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  1. #31
    Player
    Claire_Pendragon's Avatar
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    Apr 2011
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    Limsa Lominsa
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    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Mycow8me View Post
    crits
    While not being incorrect, the statement contributes nothing, as its just another way to say "Water is wet".
    If I were to say, "If you were to Direct Crit every single attack, EXCEPT for the ones you used DA on, it would out damage a fight where you DH Crit only the DA abilities" it really serves no purpose.
    (Not to be an attack on you.)
    So everyone usually would assume your comment meant something deeper, because, why else would it be said?
    (0)
    CLAIRE PENDRAGON

  2. #32
    Player
    Mycow8me's Avatar
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    Aug 2013
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    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    It contributes to the idea that dark arts can increase the DPS disparity of RNG through the course of a fight. ACT does not show your Dark arts contributions that I'm aware of other than the amount of casts you had. We can't change anything if we don't discuss things first or at least acknowledge them. I get the feeling that this doesn't seem like a worthwhile thing to discuss at this rate though.

    Either way a forced crit at the very least for dark arts with a bit lower potency would be stabler damage gains.
    (0)

  3. #33
    Player
    Claire_Pendragon's Avatar
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    Claire Pendragon
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    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Mycow8me View Post
    Either way a forced crit at the very least for dark arts with a bit lower potency would be stabler damage gains.
    Ah, then it was me who misunderstood what you were saying then.
    As for a forced crit, I don't really feel its needed. I know this is what SE did, to try and "fix" WAR, and while its not incorrect for WAR, DRK is the least bursty of the 3 tanks, so if anything, it would be better suited for PLD than DRK.

    So technically this helps very little, other than make DPS numbers less random, which arent "that" random to begin with.
    The ACTUAL burst of DRK isnt DA, but Blood Weapon, and to a lesser extent, Delirium/CnS.
    (0)
    Last edited by Claire_Pendragon; 02-18-2018 at 12:02 AM. Reason: keep making mistakes.
    CLAIRE PENDRAGON

  4. #34
    Player
    Rathael's Avatar
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    Jan 2018
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    73
    Character
    Arlan Knighthold
    World
    Lich
    Main Class
    Black Mage Lv 80
    I still think DA should increase the heal component on souleater by some amount. It would pose us with a question in grit as to if we want more flat DPS (DA bloodspiller) or more sustain (DA souleater). As it stands, the self healing bonus is too pathetic to bother losing DPS for in most cases. Given that we are allegedly the worst self-sustainers, this would be a nice change to help sustain. It would also give DRK a niche over PLD that it continues dealing high damage while spending mana on self-sustain... whereas paladin has to choose flat damage or self-sustain.

    Warriors just seem nonsense right now. I'm trying to get the clear on O5S and warriors are frequently doing 4k dps. After ghost carriages they are on full health. As drk I have to use 2 cooldowns and TBN to come out of the carriages above 50% health

    Alternatively DA SS could possibly grant a net gain in mp.. ie using DA SS restores more mp than DA costs, for mp sustain while mainting damage. More choice and reason to use DA in one ability or another
    (0)
    Last edited by Rathael; 02-18-2018 at 12:57 AM.

  5. #35
    Player
    Mycow8me's Avatar
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    Aug 2013
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    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Its not necessarily a burst problem because dark arts is used throughout a fight and capitalized on usage instead of a window. When you use 50+ dark arts throughout a fight crits can play a significant difference. I'll attempt math even though I'm bad at it.

    55 dark arts
    140 potency
    1.45 multiplier

    55x140=7700 Say you crit 1/4 of those 7700x0.25=1925 1925x1.45=2791 so additional crit potency was 2791-1925=866.25

    55x140=7700 Say you crit 2/3 of those 7700x0.66=5082 5082x1.45=7369 so additional crit potency was 7369-5082=2287

    55x140=7700 Say you crit 1/2 of those 7700x0.5=3850 3850x1.45=5582 so additional crit potency was 5582-3850=1733

    I guess its not a large potency difference but its there. I'm not going to attempt to compare it to the old berserk windows to try and justify forced crits though. If my math is wrong or calculations wrong, someone please correct me.
    (0)

  6. #36
    Player Mithron's Avatar
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    Dec 2016
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    Ul'dah
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    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    I'm really happy to read through this thread because now I can use DA on Siphon Strike regularly without fear. It'll make DA Carve and Spit a lot easier to do on controller on cool down.

    I think Blood Spiller, Quietus and Delirium are really cool, but 3.0 DRK was by far the best class design this game ever had.
    (1)

  7. #37
    Player
    Rathael's Avatar
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    Jan 2018
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    73
    Character
    Arlan Knighthold
    World
    Lich
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Mycow8me View Post
    snip.
    So the discussion is that it feels bad when DA doesn't crit because it is a limited resource action. However, that is not any different to any other class and their limited resources or cooldowns. Of course you want them to crit as often as possible. It's just part of the game mechanics.

    I think I'd have to disagree with autocrits. While it does increase value from +crit-damage, it also devalues crit-chance. This is just making stats more complicated than necessary. It would be much easier to just do some flat potency increases to increase DRK DPS.
    (1)

  8. #38
    Player
    Claire_Pendragon's Avatar
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    Claire Pendragon
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    Mateus
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    Red Mage Lv 100
    Quote Originally Posted by Rathael View Post
    So the discussion is that it feels bad when DA doesn't crit because it is a limited resource action. However, that is not any different to any other class and their limited resources or cooldowns. Of course you want them to crit as often as possible. It's just part of the game mechanics.

    I think I'd have to disagree with autocrits. While it does increase value from +crit-damage, it also devalues crit-chance. This is just making stats more complicated than necessary. It would be much easier to just do some flat potency increases to increase DRK DPS.
    I agree with this statement.

    But to humor the idea he proposes, I think the best way to deal with an auto crit like this, isnt the inner release style, but instead, a buff you turn on, that makes critting impossible.
    Every time you "would" crit, a bar fills up.
    This bar was the % chance you had to land that crit.
    So lets say you have an 11% chance to land that crit, which was just canceled.
    Your crit would instead do normal damage, and the bar fills up 11%.

    Later, another crit will fail, and the bar will now be at 22%.

    When you press DA, the next ability will now have a 22% chance to crit, removing the bar back to 0.
    This is obviously worse, as its now a "chance" to happen again, and fail, when it would have worked before.

    So the bar would need to go up to a max of 200%.
    When using the ability above 100%, only a 100% is removed at max. (ends up acting like blood/beast guage, as 50% markers)

    This is to pick and choose which abilities u want to crit.
    And "technically" you could pop it earlier, though its risky, and unrewarding to do so.

    This would feel similar to how DA functions, as a "1 time buff, before an action".
    (0)
    CLAIRE PENDRAGON

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