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  1. #1
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66

    Complete Rework to DRK because boredom

    weee...

    Scourge - Delivers an attack with a potency of 100.
    Combo Action: Hard Slash
    Combo Potency: 220
    Combo Bonus: Damage over time
    Grit Combo Potency: 260
    Grit Combo Bonus: Increased enmity (5x)
    Potency: 40
    Duration: 33s


    Power Slash - Delivers an attack with a potency of 100.
    Addional Effect: Increased enmity if used while not under the effect of Dark Arts (5.5x)
    Combo Action: Scourge
    Combo Potency: 300
    Combo Bonus: Increases Blood Gauge by 10
    Grit Combo bonus: Increased enmity (additional 5x)
    Dark Arts Combo Potency: 390
    Dark Arts Combo Effect: Critical damage.
    Dark Arts fades upon execution.


    Syphon Strike - Delivers an attack with a potency of 100.
    Dark Arts Potency: 240
    Combo Action: Hard Slash
    Combo Potency: 250
    Dark Arts Combo Potency: 390
    Combo Bonus: Restores MP. MP restoration increased while in Grit

    Souleater - Delivers an attack with a potency of 100.
    Dark Arts Potency: 240
    Combo Action: Syphon Strike
    Combo Potency: 300
    Dark Arts Combo Potency: 440
    Combo Bonus: Increases Blood Gauge by 5
    Dark Arts Combo Bonus: Restores 8% of your maximum HP
    Dark Arts fades upon execution.

    Blood Weapon - Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 10% and converts physical damage dealt into MP, while reducing weaponskill TP cost by 20%. Also increases Blood Gauge by 2 each time a physical attack lands.
    Additional Effect: Increases damage dealt by 5%.
    Duration: 20s
    Recast: 60s
    Cannot be used while under the effect of Blood Price.

    Blood Price - Increases parry rate by 20% and restores partial MP when damage is taken.
    Duration: 20s
    Recast: 60s
    Grit effect: MP restoration increased by 100%
    Additional Effect: 50% chance the attacker will deal 5% less damage for 10 seconds after a successful parry.
    Additional Effect: Increases Blood Gauge by 1 immediately and another 3 over time while in battle.
    Cannot be used while under the effect of Blood Weapon.

    Delirium - Resets the cooldown of Blood Price and Blood weapon and consumes 50 Blood Gauge to restore 25% of maximum MP if used while not under the effect of Dark Arts.
    Dark Arts Effect: Grants 50 Blood Gauge.


    Darkside - Increases damage dealt by 15%. MP regeneration stops during battle and Refresh statuses granted by others have no effect.
    Effect ends upon reuse.

    Grit - Reduces damage taken by 20%, while reducing damage dealt by 25% and increasing enmity.
    Effect ends upon reuse.
    Recast: 3s

    Dark Arts - Attune with the darkness within you, increasing the potency of several actions. If used while under the effect of Grit, these actions will ignore the Grit Damage penalty. Can only be executed when succumbing to the Darkside. Effect fades if Darkside is canceled. 10% chance that your next Blackest Night will cost no MP.
    Duration: 10s

    Unmend - Deals unaspected damage with a potency of 150.
    Additional Effect: Increased enmity
    Additional Effect: 20% chance that next your Dark Arts will cost no MP
    Duration: 10s

    Dark Passenger - Deals unaspected damage with a potency of 160 to all enemies in a straight line before you.
    Can only be executed when succumbing to the Darkside.
    Dark Arts Potency: 210
    Dark Arts Effect: Blind
    Duration: 15s

    Dark Arts Bonus: Increases critical hit rate of Unmend, Unleash, and Abyssal Drain by 60% for 6 seconds.
    Dark Arts fades upon execution.


    Abyssal Drain - Deals unaspected damage with a potency of 120 to target and all enemies nearby it and restores 4% of maximum HP.
    Additional Effect: Increased enmity
    Dark Arts Effect: Restores 4% of maximum HP per target hit.
    Dark Arts fades upon execution.

    Sole Survivor - Restores 20% of maximum HP and marks target with the status Another Victim. 1% of all damage dealt to the target by self and party members is compiled and converted to MP at the end of the duration, up to a maximum of 30%.

    Carve and Spit - Delivers a threefold attack with a potency of 100. Also restores MP and grants 10 Blood Gauge if used while not under the effect of Dark Arts.
    Dark Arts Potency: 450
    Dark Arts fades upon execution.

    Salted Earth - Creates a patch of salted earth, dealing unaspected damage with a potency of 75 to any enemies who enter, and increasing healing received by healing magic for any party members who enter by 15%.
    Duration: 21s
    Recast: 50s
    Additional Effect: Increases Blood Gauge by 1 per target per tick.

    Quietus - Delivers an attack with a potency of 170 to all nearby enemies.
    Additional Effect: Restores own MP
    Dark Arts Potency: 230
    Blood Gauge Cost: 30
    Dark Arts fades upon execution.

    Bloodspiller - Delivers an attack with a potency of 440.
    Dark Arts Potency: 590
    Blood Gauge Cost: 30
    Dark Arts fades upon execution.

    The Blackest Night - Creates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
    Duration: 6s
    Increases Blood Gauge by 50 and reduces the recast time of Shadow Wall and Dark Mind by 12/6s respectively when full 20% (10%) is absorbed.

    Dark Mind - Reduces damage taken by 15%.
    Can only be executed when succumbing to the Darkside.
    Duration: 20s
    Recast: 90s
    Dark Arts Effect: Increases damage reduction to 30%.
    Dark Arts fades upon execution.

    Shadow Wall - Reduces damage taken by 30%.
    Duration: 10s
    Recast: 150s
    Dark Arts Effect: Increases duration to 20 seconds.
    Dark Arts fades upon execution.

    Living Dead - Grants the effect of Living Dead. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead.
    Living Dead Duration: 10s
    While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, you will be KO'd.
    Walking Dead Duration: 5s
    (6)

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Some of these either need costs or cooldowns on them, because as it is, it's vague and not easy to judge.

    Thus, the assumption being made here is that no listed cost means no cost, and no listed cooldown means no cooldown.

    This would be nothing but a blood weapon power slash spam. You'd use Delirium to keep Blood Weapon rolling, feeding MP and Blood Gauge, and Dark Arts Power Slash almost exclusively because you put 10 Blood onto it while Souleater only has 5. The guaranteed crit on it alone means 390 is effectively 585, so while Souleater can hit higher, it will do so less. The 440 DA potency, with +220 on crit (which is an average of +22 per 10% crit) means you need to crit approximately 75% of the time to break even, before accounting for blood.

    "But Siphon Slash"

    By effectively removing the need to DA on every hit but Hard Slash, you reduce the amount of MP going out while effectively allowing much higher uptime on Bloodweapon.

    "But clipping DoTs"

    Just means the crit threshold lowers by like 15% (So you have to crit 60% of the time) to break even with Power Slash combo.

    Dark Passenger is now a brainless OGCD you spam.
    Dark Mind might as well be Dark Rampart.
    Living Dead might as well just be Traited Holmgang.

    Sole Survivor is decent.
    I don't think anyone is honestly going to DA Shadow wall outside large dungeon pulls
    The 30 blood cost on the weapon skills is just a plain ole ordinary buff. Not much to analyze here.
    (2)
    Last edited by Kabooa; 10-10-2017 at 01:03 PM.

  3. #3
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Kabooa View Post

    Dark Passenger is now a brainless OGCD you spam.
    Dark Mind might as well be Dark Rampart.
    Living Dead might as well just be Traited Holmgang.
    Certainly beats the garbage state they are all in now for no benefit other than "different".

    DP coming back to the club of every single other oGCD, i.e not so insanely situational that it has fewer button presses than Power Slash.
    Dark Mind is old Sheltron. Where is Sheltron now? A situational cooldown that demands content be designed for it so that DRK doesn't suffer that gaping hole in it's CD kit that it has in regular dungeon pulls.
    Living Dead has no benefit above Hallowed or Holmgang. For all intents and purposes it's a slightly shorter CD HG that demands Healer GCDs/oGCDs.

    Not saying I agree with the list entirely, but they're more or less what we've been asking for DRK.
    (1)

  4. #4
    Player
    hoax's Avatar
    Join Date
    Oct 2017
    Posts
    13
    Character
    Rin Delaney
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Only thing that sounds like a nice change is Soul survivor. Syphon Strike revert to HW state is a change I can welcome as well but this may result in overcapping and forced use of DP to just let go for the excess of MP.
    (0)
    Last edited by hoax; 10-10-2017 at 05:00 PM.

  5. #5
    Player
    Souleater13's Avatar
    Join Date
    Jul 2015
    Posts
    68
    Character
    Revan Darkblade
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Dark Knight gameplay
    This post is not about the actual balance of numbers (potencies, durations, cool downs) and how the numbers compare to the other tanks but about dark knight game play. Here are my ideas to add to the mix of the DRK left in the dark this patch threads.

    Listed are some changes(or fix) that i feel would make dark knight more enjoyable to play.
    Add your thoughts about gameplay not about the balance of numbers.

    (adjust the numbers for balance as needed)
    Unmend: additonal effect changed from 30% for a free unleash to a free Abyssal Drain

    Dark Mind: Can only be executed when succumbing to the Darkside. Reduce magic vulnerability by 0%. Every time a Dark Arts is consumed add 5% to reduce magic vulnerability to a max of 35%. When skill is activated percent goes back to 0%.

    Souleater: add partial hp drain out of grit (less then when in grit)

    Dark Passenger: lower mp cost. should blind be a part of it or changed to something else? it clashes with synergy of other drk skills

    Shadow Wall: Changed to 30 second duration. 1st 10 seconds 30% dmg reduction, 2nd 10 seconds 10% dmg reduction, last 10 seconds 5% dmg reduction

    Delirium: oGCD attack with original animation. costs 10 blood, 5 second recast, 80 potency, grants a small amount mp, adds 3 seconds to blood weapon and 6 seconds to blood price.

    Blackest Night: its seems many think a 6 second duration will help this skill

    Sole Survivor: add gives blood if target did not die during duration.

    Power Slash: add dark arts effect also guarantees a critical hit.

    new trait at lvl 56. the level abyssal drain is earned.
    Fully Unleashed: Turns Unleash into a oGCD with 50 sec cool down. When used, Unleash morphs into Scourge for 10 seconds and can be used once during that time. Scourge(old animation) is an oGCD attack that adds a DOT to target that lasts for 40 seconds. Hp is gained for dot damage dealt.
    (0)

  6. #6
    Player
    Baci's Avatar
    Join Date
    Aug 2013
    Posts
    245
    Character
    Baci Asciar
    World
    Zodiark
    Main Class
    Warrior Lv 90
    How to: unbalance
    (5)

  7. #7
    Player
    Zegreiart's Avatar
    Join Date
    Oct 2013
    Location
    Limlom
    Posts
    32
    Character
    Zegreiart Belrouze
    World
    Cactuar
    Main Class
    Dark Knight Lv 90
    I want to be OP. Here are my really bad ideas:

    The Blood Gauge: Starts off at 100% instead of 0. Our unique abilities drain the gauge (Quietus, Delirium, Bloodspiller). Every attack we deal add 3 to the gauge. Received attacks increases the gauge by 2. Darkside increases our gauge by 5 every server heartbeat.

    Blood Price: Degen effect on our MP that increases our HP regen from our own healing sources by 10% (15% with DA) for 25s.
    --Delirium effect: Reduce our Bloodgauge costs bo 10. 180s CD.

    Blood Weapon: same as live, but make it usable in Grit to replace the current Blood Price.
    --Delirium effect: same as live.

    Delirium: Interacts with our abilities in various ways. Activating Delirium is now a buff that is consumed when activating an ability. Costs 40 Bloodgauge.

    Living Dead: Snapshot your health at the time you pop it. If Walking Dead triggers, your health fills back up to the snapshot value, however, you suffer a bleed-like degen that cannot be removed or mitigated in any way that removes 8% of your health every second for 20 seconds. Dark Arts Effect: 3% of your HP is removed per second instead of 5%. While Living Dead is active, our body is covered by black and red abyssal energy (like a warriors wrath). While Walking Dead is active make it bright blue and purple. Visual indicators that the effect is up and if it's procced.

    Dark Passenger: Twofold attack. The first hit does 180 potency damage. Right behind it is a delayed burst of dark magic that deals 360 potency damage. Same MP cost as live.
    --Dark Arts effect: This attack heals you for half the damage dealt.
    --Delirium effect: Dark Passenger costs 50 Bloodgauge to use instead of MP.

    Grit: Remove it. Bake its effect into Darkside. Increase damage by 10% instead of 20%.

    Dark Mind: 20% damage reduction. 60s CD
    --Dark Arts effect: 30% damage reduction.
    --Delirium effect: Nearby allies gain 10% damage reduction. Damage they mitigate with Dark Mind restores 2% of your max HP per target hit by an attack, lasts 8s.

    The Blackest Night: Same as it currently is except for the Bloodgauge restoration when absorbed.
    --Dark Arts effect: Double the duration. Immediately restore 50 Bloodgauge on use. Any additional Bloodgauge gained over 100 is lost.
    --Delirium effect: Restores 10% of your max health. Allies gain a shield equal to 10% of your maximum HP for half the duration of The Blackest Night.

    Shadow Wall: Same as it currently is.
    --Dark Arts effect: spread the reduction to all nearby allies within 20 yalms for 4 seconds. This effect also lasts 4 seconds on you.

    Quietus: Same as live. Adds 20 potency to the damage per target it hits. (instead of losing potency, like Flare for example, it gains potency instead) 180 base potency.
    --Dark Arts effect: Increase Bloodgauge cost to 60, adds 30 potency to the damage per target.

    Bloodspiller: Same as live.
    --Dark Arts effect: splashes its damage to all nearby targets, dealing half the damage dealt to the first target, 10% less to the second, 20% to the third, and 30% to all remaining targets.

    Sole Survivor: Any target you designate becomes another victim and the effect lasts 18s. While the effect is active, you regen 2% of your maximum HP and MP every 3 seconds. If the target dies, you immediately gain the full regen effect as well as filling your Bloodgauge up to 100%.
    --Delirium effect: Target yourself in addition to your Sole Survivor.

    Souleater: See the OP's suggestion.

    Salted Earth: Same as live except it does not fill the Bloodgauge meter.
    --Dark Arts effect: This effect becomes a PBAoE that moves with you.
    --Delirium effect: Double the duration.
    (0)

  8. #8
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Zegreiart View Post

    Grit: Remove it. Bake its effect into Darkside. Increase damage by 10% instead of 20%.
    Wanted to point out, the additional 20% from DS, and the removal of 20% from grit equates a 4% loss in damage dealt.
    so making it +10% is actually making it +14%

    On a side note, I always felt WAR should have been the straight up -x% tank, focused on dmg% tanking.

    Then defiance and other max HP increases should have been given to DRK, instead of dmg% taken. (with minor exceptions)

    by doing this, you are now left with a few other styles of tanking

    **Caster/Healer tank, who relies on self healing.
    **RNG tank (like evasion tank) who has a shorter Holmgang like ability, to handle TBs reliably, but only works for a single attack, and wears off. (RNG is for trash mobs and auto attacks. Ends up feeling similar to current DRKs lack of mitigation and TBN for TBs)
    **hybrid, a little bit of it all, sort of what PLD is, and should be.

    Also feel DRK should have had something similar to how monk works in WoW, where they lower dmg taken by 30% for 10s. There is no CD for this ability, the moment u pop it, u can pop it again.
    The reason for this, is that there is a cost to using this ability. You gain a debuff, which states for 5mins the ability no longer mitigates dmg the next time u trigger it, but instead, the next time you use this ability, you take 30% of your max HP in damage.
    You can use another ability to make it stack with the prior debuff, changing it to -60% of your max hp, but allows you to use the CDs mitigation again. (This is where the real CD is, 2mins)
    You can repeat this to a max of 5 charges. as 4 charges is enough to kill you, but with enough shields, maybe you'll survive.

    Pop living dead, and then you can pop your CD and remove all stacks, refreshing the CDs usage.

    Also, i'd like an ability to remove the stacks directly, though i havnt thought that far into it.

    (and yes, Dark Side should have been -1% hp drain, and Grit should have let all auto attacks heal a small amount of the dmg dealt)

    WAR should also have focused solely on using actions that always target the opponent, like inner beast maim, storms path, storms eye, and holmgang, which requiring hitting the opponent to gain a positive effect.

    Oh yeah, with current DRK, DP should have the blind backed in, with DA giving all enemies hit with a -5% dmg dealt debuff, to counter WARs new party shield, but not surpass TBNs possibility of being used for single target.

    EDIT:
    Some minor things Id want to mention about;
    Quote Originally Posted by Freyyy View Post

    - Putting Dark Passenger back to its 3.X state, essentially halving its MP cost while raising its base potency to 150 and DA potency to 250
    You only need to change mp cost, or change potency, doing both is unnessisary. DA is 140 potency, so DP being 150 potency is already a DPS increase in every situation. Lowering the MP cost too is a bit much. (I think it shoul dbe an MP cost reduction, so we're using DP ffor the blind, more than the DPS, since we lack filler mitigation atm)

    Quote Originally Posted by Freyyy View Post
    - Making Dark Mind reduce all damage instead of just magic, while raising the recast time to 90s if too powerful
    Id make its 20% magic by default, and then DA adds an additional -10% of all dmg sources, going to -30% magic, and -10% physical. then we stack it with reprisal, and its a rampart when when we must have one.

    Quote Originally Posted by Freyyy View Post
    - Reducing Shadow Wall's recast time and maybe giving it a little extra effect, like for example a small MP regain when hit just like Blood Price, with the same potency benefit as Vengeance's counter attack effect
    personally rather it extend by 5 seconds, to fill in gaps of mitigation, instead of the refresh effect. the reduction in time i have no issue with either.

    Quote Originally Posted by Freyyy View Post
    - Shortening Plunge's animation-lock and increasing its range to make it on par with the other gap-closers and maybe give us the ability to double-weave it
    THIS, right here. There is no reason to use plunge instead of just running up to the enemy, other than for its dps increase. its range is too awful, and the animation lock takes just as long as it would to walk up to the enemy. it also doesnt trigger far enough away. if it were further by even as small as 5 yalms, then it would be an actual gap closer. (though it should be 25 yalms)
    Quote Originally Posted by Freyyy View Post
    - Remove the Grit requirement on Souleater's lifesteal, or atleast give us half the lifesteal when Gritless instead of just removing it completely
    Thats technically a life steal for only 36% less. It would have to be lowered by more than half, to actually get a life steal thats 50% of a grit soul eater.
    Since DS is adding a 24% dmg increase, that would add to how much it heals for.
    (0)
    Last edited by Claire_Pendragon; 10-13-2017 at 03:58 AM.
    CLAIRE PENDRAGON

  9. #9
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Claire_Pendragon View Post
    You only need to change mp cost, or change potency, doing both is unnessisary. DA is 140 potency, so DP being 150 potency is already a DPS increase in every situation. Lowering the MP cost too is a bit much.
    But that's exactly how DP was in 3.X and it wasn't an overpowered ability by any means. It used to cost half a DA while dealing 150 potency and 250 DAed. Which made it second priority in MP usage without DA in single targets (after C&S) and with DA on 2 targets or more. In SB they both DOUBLED the cost AND nerfed the potency to the ground for no reason. The skill was perfectly fine.

    Quote Originally Posted by Claire_Pendragon View Post
    Id make its 20% magic by default, and then DA adds an additional -10% of all dmg sources, going to -30% magic, and -10% physical. then we stack it with reprisal, and its a rampart when when we must have one.
    The problem with this option is that we'd still be at a significant disadvantage in physical fights since we'd have to waste an extra DA for DM to be effective, and for 10% mitigation I'm pretty sure that we wouldn't use it at all in optimal play (for the same reasons that we don't use Grit), leaving us just as squishy as we currently are in heavily physical fights compared to the other tanks. It wouldn't fix the issue. Since PLD can block magic now, there's no reason to keep DM a magic mitigation CD. PLD doesn't have to sacrifice DPS for Sheltron or Bulwark to block magic. Why should we have to sacrifice DPS for DM to mitigate physical damage ?
    (2)

  10. #10
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Freyyy View Post
    But that's exactly how DP was in 3.X and it wasn't an overpowered ability by any means. It used to cost half a DA while dealing 150 potency and 250 DAed. Which made it second priority in MP usage without DA in single targets (after C&S) and with DA on 2 targets or more. In SB they both DOUBLED the cost AND nerfed the potency to the ground for no reason. The skill was perfectly fine.



    The problem with this option is that we'd still be at a significant disadvantage in physical fights since we'd have to waste an extra DA for DM to be effective, and for 10% mitigation I'm pretty sure that we wouldn't use it at all in optimal play (for the same reasons that we don't use Grit), leaving us just as squishy as we currently are in heavily physical fights compared to the other tanks. It wouldn't fix the issue. Since PLD can block magic now, there's no reason to keep DM a magic mitigation CD. PLD doesn't have to sacrifice DPS for Sheltron or Bulwark to block magic. Why should we have to sacrifice DPS for DM to mitigate physical damage ?
    I already know thats how it was in 3.x, im saying, with the current style, we technically only need one of those, not both. (im fine with both btw)

    As for dark mind, we alrdy used DA on it for the magic tank busters, or at least i did back in A12S.
    And I had to use foresight, mixed with reprisal, to survive physical tank busters in 3.x when living dead/shadow wall/skin were down.

    So it would just be a more costly foresight.

    But the reason for this, is because we alrdy have TBN for TBs, so if you're really out of CDs, pop grit like a ghetto inner beast, then turn it off.

    But this -10% dmg would be best used for trash mobs, as a filler mitigation tool. For bosses, stack it with reprisal, and it then acts as a pseudo rampart.

    Over all, we dont NEED this, just so much as an emergency option.

    Of course, this is asking for scraps, instead of asking for a whole new meal.
    (Im inclined to think SE wont give us anything too crazy, so im looking for small patches instead.)

    I also think it should never go full mitigation, as i personally liek the flavor of it being more magical. But it could then just be 10% magic, and then +20% to both, etc.
    But either way, i think the DA version needs an extra 5-10 second duration, as its BS that it doesnt last very long, considering how useless it is anyways, no reason it should be short.
    (0)
    CLAIRE PENDRAGON

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