Yup! I originally wrote only 30% on it since Bloodwhetting has a 32% uptime, but after consideration, the limitation to magic damage means that fewer abilities would be affected, and Bloodwhetting (as of this writing) provides significantly more potent healing per hit anyway (even with Blood Spikes' bonus to this effect).
I fully expect Bloodwhetting to get nerfed (ideally it would be completely reworked but I don't expect that any time soon), but even if its healing returns were halved, the fixed potency per-hit in bursts would still be on-par with the scaled but evergreen healing as I've written it; after all, Stalwart Soul is only 140p damage per hit (before damage boosts).
Though I did also consider just having Stalwart Soul convert to Abyssal Drain during Darkside. Boost its healing output while giving the option to use it at range, return to old form for AD, separate it from C&S (after a fashion) and free up another button.
Actually... the use of the name "Blood Weapon" is a throwback to older FF games, where the Blood Weapon category usually provided similar life-draining effects. With Darkside shifting onto its own CD instead of being reliant on MP skills, Blood Weapon allows MP skills to retain an important place in the kit besides just damage.but would also put all nearly self-healing onto MP, with Blood playing no part, which just seems a little anti-thematic.
If anything, it's anti-thematic that Blood Weapon already is MP focused instead of HP focused.
I considered the possibility of making Blood Gauge skills provide healing through this, but upon consideration, the option of having them be more powerful attacks with the drawback of not providing any personal survival benefit (a la GNB's cartridge combo) is fairly enticing for encouraging a risk-reward gameplay -- especially if they already exist to give a significant boon to MP through Delirium, allowing them to benefit the loop anyway (just in a protracted fashion).
With regards to Delirium itself, given all of the calls to have the existing Blood Weapon ability shift onto a similar Stack system despite having the same cooldown... I figured it would be most efficient to kill two birds with one stone and just combine the two. Free up a button.
1) While this is intentional on my part, I should mention... TBN is already nigh pointless in AoE, given that it's destroyed almost instantly and then provides no benefit for the remainder of its duration. That's like half the point of calls for a rework to DRK's sustainability; TBN is treated like an all-rounder so it does double duty and is a block to further adjustments to DRK's sustainability, and you can't really adjust TBN directly without dampening some fundamental aspect of the benefits it's meant to provide. Adding the Spikes ability is meant to sidestep this issue.It would also make Blackest Night nigh pointless in AoE, depending on MP restore per hit received during Dread Spikes (which would then amount to Flood damage, which then amounts to healing).
Granting, the method in which Dread/Blood Spikes restores MP is still up in the air. I was hoping to phrase it in a way where the MP restored is based on the percentage of your health you would have lost, while also not being dependent on HP damage so you can continue to make use of barrier effects from other sources as a substitution. After some research I eventually just settled on Blood Price's phrasing as a callback, though I admit I'm ignorant of the metric by which Blood Price actually gave MP.
2) I did what I could to clarify it using the phrasing of similar abilities, but the intent of what I wrote is for TBN to take a role more like Intervention or (current) Nascent Flash: it's usable only on an ally, though you continue to reap the benefits of Dark Arts as a consolation for not receiving the MP. The summation of my spitballing is for a shift onto gaming the peaks and valleys of self-healing in lieu of the consistency of mitigation and regular barriers, and retaining TBN as a personal CD would have disrupted such a design.
Which is why Blood Spikes is an upgrade to Dread Spikes (a la Raw Intuition->Bloodwhetting, Sheltron->Holy Sheltron, Heart of Stone->Heart of Corundum), rather than just a contribution to bloat.The latter would also likely make Blood Spikes redundant unless urgently needing immediate burst healing and entering its duration with full MP.
(For clarity, this also means trimming Oblation for the button slot. I doubt anybody would be sad to see that though.)



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