Too Long - Didn't Read
=======================================
New Combo Ender. Makes other things hit harder.
Dark Passenger gets better the more your !@#% gets kicked.
=======================================
My main disagreement with this section boils down to, as a DPS main, finding straight increases kind of boring. Numbers are nice, but weighted choices are better. I know Dark Passenger is in a bad spot, but the times I use it, I use it because it's exactly what I need in that situation, rather than something kept on cooldown like all the lackluster execution abilities. Unpopular puffin and all, but if Dark's damage is suffering (and by another extent, just the base gameplay itself), I'd rather the solution not be just putting Dark Passenger back to spam-and-eggs status.
Please note that I agree Dark could use a damage boost. The form it takes may not seem important based on an individual's perspective, but to me, at the very least, I'd prefer it be an interaction of sorts that if nothing else at least changes the baseline gameplay of 123 + OGCD.
As an example:
First, ending the monopoly Soul Eater has on blood from the weapon skills. 5 on Siphon, 5 on Soul Eater, 5 on Spinning Slash, 5 on Power Slash, 5 on Blackblade. What's Black Blade?
This mother.
Blackblade: 100 potency
Combo Action: Spinning Slash
Combo Potency: 300
Combo Effect: Increases the final potency of the next Weaponskill, Spell, or Damaging Ability used by 50%.
Uses Scourge's animation. <==== Most important part of this
A thread that I made an ass of myself in pointed out a compelling argument that the Threat Combo of Dark Knights is ultimately the most undesirable. While it might be just behind paladins by a small margin, the presence of Shelltron at least lightens that burden somewhat (As both jobs lose out on MP they will need for their DPS windows, but Shelltron mitigates this). Thus, Black Blade. A combo ender alternative off Spinning Slash.
"But why not off Siphon-"
We'd never use Soul Eater again. I don't want that.
This would provide a layer for Dark Knights to gain additional damage while also removing the monopoly on the Soul Eater combo line. In a similar vein of Warriors and their OGCD Beast management, this layer is one of timing. Delaying the use of an Ability because "Muh Black Blade" would reduce the overall gain you get from it, but doing so correctly would be a significant gain. It also would turn Blood Spiller into a lumbering beast, but again, much of this benefit would require some modicum of planning to avoid resource mismanagement.
Examples:
Bloodspiller: 400 + 200 (Power Slash). Now that Soul Eater doesn't have the sole monopoly on blood generation from weapon skills, this would be a net gain of +100 potency for utilizing Blackblade before bringing the hammer down. (70 potency for the 1200 mp, 30 potency for the combo line). This is extended further when dark arts is brought into play for 540 + 270, bringing the net gain up to +170.
Dark Passenger: 100 + 50 (Power Slash). ...Still pointless I suppose. :P. Even the Dark Arsted version at 360 only serves in a niche case. (Prepping it during a mass pull and then opening for a massive shockwave once they gather.). But I'll be coming back to this one. This is indeed one of my favorite skills, and given the flavor of Dark Knight, there's a thematic, fun, and, I feel, decent niche this can be utilized in fairly often.
Carve and Spit: 450+ 225
Salted Earth: 525+ 262
While the Dark Knight's opener likely doesn't change significantly, in my mind, this alters Dark's gameplan from "Always Soul Eater" to "This !@#%'s coming up. Do I have time to Black Blade?" It is an impactful prospect. Whether it'd fix the damage discrepancy by itself is doubtful, but it would be a damage gain when utilized and optimized. I like this. I like figuring things out and having to find the solution that changes based on how an encounter goes. Straight up unconditional efficiency and potency bonuses don't achieve that even if they're easier (and more likely) to implement and easier to balance.
Back to Dark Passenger.
Dark Passenger
Potency: 100
Dark Arts Potency: 240
Dark Arts Effect: Blinds targets for 15 seconds.
Dark Passgener's cooldown and MP cost are lowered based on your current health. <= The addition
From 100% the values at 100% to 25% at 25% and under. Dark knights live on the edge. I like this. It remains only effective against multiple targets when you're healthy, but as !@#% starts going sideways, Dark Passenger rears it's ugly head and starts coming out fast and cheap. It keeps it from being a mindless spam fest -until you get punched in the face because your plan failed-. When being mindful doesn't work, being mindless is perfectly acceptable, as contradictory as that might sound based on the preamble to all this. If you want to get -real dumb about this though and you know I do-
Living Dead: While you are The Walking Dead(tm), Dark Passenger's MP and Cooldown threshold lower to 10%.
Darkka. Darkka. Darkka.