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  1. #1
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Zairava View Post
    ...
    I mean... I guess, but DA isn't really a thing in itself. It's just a way by which TBN limits its casts per minute to less absurd levels of total mitigation.

    More importantly, if you anything you add atop that just makes all the more of DRK's performance depend on how many TBNs can be popped per average minute, which is negatively impacted by increasing Vitality in a way that... well... nothing else in this game is.

    That's not some crippling flaw, but... it does kind of kill any hype I'd have for it (though admittedly that's in part because I already find TBN plenty satisfying compared to any other on-demand save for perhaps Shadowbringers Nascent Flash).

    If there were at least a difference in animation so that it'd better make sense that "Edge/Flood" (which really has two forms) only heals under certain conditions, I'd be cooler with this, but otherwise I'd rather keep it simple via a higher max count of banked MP value (via DA) and any Edge/Flood self-healing. Give a bit to Carve and Spit (2 charges, 40s CD, still shared with Abyssal as to have more control over ST vs. AoE) and to Salt and Darkness (not Salted Earth, as that's use-on-CD), and boom, there's significant event-based truly bursty stuff to schedule mitigation around as not to overcap on HP while also having plenty of flexibility in banking.
    (1)
    Last edited by Shurrikhan; 01-14-2023 at 05:59 PM.

  2. #2
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I mean... I guess, but DA isn't really a thing in itself. It's just a way by which TBN limits its casts per minute to less absurd levels of total mitigation.

    More importantly, if you anything you add atop that just makes all the more of DRK's performance depend on how many TBNs can be popped per average minute, which is negatively impacted by increasing Vitality in a way that... well... nothing else in this game is.

    That's not some crippling flaw, but... it does kind of kill any hype I'd have for it (though admittedly that's in part because I already find TBN plenty satisfying compared to any other on-demand save for perhaps Shadowbringers Nascent Flash).
    Fair enough. It's more of a personal preference to me, anyway. I like the idea of getting offensive options from mitigation, it just doesn't work well in practice because of chasing higher dps with it, which leads to one thing or another.

    Quote Originally Posted by Shurrikhan View Post
    If there were at least a difference in animation so that it'd better make sense that "Edge/Flood" (which really has two forms) only heals under certain conditions, I'd be cooler with this, but otherwise I'd rather keep it simple via a higher max count of banked MP value (via DA) and any Edge/Flood self-healing. Give a bit to Carve and Spit (2 charges, 40s CD, still shared with Abyssal as to have more control over ST vs. AoE) and to Salt and Darkness (not Salted Earth, as that's use-on-CD), and boom, there's significant event-based truly bursty stuff to schedule mitigation around as not to overcap on HP while also having plenty of flexibility in banking.
    I think I would prefer a newer animation with the DA proc regardless if we took my route of dps net gain. Say without the proc it remains as edge/flood but with proc it changes to the other action/animation with DA.

    I have stated my agreement with it in the past, and I still stand by Carve and Spit/AD being put on a 30/40s cooldown with two stacks. I think I personally would take another combo action after Salt and Darkness, whether or not just one or both of them were to be given some small sustain. all of this and moreso if they give them some interaction with DA procs or elsewhere (likely Blood Weapon, if I had to guess)
    This is still also taking into account they actually tone down the ogcd bloat in the burst to begin with. Which as we stated before would be at least partially solved by Shadowbringer being put on one charge on a 60s cooldown with a mana cost.
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Zairava View Post
    Fair enough. It's more of a personal preference to me, anyway. I like the idea of getting offensive options from mitigation, it just doesn't work well in practice because of chasing higher dps with it, which leads to one thing or another..
    I like it too, but... as you said. I'd still wouldn't mind giving it a shot; I'm just not optimistic... in anything like the present context.

    I think I would prefer a newer animation with the DA proc regardless if we took my route of dps net gain.
    I'm all for animation variance. Would like.

    This is still also taking into account they actually tone down the ogcd bloat in the burst to begin with. Which as we stated before would be at least partially solved by Shadowbringer being put on one charge on a 60s cooldown with a mana cost.
    That's luckily really easy to do. And in addition to slapping an MP cost on Shadowbringer and increasing its potency accordingly, you could also do the same for Carve and Spit / Abyssal Drain. Compared to now, you get the same potency under burst, but slightly lower total and, especially, burst apm.

    Or, do that and then also tone all those oGCD potencies down just hair, enough to restore the lost APM via further Edge/Flood casts per 2 minutes [5 casts per 2 minutes with a 40s CnS/AD], increase MP generation per 2 minutes accordingly, and voila -- you'll have the same overall apm, same rDPS, and (nearly) identical aDPS, but less of the apm will fall within those bloated burst periods.
    (2)
    Last edited by Shurrikhan; 01-14-2023 at 07:44 PM.

  4. #4
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Shurrikhan View Post

    That's luckily really easy to do. And in addition to slapping an MP cost on Shadowbringer and increasing its potency accordingly, you could also do the same for Carve and Spit / Abyssal Drain. Compared to now, you get the same potency under burst, but slightly lower total and, especially, burst apm.

    Or, do that and then also tone all those oGCD potencies down just hair, enough to restore the lost APM via further Edge/Flood casts per 2 minutes [5 casts per 2 minutes with a 40s CnS/AD], increase MP generation per 2 minutes accordingly, and voila -- you'll have the same overall apm, same rDPS, and (nearly) identical aDPS, but less of the apm will fall within those bloated burst periods.
    Honestly, increasing the mp generation has been something on my mind since 5.0 launch. As of right now, to me, if we had increased mp generation even in the current expansion, it would warrant having to use mp on edge/flood more often, at least once or twice in downtime between bursts, which would tremendously help make said downtime be less of a snoozefest, especially with said C&S/AD changes.
    (1)
    Last edited by Zairava; 01-14-2023 at 11:45 PM.