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  1. #1
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    I don't have time to really flesh this out at the moment, but a stray thought:

    Instead of Dark Arts being a per-use ability, it could give you 3-5 'Stacks' of Dark Arts (stackable up to 10 so you can still burn excess MP on it), which are then automatically consumed one-by-one per weaponskill to add 30-50 potency to that weaponskill (like Machinist ammo in 3.x), and are also consumed by DA-compatible oGCDs like Dark Mind, Dark Passenger, and Carve and Spit.

    Pros: less reliance on double-weaving, Plunge is usable between more weapon skills, gives DRK back its consistent high damage identity from 3.x rather than pseudo-burst, allows skills like Dark Mind to consume less potency than a full Dark Arts 'cast'.

    Addendum: Delirium: Dark Arts increases weaponskill damage by 150 potency instead of 50 for 20 seconds.
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  2. #2
    Player
    MauvaisOeil's Avatar
    Join Date
    Mar 2017
    Posts
    297
    Character
    Jaghatai Dotharl
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Crater View Post
    I don't have time to really flesh this out at the moment, but a stray thought:

    Instead of Dark Arts being a per-use ability, it could give you 3-5 'Stacks' of Dark Arts (stackable up to 10 so you can still burn excess MP on it), which are then automatically consumed one-by-one per weaponskill to add 30-50 potency to that weaponskill (like Machinist ammo in 3.x), and are also consumed by DA-compatible oGCDs like Dark Mind, Dark Passenger, and Carve and Spit.

    Pros: less reliance on double-weaving, Plunge is usable between more weapon skills, gives DRK back its consistent high damage identity from 3.x rather than pseudo-burst, allows skills like Dark Mind to consume less potency than a full Dark Arts 'cast'.

    Addendum: Delirium: Dark Arts increases weaponskill damage by 150 potency instead of 50 for 20 seconds.
    Ammunition unlocks the flow of gameplay for the MCH, this would sure be a bandaid fix, but it would really feel underwhelming to use...

    Just make DM 30% baseline and consume a half or a third of a DA in MP to get rid of the too high cost, and double weave problem (Still present for DP/ C&S, but my guess is : oGCD consuming DA are the main problem, they could be simply tuned somehow else).
    (0)