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  1. #1
    Player
    Shurrikhan's Avatar
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    Sep 2011
    Posts
    12,884
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Derio View Post
    Fixing AD is as simple as splitting it from C&S. Making it cost 3k mana and extend the darkside timer. And allow it for when TBN breaks you get a free edge, flood or AD.
    Would this come with any changes to AD beyond swapping it to a CD-less MP spender? If not, I suspect that Flood and Drain would cause one or the other among them to feel like extra baggage.

    I could see Drain becoming an at-cost option for sustain, inflicting its enemies struck with a debuff that then causes you to heal for a portion of damage dealt to them and allowing them some synergy and Drain greater ST value, but if Drain remains a simple damage + direct heal per enemy struck, then you're just looking at the likes of 160p with no healing vs. 100p with some healing. The difference would feel all to small, I suspect.

    Quote Originally Posted by Kitkat View Post
    And while I get people don't want Drk to be like other tanks with the self sustain
    That much is simple.

    Sustain actions (whatever keeps you alive for longer without relying on denying your enemies their uptime) breaks down into four types:
    1. Increases maximum and current eHP, scales primarily only with players' stats.
    2. Increases maximum and current eHP, scales also with incoming damage.
    3. Increases current eHP only, scales primarily only with players' stats.
    4. Increases current eHP only, scales also with incoming damage.

    Whatever scales mostly off of one's own stats has to be comparatively overtuned for low-incoming-damage situations to be able to compete in high-incoming-damage situations. And, all else being equal, whatever also increases maximum eHP is stronger than whatever does not.

    The Blackest Night, along with any other %HP or potency-based shields or heals, scales just with your own stats, not incoming damage. And, of course, it increases maximum eHP (since it's a barrier, not just a heal); so long as that shield is fully consumed within its duration, it faces no disadvantage from not being permanent.

    As such, if you were to amp up those strengths high enough to be competitive in content with the highest amounts of incoming damage, building around what DRK has done most uniquely since Stormblood while making its total sustain competitive with PLD or WAR... would actually put it ahead of either of them, reaching a new level of overpoweredness / unkillability.

    As such, many are willing to take a bit more of a mix of types 2, 3, and 4 to keep it relatively balanced across the full slew of content. You may have noticed the overlap with those who want Bloodwhetting nerfed in dungeons (such as by having it heal off of damage dealt, rather than getting the full single-target value from each and every enemy struck).
    (1)
    Last edited by Shurrikhan; 08-09-2024 at 10:38 AM.

  2. #2
    Player
    Kitkat's Avatar
    Join Date
    Aug 2011
    Posts
    157
    Character
    Kaliga Moonshade
    World
    Diabolos
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Terhix View Post
    Who? Almost all suggestions I've seen include some form of self-sustain. I've said before that DRK doesn't need as much sustain as other tanks, but it definitely needs more than it has now. At very least it needs to have its HPS brought up to GNB levels (absorbs from TBN included).

    Answered your own question, didn't you? 'Almost all' is not 'Everyone' therefor the statement was accurate.




    Quote Originally Posted by Shurrikhan View Post
    Snip
    I very well understand the breakdown of each tanks strengths and weaknesses, I also understand how they scale also. The suggestion was based on how to improve what is already in the kit to make the job more desirable for content. Also, TBN scales off the target players HP%, not the drk using it IE a Drk with 150k HP doesn't give a Shield of 37,500 to someone else other than themselves or someone else with 150k hp. Similarly, Shake it off works this same way, it is 15% of the targets HP, not based off the War using it HP (The only change occurs when used with modifying abilities up like ToB, Damnation, Bloodwhetting changing it to 17%, 19%, or 21% of the targets HP and is easy to test and verify). Thus the suggestion given ends up only 10~4% stronger than Shake it off and they could make it similar to how they have Rphys Dmg mit shields where they can't overlap with one another. This makes it to where it becomes an alternating option of raid wide mitigation similar to how paring a War and Pld already can do.


    Divine Veil on the other hand scales on the PLD's HP IE a Pld with 150K HP gives a 15k shield, a Pld with 200k HP gives 20k shield.


    Alternatively they could make it so the wording on using Dark Missionary states "When used with The Blackest Knight will spread effect to party absorbing a total of X% of targets maximum HP" where X can be a different % of what the single target ability gives since it is a separate ability.


    Again, the intent was to offer alternative ideas to simply giving self sustain and instead playing off the mentality that Drk is a Mitigation tank opposed to other tanks being Self Sustain/mit.
    (0)
    Hmmmm......

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,884
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kitkat View Post
    I very well understand the breakdown of each tanks strengths and weaknesses, I also understand how they scale also. The suggestion was based on how to improve what is already in the kit to make the job more desirable for content.

    Also, TBN scales off the target players HP%, not the drk using it.

    Again, the intent was to offer alternative ideas to simply giving self sustain and instead playing off the mentality that Drk is a Mitigation tank opposed to other tanks being Self Sustain/mit.
    Okay, and my post had nothing to do with the strengths and weaknesses of the tanks as they are presently, but merely tried to answer your question as to why players weren't suggesting increases to DRK survivability based purely on stat-based mitigation, etc. Which is, again, because for it's that much less possible to balance for multiple content types simultaneously and because there is already, in nearly all situations, an inherent advantage to mitigation over healing.

    Yes, TBN scales off its target's HP, but prey tell, whom is it used on in situations where DRK's total survivability falls to the lowest portion of that of other tanks'?

    I'm all for approaching its survivability a bit more uniquely, but beware of making that uniqueness primarily just be that it's generally stronger in practice (see Warrior's historical trend).
    (0)
    Last edited by Shurrikhan; 08-08-2024 at 07:56 AM.

  4. #4
    Player
    Kitkat's Avatar
    Join Date
    Aug 2011
    Posts
    157
    Character
    Kaliga Moonshade
    World
    Diabolos
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Snip.

    Making it one way, and giving alternative suggestions are two different things. Some are complaining 'Think outside of the box' so there it is, thinking outside of the box. Thinking of minor alternative tweaks to give the job something else other than simple tack on of self sustain. What few options drk has for assisting the party is made moot and heavily overshadowed, so yes thinking of something that could be just as strong does come out, but that doesn't mean it or content can't be tuned to keep it from being extremely over powered.
    (0)
    Hmmmm......