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  1. #1
    Player
    Lycieus's Avatar
    Join Date
    Jun 2012
    Posts
    170
    Character
    Legosi Grey
    World
    Sargatanas
    Main Class
    Dark Knight Lv 80
    A hypothetical rework that will solve most DrK issues and preserve or enhance its identity.

    A few caveats:

    Potencies are me spitballing and are not final, even cursory examination reveals that these numbers need serious balancing.

    ‘Blood Price’ as outlined here is more or less a blatant ripoff of brewmaster monk’s stagger mechanic from WoW, but LD was ripped from WoW as well, so why not?


    “New” passive:

    Blood Price- Certain abilities will cause the DrK to accumulate stacks of Blood Price rather than taking damage. 2% of the Dark Knight’s hp = 1 stack. Each stack of blood price will spread its damage out over 10 seconds. Stacks tick off in the order they are acquired. Overhealing will remove stacks. All stacks must be removed before hp can be restored.

    Reworked skills:

    Living Dead- for 10s, DrK cannot die, all the damage taken during this time is stored in ‘Blood Price’ stacks.

    Shadowbringer- Removes up to 10 stacks of Blood Price, does damage proportional to stacks removed.

    Delirium- removes 6 stacks of blood price, restores 3k mp.

    TBN- Over its duration, all damage taken is stored as stacks of Blood Price, up to a maximum of 15.

    Blood Weapon- converted to charge system a la Endwalker Delirum.
    (0)

  2. #2
    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 Lycieus View Post
    Blood Price- Certain abilities will cause the DrK to accumulate stacks of Blood Price rather than taking damage. 2% of the Dark Knight’s hp = 1 stack. Each stack of blood price will spread its damage out over 10 seconds. Stacks tick off in the order they are acquired. Overhealing will remove stacks. All stacks must be removed before hp can be restored.
    The mechanic as described here would seem to have a bit of a paradox (you can't overheal a less-than-full-HP target without first healing) and a healing quantization issue. The order, meanwhile, does not matter -- only the rate does.

    Additionally, this would likely look and feel quite clunky unless you could first support an intuitive UI solution, such as a healable damage-to-be-taken (over time) component of one's health bar. (Most likely there'd be some color for predicted DoT damage to-be-taken in general and a special one for DRK to indicate that the DoT damage is cleansible.)
    (2)