Please note i was using sarcasm. Also how did u get 20 secs every 80 secs its 20 every 60 secs cuz when u pop it its goes on cool down and its 1/3 dmg ewhen war is stance dancing with berserkYeah..... I am aware of how it functions. Grit gives DRK a 20% decrease to incoming damage and a 20% decrease to outgoing damage. Darkside increases damage dealt by 15% while activated. Putting us at -20% damage incoming and -5% damage outgoing. BfB in Grit would mean that for 20secs every 80secs you could find yourself taking increased 5% of damage for an extra 5% outgoing. If you dropped Grit you would increase the damage dealt to you to by 25% for an extra 25% outgoing. That is different than WAR stance dancing in MT position.
Last edited by Jukebox12; 03-31-2016 at 08:29 AM.
I say 80secs because that is how often you can cast it. The initial 20secs of that you are under the effects of BfB. I think we agree, but are just saying it differently? The difference with WAR is that outside of defiance they are just returned to their original hp pool. The don't take increased damage because of their stance dancing. Dropping grit would return you to your "normal" condition like the WAR but you would also suffer the increase in incoming damage due to BfB being up. That makes stance dancing as a DRK under the effects of BfB far more risky than stance dancing as a WAR.
This i do agree with but when your tanking your trying to maximize how much dmg u take and dish out allow holding agrro war lose 25% or was it 20% increase to there hp when they switch stances so basically there taking more dmg when tank stancingI say 80secs because that is how often you can cast it. The initial 20secs of that you are under the effects of BfB. I think we agree, but are just saying it differently? The difference with WAR is that outside of defiance they are just returned to their original hp pool. The don't take increased damage because of their stance dancing. Dropping grit would return you to your "normal" condition like the WAR but you would also suffer the increase in incoming damage due to BfB being up. That makes stance dancing as a DRK under the effects of BfB far more risky than stance dancing as a WAR.
All tanks take more dmg when stance dancing. The difference between DRK/PLD and WAR is that our tank stance "defence bonus" takes the shape of additional HP instead of taking less damage. We still take just as many hits before reaching 0 hp (disregarding defensive cooldowns, hp regen ticks and healing done). The main difference is that when stance dancing, PLD/DRK gain their extra defence immediately, whereas WAR don't gain current HP but only max HP when switching to tank stance (basically, they immediately take 20% damage based on their new max hp). Math hidden behind a button, cos... it's sort of irrelevant to this discussion anyway.
Assume that a tank has 1000hp as a base (i.e. without tank stance), and are standing still in tank stance, doing nothing, in a fight where the enemy hits for 100 damage each hit.
Base HP: 1000
WAR HP: +25%, ergo 1000x1.25=1250
DRK/PLD HP: 1000
DMG taken per hit: 100
WAR dmg: 100
DRK/PLD dmg: -20%, ergo 100x0.8=80
1250/100 = 12.5
1000/80 = 12.5
In conclusion, all three tanks would in this case take 12.5 hits to reach 0 hp.
Generally speaking... It would be interesting if they added a third crossclass class to every job. If they didn't add any more skill slots for it, it'd force people to pick and choose which ones they'd want. Especially those jobs that today have to choose between two or three "equally useless" abilities would gain something from it, of course, but even the rest of them would, too.
So for example, DRK could be GLA/MRD/LNC (and PLD/WAR would also be well served with LNC, I think). And you'd be able to customize your crossclass skills depending on what your role would be in the content you went in for ("Today I'm the OT, so I'll grab B4B instead of Foresight.") and what your personal play style fit with (Overpower-happy WARs would be able to slot in Invigorate to use while in Defiance, for example).

Adding a Trait for Salted Earth to decrease INT or give some kind of enhancement when players stand inside the circle would help utility for DRK. Maybe next expansion we will see more traits for all jobs.
Maybe...Enhanced Salted Earth - Now receives a beneficial effect when under the effects of Dark Arts. Grants a regen potency (of 50 or 100?) when the DRK stands inside their own circle. (Only affects the caster.)
OR
Enhanced Salted Earth - Now receives a beneficial effect when under the effects of Dark Arts. Grants (5%?) magic defense to all party members inside the circle.
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