Quote Originally Posted by Grimoire-M View Post
As for the concept, I like the idea of trying to maintain Risk stacks in this manner, but I don't think Crit Rate is entirely appropriate. You're still going to stack Crit alongside this because of the damage modifier. Even if you force a cap on the rate. Maybe not as a main stat, but as a secondary for sure. Skill Speed and Determination are that bad.

I think a better approach would be to flatline the defence penalty to 10% regardless of how many you have and similarly crunch the crit rate boost, starting at 10% at 1 stack, then growing by 5% per each additional stack, up to a maximum of 30% at 5 stacks, letting you stack more on top of that from gear. That would be more fair and give you room to incorporate more into the rotation. You mention that this would be a mace/hammer user, but the way this feels (as far as I can tell) is a lot of little hits, very much like Bard, which ill suits a heavy weapon user. I think by making this reduction you can make more room for hard hitting abilities and pull away from the defensive kit a bit as well.
Thing is I'm trying to break the mold, not fit it. Skillspeed shouldnt be that bad.
Spellspeed works for BLM, so this coukd be the physical class that Skillspeed works for.
With thr job being based around its own Crit generation, it does make Crit less effrctive to meld. A good player would spend a good portion of their time at maximum Crit without melding any, so the benefit of melding it drops right off. Direct Hit therefore would be their main focus, and after that, theyd have the room to fit and afford Skillspeed. With faster attacks, theyd hit those Risk stacks more often and more reliably, indirectly raising their Crit via Speed.

As for the values and potencies, it suits the identity of hammers (and axes) from XII. Yes they're heavy weapons that deal a lot of damage, but they also have more random damage that can result in weaker attacks than other weapons, its about averaging that out. Hence the low base potencies, crossed with a reliable almost 50% average Crit rate.

You could cap the defence penalty and remove the defensive skills, but again, that wouldn't reflect the nature of a Riskbreaker from VS.
Having to balance your DPS versus your defence would be part of the jobs function, its gimmick, like RDMs magic-melee cycle, or Ninjas ninjutsu. A high Crit rate alone wouldnt be interesting enough.
Besides, other DPS jobs have plenty of defensive skills already. For example, NIN has Shadeshift, Smokescreen and its own emnity dump skill.
This concept only really has three defensive skills too, the other two are more resource management.