OK
I don't see the difference, as you pointed out, between offering huge quantities of stacks versus smaller, harder to get ones, except that the smaller version is more susceptible to RNG/luck screwing you out of some DPS. As stated in the OP, I said that I had not done any math at all, but realize that the mechanic behind the TP costs versus the increase in damage versus the DPS additions of the 40-50 abilities were supposed to function as: You must use Wane (I meant it to mean wagon wheel! I swear!) to be able to regenerate your TP, as you would starve yourself staying fulling Waxed all the time, so that while it might take 40s to build up to full Wax, you are going to need to use Wane periodically to keep yourself under control, making the time it would take you to get to Deathblow actually more like 1min-90secs. This is my idea for berserker by the way . . . not based on other things that have happened in past games (not directed at Kitru).
The defense stats don't matter? Have you ever gotten hit by a 4 stack hoodswing as a MNK? It hits you A LOT harder than on a PLD or WAR. The dmg+ is to counteract the HP advantage a BSK would have over the other DPS classes. I didn't consider PvP, but I don't see how defense being replaced by morale would change the max hp offset of the increased damage. I might not have done the math right (or at all) on the % it should be increasing damage taken by, but I still think its a more fun way to meet DPS eHP equilibrium without a boring HP reduction.
A 50% crit chance that has nowhere NEAR 100% uptime. It is intended to starve your TP too quickly to maintain for any reasonable amount of time. I added the Det to add something incremental and subtle to the ability, you may have a fair point on just making it dmg+, though.
But if you had 66% uptime your DPS would be about equal to a wet noodle. I'll happily agree that my numbers are out of whack as I didn't even try to do the math, but you get the idea. The healing is to offset stuff like Tumults and large unavoidable AE DMG because of the +dmg taken mechanic of Wax, another "resource" you have to manage. Obviously the #s would get "unborked" if someone put any actual practical effort into this, but me knowing that I was just writing fun fan fiction for a video game, I just wanted to get the concept out : D
I spent some time thinking about a dual stance of Wane as the solo stance, etc, but I scrapped the idea. What you laid out seems like it could work, and I really like the idea of your 35-50 attacks have different Additional effects depending on if you are Waxing or Waning as that would add an extremely fun planning portion to the job. However, my vision was one of TP management combined with insane amounts of burst damage once in a "blue moon." And the multi-stance didn't seem to lend itself to that very well.
Yeahhhh... 30s CD was probably a little low! hehe. But all I can think of that the MRD has in AE is the TP expensive Overpower, which at 120 potency isn't very strong. Maybe if this ability also double the base TP cost of the next ability and the CD was switched to 45s? And yes I can imagine that awesome scenario that you just described, and I can imagine the BSK having no +crit, no +det, and no TP for about 8 GCDs after that happens as well, lol.
Not intended as a gap closer, this was intended as stop-gap CC/gap closer hybrid. If a mob breaks the pack and goes for the healer, the BSK can Derail it, causing it to go off the rails of its normal path. This would allow the healer to side step the mob, the mob will overrun where it was intending to go, and the buys the healer at least 7 seconds of time to shake the aggro, all the while allowing the tank to do whatever they want to the mob, allowing the DPS to DPS it, etc. A knockback would certainly work as well, but I thought this would be way more fun!
Yup, the strongest burst attack in the game. And the most costly ability in the game, or at least I intended it to be, I haven't studied every class/job. Jack up the TP cost and increase the amount of stacks it consumes to balance it.
I like the fundamental mechanics of this made-up fun job to think about. You certainly made some solid points regarding the costs and benefits and naming, but like I said in the OP, I didn't try to do the math on any of it. I think most of the problems you had could be fixed with changing TP costs, %s, or potencies. One or two things you mentioned had some design flaws that could be fixed with adding TP costs or increasing CDs, but for me, I think that they way I laid it out would be more fun to use.



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