies a Blood resource drain, as do all attacks under Blood Weapon.
- Soul Eater is no longer just a simple self-heal. It now 'eats' Shadow/Blood resources stored in the target, charging the DRK directly, and/or, if it would otherwise exceed maximum resource the DRK could use, using them immediately.
- Shadow Skin is now half-based on shadow resource. Variable CD. No longer Dark Rampart. (Same for Shadow Wall, etc).
- Dark Dance both uses and generates Steel and Shadow. Variable CD.
- All in all, similar to now, but with a few extra, really cool looking tools, a lot more freedom of timing, more variable attack speed