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  1. #1
    Player
    Sylvain's Avatar
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    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Adding more skill isn't a problem as long as the ergonomy follows.
    I'll go for some extrem example to make my point
    Let say you had 5 different combo.
    One who goes with 1,2,3,4,5
    One who goes with 1,2,6,7,8
    One who goes with 1,2,9,10,12
    One who goes with 1,6,9,12,13
    and finally one with 1,6,9,12,1



    I effectively putted 12 skills here. However, you can squeeze that into a much smaller amount of keybind. Let's assume skill can change as they go through the chain of combo like in GW2.
    First combo could be squeezed into one single key. You would advance through 5 different animation, every one of them doing something different (be it more dmg, dot, positionning requirement etc...) but it would effectively require you to only press 1 5 times. We'll call this combo A. The A combo is done by pressing A 5times, AAAAA
    the second combo has a different path on the third hit but then stay linear. We'll squeesh all 6-7-8 key into one new B slot.
    The B combo would effectively be done by pressing AABBB
    The third combo follows the same rule as B, so we can have the C combo being done with AACCC
    The fourth combo start with A, then follow with 6 which was the first number for B, and is followed by 9 being the first skill for C
    The fourth combo then has two new skill that we'll squeeze into the D chain. Effectively making the fourth combo, ABCDD
    Finally the last combo goes with ABCDA

    In the end, we only used 4 keybind, A,B,C,D to to 5 different combo with a grand total of 12 different animation and effects.
    By applying this system you could easily transform most melee combo into only 3skills.
    For instance on the ninja, it could easily be squished into 3 skills.
    AAA - main dmg
    ABB - DoT
    ABC - refresh duration
    ACC - apply weakness

    Doing so wouldn't make the rotation easier, it would just remove unnecassary skill bloat. doing 1,2,3,1,2,3,1,2,3 isn't harder than doing 1,1,1,1,1,1,1,1,1,1
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  2. #2
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Sylvain View Post
    In the end, we only used 4 keybind, A,B,C,D to to 5 different combo with a grand total of 12 different animation and effects.
    For me, it could be a problem to see exactly where you are in a combo chain.

    The easiest solution would to put each combo on a single key. So, for PLD :
    1>2>3 would be 1>1>1
    1>4>5 would be 2>2>2
    1>2>6 would be 3>3>3.
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  3. #3
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
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    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Reynhart View Post
    For me, it could be a problem to see exactly where you are in a combo chain.

    The easiest solution would to put each combo on a single key. So, for PLD :
    1>2>3 would be 1>1>1
    1>4>5 would be 2>2>2
    1>2>6 would be 3>3>3.
    Well at this point there is no real "combo" anymore. (Not that I would mind I don't like the combo mechanic)
    But I believe that people who like the combo system enjoy the whole skill-chain.
    If your 3 combo are either 111 222 and 333 you've no more chain...
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  4. #4
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Sylvain View Post
    If your 3 combo are either 111 222 and 333 you've no more chain...
    Well, you techically still have since a miss or a timeout will have you back to the beginning. It would also allow you to interrupt a combo if, for some reason, you need to start a different one on the fly.

    On a sidenote, I wonder how we could do MNK without greatly changing Perfect Balance.
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    Last edited by Reynhart; 01-24-2017 at 07:59 PM.

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Reynhart View Post
    On a sidenote, I wonder how we could do MNK without greatly changing Perfect Balance.
    Does seem the the hypothetical question of the pre-expansion... Sadly the only ways I can imagine at the moment are all rather convoluted, and do greatly adjust Perfect Balance:

    1. Perfect Balance makes Form Shift oGCD, with no animation time. Stance is not automatically changed within Perfect Balance. So, if you wanted to do a typical Demo, Snap, Snap, Dragon, Twin, Snap/ToD opener, you would simply open in Coeurl, Demo, PB, FSx2, Snap, Snap, FS, Dragon, FS, Twin, FS-Snap / ToD. Yes, not ideal.

    2. You use Perfect Balance and/or Internal Release as a way to manipulate a new set of "Fists"-dependent mechanics, which each can have a side-effect similar to what you'd be looking for in order to accelerate an opener as per Perfect Balance. For instance, each Fists ability would carry not only a combat-viable passive but might also have a potential proc or embedded spender ability that can empower or redouble your attacks (again, in a way that would accelerate your rotation, especially in the opener), and Perfect Balance or Internal Release would then double those benefits and/or guarantee those procs, giving you a smooth, reliable, rapid opener. It still wouldn't give you quite the control of having all 9 abilities available, but it should have a near-identical result, and in a bit more Monk-ish a way.

    For instance, Wind might grants increasing attack speed and give a proc chance per hit for Double of Wind*, an oGCD that duplicates your last weaponskill at reduced damage and duration, consuming <resource; mana?> [can self-(re)proc], while Fire grants increasing attack power and builds Smoldering Fist (tbr), another oGCD that spends all <resource; mana?> to deliver a heavy blow. (I'm clearly still working on Earth...) Internal Release would double those benefits and possibly skip any ramp-up involved, while whatever would replace Perfect Balance would greatly increase resource build rates or reduce or negate their costs while, say, guaranteeing Double of Wind procs. So you'd likely open with Wind, pop the PB-equivalent mid-charge before Snap, <double the Snap>, <triple the Snap> and Internal Release for quick next GCD, Dragon, <double if multiple targets>, swap to Fire, Twin, Demolish, ToD.

    3. Replace Greased Lightning with a more analog resource kept on a unique resource bar. The above Fist spenders may or may not draw from this resource, in which case the Monk will be a gambler trying to maintain max speed while still pumping out maximal oGCD strikes. Otherwise same as (2), just smoother, especially via less direct priority on Coeurl skills, allowing for more opening freedom.
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