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  1. #11
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by John_Milter View Post
    oh ok, also i agree with the tbn change by why lower the HP? dark knight still doesn't have that many good defense cds compared to other tanks with dark mind being a magic damage mitigation
    DRK actually has a very good mitigation against tank busters(especially since those are usually magic damage) and the 5% on TBN wouldn't hurt too much there, especially with Dark Mind being buffed back to 30%. Dark Mind however doesn't really help much when it comes to auto attacks which are usually physical.

    Current TBN's full 25% shield is pretty unlikely to break against anything other than tank busters(and even those can be an issue in more casual content), which makes it undesirable to use it on other things. With a slightly smaller value it could be more viable to use TBN as a filler cd for auto attacks and other fluff damage(on top of its normal TB usage) and still break, resulting in no damage loss. With increased MP rates(resulting from other changes) a slightly weaker TBN could be used with higher frequency to cover any holes in your cd rotation if need be.

    Basically it's a small sacrifice in strength for a gain in versatility.
    (0)

  2. #12
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Satarn View Post
    Well, looks like yours is already doing about that, so I suppose it makes no difference. : )



    As mentioned, the potencies are mostly meant as a representation. That said, I would be most grateful if you provided theory crafting and simulations behind your conclusion, so that we can make adjustments based on them!
    You decreased blood gain rate by around 60-65% this is first.
    Second, delirium in current form is gone.
    Third, oGCD strength has been nuked with nerf and got over 50% nerf in that department, abyssal and cas gone (equivalent of 4% total dps)
    Fourth, you took away 5% bonus damage from buff

    Now get a look on a competitive DRK logs and see what are the biggest contributing skills for his DPS, its basically flood of darkness and bloodspiller that got nerfed to the ground with your changes, add CAS and abyssal drain changes, sprinkle it with 5% dmg buff lose and you have easily 35% dps lower, gg wp DRK is unplayable.
    (2)
    Last edited by Nedkel; 11-15-2019 at 10:45 AM.

  3. #13
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Nedkel View Post
    You decreased blood gain rate by around 60-65% this is first.
    Second, delirium in current form is gone.
    The Blood isn't actually reduced - keep in mind that BW would have a much higher uptime and procs from all physical damage, not just gcds - including autos as well as Plunges and CnS whenever they line up. This, together with Blood gained from Living Shadow should result in about the same number of natural Bloodspillers.

    You are right however on how changing Delirium would reduce the amount of Bloodspillers, which without increasing potency results in a loss of total BS potency per minute. This missing potency is being covered by Salted Earth basically becoming a 100% uptime dot, resulting in a lot of extra damage per minute, as well as some added potencies(namely, Salted Earth placement and CnS buff).

    Quote Originally Posted by Nedkel View Post
    Third, oGCD strength has been nuked with nerf and got over 50% nerf in that department abyssal and cas gone (equivalent of 4% total dps)
    Edge/Flood potency had to be reduced in order to account for higher amount of casts per minute, resulting from quicker MP regeneration. It's the same as how NIN's Bhavacakra and Hellfrog Medium were "nerfed" last patch, along with their resource costs being halved and NIN sure as hell isn't doing less dps than before.

    Carve and Spit is not gone - in fact it's buffed by 50 potency - it's just gained an MP cost to add depth to DRK's MP economy. EoS potency is reduced to match the amount of casts with CnS - and LS - costs taken into account already, so nothing's lost there.

    I did kind of forget about ogcd Abyssal though, but this could be easily compensated by splitting that potency into slight buffs to CnS, Salted Earth placement or even Living Shadow hits.

    Quote Originally Posted by Nedkel View Post
    Fourth, you took away 5% bonus damage from buff
    The 5% removed from Darkside is due to adding the 10% attack speed component. Increasing DRKs gcds per minute would not only benefit flat potency from said gcds, but also quicker generation of both Blood and MP. That said, Darkside damage bonus as well as tick potency on Salted Earth, are two numbers that would be the easiest to adjust in order to increase/reduce total dps, due to their full uptime nature and I'm fully expecting this to be necessary if any of this was to be implemented.

    TL: DR: There's a lot of moving parts at play which have to be taken into account while analyzing any individual change and a synergistic design is more than the sum of it's parts.

    [edit] Slap 90 extra potency onto CnS, 20 on Dark Arts and 20 on each hit of Living Shadow - there's your 200 pot/min Abyssal Drain, easy. Alternatively, if we're really lazy could just boost Salted Earth Tick by 10, but I'd rather not make dropping it too punishing.
    (1)
    Last edited by Satarn; 11-15-2019 at 09:04 PM.

  4. #14
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,118
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    @Satarn; Still doesn't fix the fact that DRK only 1 combo path for single target that use more than any other action...


    And honestly you're ideas, when read, make DRK in terms of DPS and gameplay a lot worse and make it seem like you don't want DRK to actually feel fun to play at all, and you also seem to make DRK feel even more of a discount WAR clone by giving DRK a combo ender that they wouldn't even use on single target because of it being a DPS loss, which means they can't get past enrage...


    At least my ideas are made with making DRK look AND feel fun/cool to play over what you suggesting while also making sure DRK can actually clear content by doing decent amount of DPS compared to the best healer doing nothing but Glaring and the occasional Dia cast at the enemy or someone doing more DPS than that, over making DRK needing healers and DPS carrying either the worst DRK ever because they don't know how to play DRK, or carrying the best DRK ever because DRK DPS is WAY TOO LOW...


    The only changes that you suggested that I actually agree with is the Darkside Mastery trait change, Dark Mind to a certain extent, Spell recasts being tied to skillspeed over spellspeed, Quietus(though Bloodspiller would also need to get the same treatment), duration increase on Blood Weapon, MP restoration increase on Syphon Strike, most of Salted Earth but it's cooldown is still way too long, Abyssal Drain going back on the GCD, and having The Blackest Night going back to it's Stormblood iteration, but that's it...
    (1)

  5. #15
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by DRKoftheAzure View Post
    @Satarn; Still doesn't fix the fact that DRK only 1 combo path for single target that use more than any other action...
    What gives you the idea that the Scourge combo is only meant for AoE? Or that it's meant for AoE at all? Just because Salted Earth can hit multiple targets, does not mean that you wouldn't want to keep it up on single target - it's still 1000 potency per minute at a cost of about 6 Blood(which is worth only 100 potency, so 10 times less) from the replaced Souleaters. It's a massive gain, not a loss.

    I don't see where do you get the WAR clone part from, considering that I've shifted the focus back to continuous MP management and spending it on ogcd skills(like HW and SB DRK), rather than tight windows of burst damage(which is what WAR and SHB DRK are), removed delIRium which has been copied over from WAR and brought back a lot of speed and weaving.
    I suggest you reread the opening post, because it seems you might've misunderstood a lot of it.

    Quote Originally Posted by DRKoftheAzure View Post
    DRK DPS is WAY TOO LOW...
    If you're refering to Nedkel's dps "nerf" estimate, I have already explained why it was extremely off base due to not taking into account completely changed rotation.

    Moreover, the early part of my post already explains that the potency numbers are mostly symbolic, to show the rotational flow as that's my focus - the intention is to neither nerf DRK nor buff it, it's to change gameplay only. The dps should stay about the same and if the changes listed affected it, then it could - and should - be adjusted.
    Don't try to figure out how much dps it would do, because that's not the point of the thread - think how it would play.

    Quote Originally Posted by DRKoftheAzure View Post
    The only changes that you suggested that I actually agree with is the Darkside Mastery trait change, Dark Mind to a certain extent, Spell recasts being tied to skillspeed over spellspeed, Quietus(though Bloodspiller would also need to get the same treatment), duration increase on Blood Weapon, MP restoration increase on Syphon Strike, most of Salted Earth but it's cooldown is still way too long, Abyssal Drain going back on the GCD, and having The Blackest Night going back to it's Stormblood iteration, but that's it...
    Okay, now I'm kind of confused, because you list a major part of the suggestions presented and then end with "that's it" as if you only liked 1 or 2 ._.

    Regarding Salted Earth - I did not reduce the cooldown because that would defeat the purpose of the new combo-ender. You're meant to keep it up through the entire fight anyways by refreshing it with Scourge.

    As for Bloodspiller - just restoring Blood Weapon, Delirium and Syphon Strike to their old versions already provides tons of MP to spend on all the cds and plenty of Edge of Shadows. If we added more, then EoS would get just as spammy as DA was in SB and nobody wants that.
    (1)

  6. #16
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    Here's an idea, just bring back SB DRK, but keep arm's length, dark missionary, and the two-charge'd plunge. FIXED.
    (3)

  7. #17
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,852
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Hierro View Post
    Here's an idea, just bring back SB DRK, but keep arm's length, dark missionary, and the two-charge'd plunge. FIXED.
    And fix living dead, and offer a pre-upgraded version of TBN for whilst leveling. Dare we call it... Shadowskin?

    Now fixed.
    (1)

  8. #18
    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 Hierro View Post
    Here's an idea, just bring back SB DRK, but keep arm's length, dark missionary, and the two-charge'd plunge. FIXED.
    I really like Edge and Flood animations though. Can we keep those?
    (2)

  9. #19
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,852
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    I really like Edge and Flood animations though. Can we keep those?
    Perhaps just give those our lifesteal and again do away with DA and thereby DA-AD in favor of 5.0 immediate damage (and sustain)?
    (0)

  10. #20
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Hierro View Post
    Here's an idea, just bring back SB DRK, but keep arm's length, dark missionary, and the two-charge'd plunge. FIXED.
    SB DRK is basically the goal here, just with SHB skills re-purposed to avoid the spammy DA situation.
    (0)

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