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  1. #17
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Conchoidal View Post
    SCHOLAR
    Ruin 2 is replaced with Miasma - A casted dot with an 18 second timer and 50-100 potency on-hit (single target).
    No mobility tool outside of melee range, then?

    You may want to determine a filler-value-per-minute for perfect uptime each of your DoTs, accounting for the GCDs spent on their applications (and therefore not on filler). This is what determines DoTs' importance across your kit.

    At 700 potency vs. Broil IV's 295, Biolysis currently grants 2.75 bonus Broil IVs' damage per minute. 700(2) - 295(2) = 810. 810/295 = 2.75. It's DoT ppgcd is meanwhile 2.37x that of its filler.

    Note that until EW, its DoT held much greater relative importance, as Broil III dealt only 255 potency.

    Art of War/Art of War II – Is now a AOE instant spell around target and nearby enemies. The trait “Bane” is unlocked at level 56, which spreads the effect of Bio/Bio II from the target to all nearby enemies with a potency of 40% upon executing (with the same duration remaining) upon executing AoW upon target.
    Neat. Gotta admit, though, I'd still rather see Bane returned as an Aetherflow effect, ideally one that can also be used on allies (effectively replacing Deployment Tactics -- slightly weaker, but more flexible and without any CD of its own).

    Energy drain is now replaced with Shadowflare, which functions as it did in Stormblood, but can only be executed under the effect of Aetherflow III (does not consume a stack of Aetherflow).
    So, it's just free offensive potency per minute, at roughly the value of 3 EDs, thus giving SCH both its maximum offensive and curative potential. That would not be balanced unless SCH were currently undertuned by some 2k+ ST or 0.9k+ AoE healing potency, or 300 offensive ST potency, per minute. The trade-off exists for a reason.

    Aesthetically, functionally, and in terms of responsiveness, I also can't say I'm a fan. I'd rather build off AoE than a ground-DoT, especially since, in this game, ground DoTs can't interact with other effects or conditions.

    _____________________________

    SAGE
    Eukrasian Dosis spells have been reduced to 24 seconds.
    Quick note: This would require 5 casts per 2 min, up from 4, which means you'd lose half a filler's potency per minute. You'd have to increase potency elsewhere at a value of 165 potency per minute.

    Additionally, one would need to have a GCD of 2.4s in order not to clip their DoTs or potentially let a tick go to waste. Playflow-wise, I'm fine with a 2.4s GCD, but keep in mind that the devs are more than happy for Skill Speed / Spell Speed to generally be dead, or at least notably inferior, stats outside of the Yoshida Special.

    Addersting is now accumulated upon execution of any Eukrasian ability in combat, and can now be stacked to 4.
    Not a fan. That'd simply mean that every (already spammable) instant-cast GCD heal offers further mobility AND bonus AoE (relative to Dosis spam) or ST (relative to Dysk spam) damage.
    Toxicon spells now cost 2 stacks of Addersting and are now DPS positive over Dosis spells.
    And now you'd added raw damage to the mobility+splash/focus bonuses of Toxicon.

    That just sounds like you'd be stealing the Lily mechanic, then, but both watering it down and making it far more flexible. WHM toes be crushed.
    Phlegma spells now combo off any Eukrasian ability.
    At 510 potency (180 over filler), if Toxicon is more than 150 potency over dps nuetral, you'd have just made Euk-heal -> Phlegma combo spams more powerful than Dosis spam, with no CD on that potency recovery (or, in this case, bonus). That'd be excessive, to say the least, whilst also wasting Kardian tie-ins on half of your GCD uptime.

    And thematically... why? Why should every two-part instant-cast heal+shield result in a melee AoE skill combo? That's less DPS-healer than Healer-DPS.

    I like the general direction here, though. Quite a lot, actually. Though my feedback was likely harsh, these were all really good food for thought.
    _____________________________

    ASTROLOGIAN
    Combust spells now have a reduced timer of 18 seconds.
    See the comment to EukDosis. This would be a pretty large potency loss. It'd also require a 2.33 GCD for sync.
    Drawing a card now has a chance of granting either “Enhancement” or “Instant”, which now grants either enhanced versions of Gravity and Combust spells or allows the next spell to be cast instantly.
    Enhanced spells include: Enhanced Gravity, which now does 300 potency to target and surrounding enemies (potency gain over Malefic spells) and Enhanced Combust, which now lasts for 30 seconds and an on-hit potency of 50-100.
    Oooh. Hmm. Not sure what impact that'd have just yet on power and playflow, but the effect is... a bit intriguing, at a glance, especially for the DoT.

    Note, though, that now that Gravity no longer has a greater-than-GCD cast time (I think since Shadowbringers), Instant's value would be purely utility... when one could already stutter-step after barely over a second of Grav's mere 1.5s cast. It will be the feelsbad effect, to say the least.
    _______________

    WHITE MAGE
    Aero and Dia spells now last 15-30 seconds (variable).
    Based on? What's the condition for the duration variance? Random chance is unlikely to feel good here, especially if they sync to different Spell Speed tiers.

    Yes, the more obvious universal solution to such things would be a rollover/"pandemic" mechanic for durations replaced/refreshed early, but that requires attention to code that the dev team does not seem inclined to invest in.
    Aero III is restored and upgrades to Diara at level 72 (aoe version of Dia).
    Cool, cool.
    Divine Benison is now a level 66 spell, which when fully absorbed causes an AOE attack of 300-400 potency to target and 50-75% less to nearby enemies and grants “Blind” to target and all nearby enemies (duration 10 seconds).
    This is the first time I've heard such an effect suggested for jobs other than SCH. Tbh, I'm tempted to agree with them that this is more a SCH Eye-for-an-Eye / Galvanic Spikes sort of effect than something suited for WHM, despite its being the more chunky nuker.
    ___________

    Note that these potencies are just off the top of my head but these changes are really just to give some variation to healer dps.
    Fair 'nuff. In the absence of concrete potencies, though, you may want to define intended behavior, as that's what internal balance (A being better or worse than B within the same kit) results in.
    (1)
    Last edited by Shurrikhan; 07-03-2022 at 08:40 AM.