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  1. #11
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    This is kind of a silly complaint.

    In HW, DRK effectively has the following combo options:
    1) 1-2-3
    2) 1-2-(DA)3

    In SB, DRK effectively has the following combo options:

    1) 1-2-3
    2) 1-DA2-3
    3) 1-2-DA3
    4) 1-DA2-DA3

    You can make an argument that you liked specific things about DRK's combos in HW that aren't present in their SB combos, or that you think their SB combos aren't interesting, or whatever - but the meaningful variations DRK has on its combos have increased, not decreased.

    Edit: Likewise, going from being able to use Scourge in between your complete combos, and being able to use Bloodspiller in between any two weaponskills, possibly consecutively, can hardly be described as a decrease in complexity or depth (it remains to be seen whether it can be fairly described as a decrease in efficacy).
    (6)
    Last edited by Crater; 06-08-2017 at 02:03 PM.

  2. #12
    Player
    rjspencer4's Avatar
    Join Date
    Jan 2015
    Location
    Mac Anu
    Posts
    335
    Character
    Despair Senpai
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Decederes View Post
    I don't think you're getting the base argument here. It is still, regardless, one combo now. Hard Slash combo is nearly never used
    By raiders and hardcore players, which are the minority.

    The vast majority of DRK's use Hard Slash combo enough to justify it's existence.
    (0)

  3. #13
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Crater View Post
    In HW, DRK effectively has the following combo options:
    1) 1-2-3
    2) 1-2-(DA)3
    No, it hasn't. You dont't use Delirium only when you couldn't DA-SE, because DPS is not the only focus. In heavy magic fights, the INT down from Delirium is useful.
    Quote Originally Posted by Crater View Post
    1) 1-2-3
    2) 1-DA2-3
    3) 1-2-DA3
    4) 1-DA2-DA3
    2) is a bad option, because 2) and 3) have the exact same average, and if you're hoping for a crit on one WS, it's better to use the highest GCD potency available, which is Soul Eater. And the choice between all those comboes are the amount of MP you can spend, like past SE combo. Basically, you lost one degree of complexity from not having to maintain the additionnal effect of delirium.

    To be clear, the issue is not really the number of combos, it's the number of purpose.
    WAR will use BB for enmity, Eye for Slashing debuff and Path from buiding Beast.
    PLD will use RoH for enmity, GB for DoT and RA for instant DPS
    DRK will use PS for enmity and every other combo for pure DPS
    (3)
    Last edited by Reynhart; 06-08-2017 at 02:28 PM.

  4. #14
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Decederes View Post
    I don't think you're getting the base argument here. It is still, regardless, one combo now. Hard Slash combo is nearly never used
    That may be changing with the serious reduction in tank enmity generation relative to dps/healers. Just spamming the dps rotation might not be enough to hold hate even in tank stance. You may need to occasionally toss in a RoH/PS/BB combo in order to keep hate.

    Quote Originally Posted by Reynhart View Post
    To be clear, the issue is not really the number of combos, it's the number of purpose.
    WAR will use BB for enmity, Eye for Slashing debuff and Path from buiding Beast.
    PLD will use RoH for enmity, GB for DoT and RA for instant DPS
    DRK will use PS for enmity and every other combo for pure DPS
    I'd argue that the situation is slightly different than what you make it out to be.

    Paladin has "2" weaponskill combos: An Enmity combo (FB -> SB -> RoH) and a dps combo (FB -> RB -> GB/RA) that is modifiable based on current needs.
    Warrior has "2" weaponskill combos: An Enmity combo (HS -> SS -> BB) and a "dps" combo (HS -> Maim -> SE/SP) that is modifiable based on current needs.
    Dark Knight has "2" weaponskill combos: An Enmity combo (HS -> SpS -> PS) and a dps combo (HS -> SyS -> SE) both modifiable based on current needs.

    All 3 tanks have 6 buttons for their combos (Dark Art being considered part of the Dark Knight's combo suite for this purpose).
    (1)
    Last edited by Ultimatecalibur; 06-08-2017 at 02:49 PM.

  5. #15
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    All the more reason for Power Slash to be improved.
    (0)

  6. #16
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    As I said:
    You can make an argument that you liked specific things about DRK's combos in HW that aren't present in their SB combos, or that you think their SB combos aren't interesting, or whatever - but the meaningful variations DRK has on its combos have increased, not decreased.
    Quote Originally Posted by Reynhart View Post
    No, it hasn't. You dont't use Delirium only when you couldn't DA-SE, because DPS is not the only focus. In heavy magic fights, the INT down from Delirium is useful.
    And this is exactly the sort of thing I was attempting to head off at the pass with that remark. There are still only two viable combo options for HW DRK, compared to four for SB DRK, regardless of how many use cases there are for each of those combos, or how many reasons you can come up with to use one over another.

    However, for this point specifically, this is mostly placing importance on something that never actually was important. Past the first 2-3 combos of a fight (and past the first 2-3 combos after any significant length of disengagement from the boss), Delirium's INT debuff has pretty much full uptime. It isn't adding significant depth to the class, because it's basically always there when you need it, whether you make a special effort to keep it there or not. And there are startlingly few places where it was important to have it up during the first 2-3 combos of a fight (or the first 2-3 combos after a disengagement) - That's important basically once per raid tier, and even then only really important during very early progression (eg: Week 1-3, it was very important to have Delirium up on Alexander Prime after his Time Stop, for the Mega Holy. Past that, not so much, and that was really the only time it ever made a difference in all of Creator).

    2) is a bad option, because 2) and 3) have the exact same average, and if you're hoping for a crit on one WS, it's better to use the highest GCD potency available, which is Soul Eater.
    This is faulty math.

    Assuming a 150% damage critical hit, the effective potency of a Syphon Strike is 375, and the effective potency of a Dark Arts Syphon Strike is 585 - Dark Arts has added 210 potency to your critical hit.

    Assuming the same, the effective potency of a critical Souleater is 420, and the effective potency of a Dark Arts Souleater is 630 - Dark Arts has added 210 potency to your critical hit.

    Just for fun, the effective potency of a critical Bloodspiller is 570, and the effective potency of a Dark Arts Bloodspiller is 780 - Again, Dark Arts has added 210 potency to your critical hit.

    You can "hope" all you want that your one-crit-of-three lands on Souleater, as you should - but the chances of a crit are equal between all weaponskills, your chances of using Dark Arts on the weaponskill that lands a critical hit is equal no matter which you use it on, and the damage you gain by guessing correctly and using DA on the one that crits is equal, no matter which weaponskill you use it on. There is no bias, as far as Dark Arts is concerned, toward any one weapon skill or another, in general.

    If, on the other hand, Trick Attack, or Balance, or Battle Litany, or Chain Stratagem, or Brotherhood, or any other team buff, is going to wear off after your Syphon Strike but before your Souleater, a Dark Arts on Syphon Strike will inherit all of those bonuses. Likewise, if team buffs go up after Syphon Strike but before Souleater, those bonuses will be reflected in your Dark Arts only if you use it for Souleater, and if team buffs are up through your entire combo but will end afterward, then stacking them together and using Dark Arts consecutively on both will maximize the damage gained from your DA. Or, for that matter, even if there aren't team buffs in play, being able to use DA on Syphon Strike can allow you to avoid capping out on MP, while simultaneously leaving you with a much smaller window in which you'll be missing the MP from your previous DA, allowing you to more easily take advantage of Blood Weapon's MP gains without having to dump MP like you're bailing out a leaky rowboat just to avoid capping out.

    The ability to more easily take advantage of buffs, and to fit many more Dark Arts-boosted attacks inside of those windows, is where SB DRK is going to be getting much of its complexity.

    There are certainly some concerns about the Stormblood incarnation of DRK as we understand it from the information we have - but overall class and combo complexity is emphatically not one of those concerns, as both of them are objectively a marked improvement over their Heavensward counterparts.
    (6)

  7. #17
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    Paladin has "2" weaponskill combos: An Enmity combo (FB -> SB -> RoH) and a dps combo (FB -> RB -> GB/RA) that is modifiable based on current needs.
    Warrior has "2" weaponskill combos: An Enmity combo (HS -> SS -> BB) and a "dps" combo (HS -> Maim -> SE/SP) that is modifiable based on current needs.
    Dark Knight has "2" weaponskill combos: An Enmity combo (HS -> SpS -> PS) and a dps combo (HS -> SyS -> SE) both modifiable based on current needs.
    You can't count GB/RA or SE/SP as "one modifiable" combo because their difference has a huge impact on how you plan your rotation.
    On the other hand DRK has basically no rotation at all. They just spam the same combo over and over.
    Quote Originally Posted by Crater View Post
    There are still only two viable combo options for HW DRK, compared to four for SB DRK, regardless of how many use cases there are for each of those combos, or how many reasons you can come up with to use one over another.
    Counting Dark Arts increase as a whole new combo is like saying that PLD have new combos because they can FoF-GB, FoF-RA,FoF-RoH
    Or worse, that WAR has a ridiculous number of combos depending on wether or not they use Berserk, or have Maim and/or Storm's Eye running.
    Quote Originally Posted by Ultimatecalibur View Post
    This is faulty math.
    No, it's not. If you count the average potency, you'll end up higher with HS -> non-crit-SS -> crit-DA-SE than HS -> crit-DA-SS -> non-crit-SE.
    (4)

  8. #18
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Reynhart View Post
    You can't count GB/RA or SE/SP as "one modifiable" combo because their difference has a huge impact on how you plan your rotation.
    On the other hand DRK has basically no rotation at all. They just spam the same combo over and over.
    When you get down to it a Paladin's core DpS rotation is spamming the RA combo unless you need to reapply GB which you just replace a RA with.
    When you get down to it a Warrior's core DpS rotation is spamming the SP combo unless you need to reapply SE which you just replace a SP with.
    When you get down to it a Dark Knight's core DpS rotation is spamming the SE combo unless unless you have excess MP so that you augment SS or SE with DA.

    Quote Originally Posted by Reynhart View Post
    No, it's not. If you count the average potency, you'll end up higher with HS -> non-crit-SS -> crit-DA-SE than HS -> crit-DA-SS -> non-crit-SE.
    That is faulty math because the gain from a crit DA will be the same no matter which attack crit. Dark arts is additive not multiplicative.
    (1)
    Last edited by Ultimatecalibur; 06-09-2017 at 02:00 AM.

  9. #19
    Player
    aqskerorokero's Avatar
    Join Date
    Nov 2016
    Posts
    279
    Character
    Aquis Onionslicer
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Crater View Post
    This is kind of a silly complaint.

    In HW, DRK effectively has the following combo options:
    1) 1-2-3
    2) 1-2-(DA)3

    In SB, DRK effectively has the following combo options:

    1) 1-2-3
    2) 1-DA2-3
    3) 1-2-DA3
    4) 1-DA2-DA3

    You can make an argument that you liked specific things about DRK's combos in HW that aren't present in their SB combos, or that you think their SB combos aren't interesting, or whatever - but the meaningful variations DRK has on its combos have increased, not decreased.

    Edit: Likewise, going from being able to use Scourge in between your complete combos, and being able to use Bloodspiller in between any two weaponskills, possibly consecutively, can hardly be described as a decrease in complexity or depth (it remains to be seen whether it can be fairly described as a decrease in efficacy).
    Goddamn right!
    (0)

  10. #20
    Player
    Decederes's Avatar
    Join Date
    Apr 2016
    Posts
    24
    Character
    Skaige Sanoske
    World
    Hyperion
    Main Class
    Culinarian Lv 60
    With MP draining you had to pay attention to how often you were using DA SE before. Now, not so much. It's the same potency whether you're using DA SS, DA SE, or DA both. It's just about where it is in the fight. If you end the fight at 100 MP, and you DA'd as much as you could, it doesn't change anything. Now if SS had a bit less potency boost but the additional effect from DA was +120 pot and maybe +15/20 additional MP drained then we'd have to make a choice based on the phase/length of the fight. Is it long enough to get another DA worth of MP? Etc. Just ways to change it up a little so it isn't brain dead. As it stands now... it's use DA as much as you can on any skill since it's all the same potency increase until the fight is over. 1-2-DA3 and repeat until MP is depleted. You need NO DA SS's if DA SE spam is enough to run your MP dry by fights end.
    (1)

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