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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,859
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    Ninja
    I'll have to recheck. I assumed it still granted extra Ninki on hit. The idea being that Bunshin becomes sort of a hyper Huton window that you aim to maintain, but spend excess amounts on other Ninki skills.
    My only point was that if you've relegated it to Ninki generation alone, you'd effectively be spending 8 Ninki per 15 seconds just to look cool, as Bunshin only regenerates 28-32 and would now cost 40. If it still has potency, however, you'd be spending only 8 Ninki for it, which would be beyond overpowered. As you generate 6 Ninki per strike, you'd generate 48 Ninki per Bunshin. Subtracting its effective cost, you'd generate 16 Ninki per Bunshin or roughly 64 per minute. That would mean you only get to use any skill other Ninki skill once every 75 seconds. I imagine Ninjas would quickly get so sick of it they'd want it removed outright, nuked, buried, exhumed, desecrated, spat on, and buried again. I could certainly be wrong, though.

    Hagakure is meant to be an option, not a straight up use. However it's current implementation is only if delaying Tsubame is a greater offense than losing a Midare. This variant puts varying value between 1, 2, and 3. It isn't meant to be an always use option like previous Hagakure was, it's meant to be compelling choice when the situation arises that's rewarded properly. That said it's directly related to Shoha numbers so meh, you can tweak that for indirect adjustment.
    I just don't understand why you'd make a level 58, 60, and 76 skills all dependent upon one other skill. 3 means of generation, with capping conflict between each other due to increased value per stack per stack (yes, potency/stack^2; not a typo), all for one ability that's far from central to the class (and, at present, only unlocked at level 80). Shouldn't Shoha be better working to tie into the 58, 60, and 76 skills rather than their value all being back-loaded by Shoha?

    Let me spitball an alternative real quick:
    1. Third Eye will now guarantee parry against attacks targeted against you while reducing damage taken from universal ("raidwide") attacks until having mitigated up to 15% of your HP.
    2. New trait: Live by the Sword - Damage mitigated by parrying, dodging, or other means, is stored as latent HP. Parry strength increased by 33%. This latent HP begins to drain at 1% max HP per second after 10 seconds.
    3. New trait: Art of the Sword - Merciful Eyes, Hissatsu: Gyoten, Hissatsu: Yaten, and Hissatsu: Seigan can now ignore a portion of their cooldowns by consuming Kenki proportionate to their remaining recast times to a maximum of 20.
    4. Hissatsu: Gyoten no longer has a default Kenki cost. It now deals 150 potency on a 30-second cooldown. Gyoten may now be used on an ally, freeing the ally from Binds and Heavy effects and intercepting damage against them to a maximum of 30% of your effective HP. Strikes which would deal more than that amount will not be diverted. Damage diverted in this manner may be absorbed and counted towards Live by the Sword.
    5. Hissatsu: Yaten no longer has a default Kenki cost. It now deals 150 potency on a 30-second cooldown.
    6. Merciful Eyes now generates 400 potency of healing in addition to consuming up to 20% latent HP. No longer requires Eyes Opened. 30 second cooldown.
    7. Hissatsu: Seigan no longer requires Eyes Opened. Consumes 20 Kenki to deal 260 potency. 30-second cooldown. Consumes latent HP for further damage, to a maximum of up to 20% latent HP at a time. (If one managed to bank 40% latent HP, you could double-Seigan at 60 Kenki cost and still come out ahead of Shinten in efficiency, though you'd be well behind Senei or Shoha (see below).)
    8. As of level 74, Meditate also generates latent HP at 10% HP per tick.
    9. Shoha can consume latent HP without limit. Costs 20. As efficient when used to consume 20% or less latent HP as Seigan, but more efficient than Seigan at higher levels, since it only costs Kenki once to make use of the full amount of latent HP.
    10. Voila! You now have a deeper survival/counter-attack system that feeds intuitively into more in-combat Shoha casts. Any big raid damage nukes + Third Eye = Shoha. Save up a Shoha for TA window and then grab one more useful TA towards its end for a parting Seigan. And you can be that one jerk of a raid member who insists on attempting to finish the last 3% of the Savage boss's HP on his own by way of self-healing over jump mechanics.
    11. Hagakure (for context), now grants 15 Kenki per Sen and has a cooldown of 30 seconds which may be rushed by Art of the Sword (at up to 192 potency cost -- costly, but better than even 3 lost ticks of Kaiten-Higan or a delayed TG). The recast time is ignored when outside of combat and thus it can freely be used early.
    12. Tsubame-Gaeshi (for context) remains as is, but has a 7-second period of leniency after any Iajutsu in which it may still be used without having to be a consecutive action, greatly delimiting SkS breakpoints for SAM.

    Ten -> Enhanced Dagger -> Chi -> Enhanced Dagger -> Jin -> Enhanced Dagger. It doesn't serve to make ninjutsu better, it offers ninja some more manipulation tools as well as increased downtime-uptime. It's not necessarily a power buff - it's a usability buff. Not interrupting weaponskills means that if anything forces you off boss midcombo you can still generate ninki without dropping your main combo.
    I guess I'm just curious why the same wasn't done for all the other weaponskills, while simply buffing Throwing Daggers themselves? (I'd argue that Meditation, Piercing Talon, and Enpi could also use slight to significant buffs.) With current oGCD times, Suiton-Kassatsu-Hyosho or TCJ itself is usually long enough to cover any periods of forced melee downtime.
    (1)

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    My only point was that if you've relegated it to Ninki generation alone, you'd effectively be spending 8 Ninki per 15 seconds just to look cool, as Bunshin only regenerates 28-32 and would now cost 40. If it still has potency, however, you'd be spending only 8 Ninki for it, which would be beyond overpowered. As you generate 6 Ninki per strike, you'd generate 48 Ninki per Bunshin. Subtracting its effective cost, you'd generate 16 Ninki per Bunshin or roughly 64 per minute. That would mean you only get to use any skill other Ninki skill once every 75 seconds. I imagine Ninjas would quickly get so sick of it they'd want it removed outright, nuked, buried, exhumed, desecrated, spat on, and buried again. I could certainly be wrong, though.
    Ninja at 80 generate 8 per strike and 4 from Bunshin. This means in a Bunshin Window Ninja would gain 72 - 84 Ninki.

    Throw Dagger compared to the other job skills is more iconic, as Ninja has been the 'throwing job' in many incarnations. You can certainly buff the other job skills if you want, but here it felt like a fitting way to grant some flexibility to Ninja's kit as well as provide a weaving tool in heavy mudra segments.

    Regarding Samurai, I've got no dog in this fight.
    (0)

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