Think you misunderstood, or maybe I did, on how the spell works. From the way I read it, the skill gets a damage increase depending on the target's hp not the user's(IMO the name makes it sound like it does this as well).
Also, I don't see how that would be a possible solution to the 15 minute cooldown. Why would you make an overpowered skill only because the cooldown is long? If you ask me the skill should be very situational and not broken.
Using hypothetical numbers, lets say 1% hp loss = 1% dmg increase. Then lets use ifrit after hellfire as an example. Since ifrit is by then at around 30% HP, a 70% dmg increase would take place. Scaling down the dmg based from that video down to the avg dmg a thundara does on ifrit(500-540), Burst would do roughly around 800~900 dmg* on ifrit if no other factors are in place. With a 70% increase that would then change the numbers to 1300-1400. Then there is always the possibility of using excruciate to increase the damage, possibly to reaching 1600(not too sure how crit works yet).
That right there is about 2 Thunder>Thundara combos(depending on stats/crits/resists). If you ask me, one BLM being able to dish out that much dmg with 1 spell is a good way of bursting down the remaining hp of ifrit, especially post hellfire being when most screw ups happen.
*Edit: Just noticed the monster was at around 70% HP when it was cast, so the damage was most likely stronger than it's beginning base. So the above base is probably lower.



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