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  1. #1
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lyth View Post
    The biggest issue is that it's nearly useless in single target. It really needs something along the lines of reducing the damage penalty of tank stance, and/or lifting the MP regen penalty when it's active, in order to ever justify using Delirium on it. Even there, forcing the player to stay in tank stance for 30 seconds just to get the full effect is a pretty tall order.
    Correct me if my math is wrong, but assuming server tics with average ping, that'd be 30s of a 20% damage boost every 2min, assuming delirium is only ever used to boost BP, correct?
    Also, and this is new to me, but BP reduces innate MP regen?
    (0)

  2. #2
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by WhyAmIHere View Post
    ...
    Blood Price does not lift the MP regen penalty at the moment.

    Blood Price presently gives you 120 MP (0.05 DA) and 1 Blood per hit. As long as you're in combat, you also gain Blood at a flat rate of 4 per server tick, giving you about 20 blood. I think the idea is that in single target, most of your gains come from the flat rate, and in AoE, you see very marginal gains over the flat rate such that you don't immediately cap your resources. The flat rate doesn't do anything for MP however, which is why they were forced to increase the MP gain of Syphon in Grit to give you a more reliable MP source.

    With Darkside off, you regain 568 MP (0.24 DA) per tick. Removing the MP regen penalty with Blood Price active would effectively give you a flat MP gain to go with the blood gain. You'd then gain both MP and Blood at a roughly flat rate in single target, and have marginal increases in the rate gain of both as you add in more mobs. As a comparison to BW, with this approach you would generate 1.2 DA and 20 blood outside of ticks with BP, in contrast to BW's 2.4 DA and 36 blood. You'd be in a pretty good place to have them both get the same delirium extension at that point, and make them interchangeable on swapping.

    As far as the damage penalty goes, a partial reduction is fine. Blood Price wasn't originally designed to be Blood Weapon's Grit counterpart, so it has to provide some sort of damage value to the player if you want to justify extending it with Delirium.

    The reason for all of this is Delirium. Delirium just barely breaks even if you don't factor in the extension to Blood Weapon/Blood Price (it's about a 3 potency gain, but that changes each patch), and this is supposed to be our big two minute cooldown. If you decide to use it on Blood Price, it forces you to sit in Grit for 30 seconds just to gain 20 extra blood. No thanks. It would be acceptable if you at least switched between the Blood Price/Weapon effects when you change stance, but that's only possible if they both provide the same duration extension (i.e. they both confer similar benefit).

    Quote Originally Posted by Tegernako View Post
    ...
    First rule of WAR: Don't let Maim/Storm's Eye fall off. That hasn't changed since ARR. There's no point trying to improve anything else if you're losing those buffs.

    Darkside costs you 4.73 DA per minute to maintain. If you die, it turns off, locking you out of most of your skills, and you have to turn it back on for an additional 0.25 DA. Either way, you're going to see nearly 100% uptime on both of these buffs when the two jobs are played properly.
    (3)
    Last edited by Lyth; 08-06-2017 at 03:16 AM.