Click on your Link, Click View Image Location : Both of them are the same image from the same LINK i used your direct image link instead of the Page hosted image Link because the forums was having issues. I honestly didn't crop your image.
Please View Source on your Link to the image and you'll discover the link i posted to be the direct image link.
You Argued for Max, your premise was that DRG out damaging MNK on MAX damage was the reason why DRG was 3rd place in all fights, which wasn't true as proven by the Data i posted.
You say that while noting that i never previously posted a suggestion and then post the first suggestion i posted in the thread, that's a contradiction don't you think? If your claim of me not posting suggestions was true then how come you could find a suggestion of mine in the thread?
Have you been playing end game as DRG this expansion Cycle almost every fight has a long enough transition that a DRG has no choice but to lose their BotD even with perfect execution of wheeling or fang before hand until a 2 seconds.
Any Cutscene or transition that takes more then 58 seconds will force you to lose BotD and all eye stacks.
I don't think you are aware of the fact that right now, you store an extra eye on purpose delaying your Life Gauge in order to achieve 1 extra Nastrond under Lance Charge. With a Charge system since Geir and Nastrond share timers and would share timers with a charge system would result in the same Nastrod usage as 2 charges would be expended firing the Geirskogul to activate Life to Fire the Nastrod, Leaving you with 1 Charge, and 29 Seconds, Resulting a 5 second Penalty, Resulting in 24 seconds, and 3 Nastrods per Eye. Hardly additional considering you want to be able to use 6 Nastronds if possible. It would result in no over-all change in potency the only damage increase would be from not losing Eye Stacks doing Fight-Cutscenes that exceed 58 seconds.
Finally now you agree with the notion that this should be a DRG Related thread, Earlier it was being hijacked by "MNK CHANGES ONLY".
They absolutely do, You activate LoTD with 2 Eyes and Geir, then fire your first Nastrod, The Timer Goes, 30 Geir+Nastrond, wait 10 seconds, Nastrod, Wait 10 seconds Nastrod, If you changed Nastrod to a Charge it wouldn't make any difference because the duration of LoTD wouldn't be changing it would only be BOTD changing, It would just Minor Flexibility for Nastrods as the max charge of Nastrod should not Exceed 3, but should always start at 1. The Charge system was implemented for this kind of stuff it seems like.
TLDR : When you activate LOTD, Gain 1 Nastrod Charge, and 1 Nastrod Charge for every 10 seconds afterwards, Results in 3 Nastrods, LOTD 30 Second Duration is FINE, problem is BOTD Eye Dropping due to the long mid-fight cut-scenes. This allows you to fire double Back to back if STORED Nastrods if you had to before the duration ended, in case you are outside the 9 second grace period per Nastrod.
Yes i am not against increased flexibility i don't want them to increase the ceiling. the fight timings i speak of are long fight transitions where DRG has no choice sometimes but to lose BotD even at high levels of play due to the long fight cut-scenes.
The Job Mechanic is only punishing during cut-scene transitions there's no active managing at all for it outside of some 28+ second transitions. It's not rewarding and only punishing because it's so easy to keep up and maintain that fight's being designed with long-transitional cut-scenes make it litterally impossible to keep it up because they all exceed 30 seconds and DRG is unable to HOLD aura or activate it mid cut-scene causing dramatic Damage loss in fights where "Fetter, Can't Act" Debuffs are Active Which No matter your skill level on DRG you cannot prevent the loss of the Stacks.
Thank you i appreciate the Progress we now seem to be making.
1. Yes, F&C WT Duration to that of normal Combo Steps is perfectly reasonable.
2. Removing the ability to lose Eyes over long transitions yes.
3. The main offenders of this are Elusive jump and Star-Diver.
4. Considering the Limited range of Linear AOE this is reasonable.
5. Problem with this is there is parts in the 6 Nastrond Rotation that requires you to store a Mirage dive on purpose making it impossible to see your jump timer if consolidated But this is something i felt like should of been since Mirage Dives Inception, when the 4 eye window was in effect this wasn't an issue though. THIS ISSUE COULD BE FIXED WITH CHARGE NASTROND. [See above]
Generally I'd like to see the jobs design improved, If not now for Future Reference (and Expansions) and Discuss possible changes, The Developers really do listen to suggestions as the do have trouble coming up with ideas sometimes (Bard for Example).
I'd like to also see Better Disengage options and combo flexibility in the future as well.


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