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  1. #191
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    As far as tankbusters go (i.e. burst mitigation), TBN works as long as you have an adjunctive cooldown to help mitigate the damage. For magic damage, you can pair it with DM fairly readily. The issue is more for physical damage, which is why people are asking for adjustments to either SW or some sort of physical DM. But not every defensive action is about spike damage. Some skills like conva are just there to help out your healers and reduce the healing load.

    There's more to damage than tankbusters. There are fights which have higher sustained damage, either because of hard hitting autos, or a stacking damage buff. This relates to "average mitigation", "proc-based mitigation", and "average healing requirements". TBN is not so great here because of duration. Historically, you would have used other cooldowns such as Dark Dance or Foresight to smooth out the damage. PLDs are probably the best at this due to the added effect of block, but WAR is quite good as well, having the ability to rotate through a lot of short recast cooldowns if need be.

    You could do something like reinstating Dark Dance to cover this niche, but I think DRK has the right tools built into the job already. If we're no longer "parry tanks", why not look at lifestealing? Souleater is functionally our "passive block", except we lose its defensive benefit when we drop Grit. You don't lose access to block when you drop Shield Oath. DA AD can be used to offset some of the damage in pulls, as you rotate between TBN, Quietus, and AD, so it's already a part of reducing healing requirements on big pulls. Soul Survivor could easily be turned into a drain over time that resets on killing the mob. Perhaps Blood Price could be used to temporarily increase lifesteal effects. It's just a question of tuning to produce a similar effect through a different means.
    (3)

  2. #192
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Aana View Post
    Snip
    I don't think the suggestion is to make dark knight entirely a drain tank. I believe the suggestion is to build lifesteal into our skills. The primary function would be to offset the healer burden for auto attacks and other fluff damage where dark is currently lacking. In this way we complement our damage reduction with self heals.

    Correct me if I'm wrong, but I'm not sure warrior's solo'd any relevant content, wasn't it mostly thinks like level 50 ex primals when we were level 60 and the players uncapped? As far as being OP, isn't that also only in the case of undersized parties where the idea is to be OP? Presumably our skills would still level sync.
    (0)
    Last edited by Chrono_Rising; 10-24-2017 at 07:19 AM.

  3. #193
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Chrono_Rising View Post
    I don't think the suggestion is to make dark knight entirely a drain tank. I believe the suggestion is to build lifesteal into our skills. The primary function would be to offset the healer burden for auto attacks and other fluff damage where dark is currently lacking.
    I mean, if they aren't going to adjust other cds to bridge the gap defensively, then that's a reasonable solution. I just wanted to bring up that the lifesteal tank already happened in a way, and it didn't really work out. Passive hp regen would certainly help in the fluff damage department, but is it enough to solidify a "niche" for drk? My initial thought is it would lean toward being OP in dungeons but nearly worthless in raids. Although, it would depend a lot on how it's actually implemented (such as, is based on damage you deal or damage you take?)

    (I mean passive as in either built on to existing weaponskills or an actual passive recovery rate, opposed to dedicated type self heal like clemency/equilibrium)
    (0)
    Last edited by whiskeybravo; 10-24-2017 at 07:28 AM.

  4. #194
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    I don’t think any one change is enough to fix Dark Knight. To be clear I didn’t intend a necessarily passive damage, I was thinking more along the lines of releasing soul eater from grit, and adding a % restore to blood weapon and price abilities.
    (0)

  5. #195
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Souleater's Grit-gate HP Absorb should have been moved to an adde DA effect like Abyssal Drain's a long time ago.

    With Blood price, instead of trying to buff MP returns on Blood Price.. I like it to have an added effect like:

    Restores partial MP when damage is taken.
    *Delivers an attack with potency of 50 every time you suffer damage from the front.
    **A portion of damage dealt is restored as HP.

    Essentially old Bloodbath+Vengeance but without the damage resistance.

    After all, DA effects amount to an HP absorb (AD), +Damage, or +Enmity. This addition does a small amount of all three.

    Just cut out the middle man.

    Delirium is already a stance-specific buff since you're choosing to use it on either BW or (Grit)BP. IMO a Grit exclusive 1300pot heal off it makes more sense than SE's absorb being Grit bound. But that isn't saying much.
    (1)
    Last edited by Xenosan; 10-24-2017 at 07:44 AM.

  6. #196
    Player
    jameseoakes's Avatar
    Join Date
    Aug 2014
    Posts
    1,356
    Character
    James Oakes
    World
    Phoenix
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Argyle_Darkheart View Post
    WARs don't like that Unchained is nearly pointless in Stormblood. I don't particularly care at this point because WAR doesn't need any more power, but it isn't very good design.
    How is unchained pointless it's free extra damage when tanking
    (0)

  7. #197
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Chrono_Rising View Post
    I don't think the suggestion is to make dark knight entirely a drain tank. I believe the suggestion is to build lifesteal into our skills. The primary function would be to offset the healer burden for auto attacks and other fluff damage where dark is currently lacking. In this way we complement our damage reduction with self heals.

    Correct me if I'm wrong, but I'm not sure warrior's solo'd any relevant content, wasn't it mostly thinks like level 50 ex primals when we were level 60 and the players uncapped? As far as being OP, isn't that also only in the case of undersized parties where the idea is to be OP? Presumably our skills would still level sync.
    Fair enough. Regarding the old war stuff, I was thinking more of Wars soloing dungeon bosses and even mob packs with no healer support in a time before clemency. Its not 'savage' level by any means, but gets the point across. The EX solos just demonstrate the drain tank effect. Other games have done true heavy drain tanks and walked smack into that problem.

    But even as a counter to shield for fluff damage, it always runs that risk. ie: consider shelltron vs TBN. If a boss hits for 100k that 25% off from shelltron is 25k mitigation while a 20% of your stats shield (~50k hp) is only around 10k. But if a boss hits for only 10k TBN would make you invincible while shelltron you take 7.5k still. Apply small version of the same to a 'soft' drain vs shield block as a form of fluff mitigation.

    You can have small enough quantities that it wont affect much, but the fundamental problem with HP drain based on your stats vs mitigation is always present. Theres a reason they took out bloodbath and I (unlike a lot of wars apparently) do not want to bring it back. Don't get me wrong, I loved using it, but I liked it for that OP sustain on easy content and actual balance on hard hitting content. Increasing self sustain as a REPLACEMENT for mitigation is always dangerous in my book. Every tank should have some level of sustain, which drk is currently behind on, but not in lieu of mitigation. Though TBN being a 15sec CD shield complicates that comparison by negating damage instead of healing it. Makes it harder to compare and situational vs the more reliable pld/war heals and entirely dependant on being at that fine edge of content difficulty where you can reliably, frequently break TBN without it being to little damage and you waste mana or so much that the flat mitigation is just more powerful than a static HP shield.
    (0)

  8. #198
    Player
    MauvaisOeil's Avatar
    Join Date
    Mar 2017
    Posts
    297
    Character
    Jaghatai Dotharl
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    But even as a counter to shield for fluff damage, it always runs that risk. ie: consider shelltron vs TBN. If a boss hits for 100k that 25% off from shelltron is 25k mitigation while a 20% of your stats shield (~50k hp) is only around 10k. But if a boss hits for only 10k TBN would make you invincible while shelltron you take 7.5k still. Apply small version of the same to a 'soft' drain vs shield block as a form of fluff mitigation.
    That's fun calculation, but while it's true for the last part, where absorbs will slowly overwrite low damages, a 100K hit will kill you with sheltron or TBN.

    There is now way to have perfect balanced tanks in every level size or content, the priority is that it's balanced is content that is relevant : Savage for top end raiders, the wolf nest for pvp, and current dungeons for current geared player.


    With overgearing or over levels, you will allways get situations where some job will turn overtuned and some other undertuned, except if every job turns out to be the same.

    Wow has blood DK which has a self healing mechanic since the creation of the class, and they didn't need to fix it (except the ultra scaling from damage they had back in 3.0) or constantly nerf, remove it or turn it into some pathetic healing you don't even notice like SE now.

    It's still the best class for soloing content or raidbosses, and no one gives a shit.

    Why should it be different here ?
    (1)

  9. #199
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Quote Originally Posted by jameseoakes View Post
    How is unchained pointless it's free extra damage when tanking
    I don't really want to get into it in this thread, but it's because it shares a recast with Inner Release, which is better than Unchained.
    (0)

  10. #200
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by jameseoakes View Post
    How is unchained pointless it's free extra damage when tanking
    Because tanks doing highend content tend not to be in tank stance in important content and Warriors would rather use the cooldown for Inner Release for even more damage.
    (0)

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