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  1. #1
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80

    Dark Knight Tank Stance Change +3.x Reprisal and 3.x Dark Dance

    In a recent post attempting to balance dark knight dps, the idea was thrown around about making blood weapon and blood price a trait of the tank stances rather than independent moves. I believe that this suggestion along with a second suggestion, namely bringing back 3.x Reprisal to our kit, might actually address a large number of Dark Knight issues. I would add a third suggestion here which is to also bring back 3.x Dark Dance to the Dark Knight. The change would look something like this:

    1. Darkside gains Blood Weapon as a passive trait.

    2. Grit gains Blood Price as a passive trait, and toggles off blood weapon.

    3. 3.x Reprisal replaces Blood Weapon as an action, now can be activated by breaking TBN.

    4. 3.x Dark Dance replaces Blood Price as an action, buff the parry rate up to 60%.

    This set of 4 changes would have little impact on Dark Knight's current rotation, but would fill in its missing dps, provide a fluff damage cooldown, and act as a party utility.

    It would require a 5th change which is to change the action of delirium. I would propose the following delirium change:
    Delirium:
    Doubles the action of blood weapon or blood price for 15 seconds.
    Recast: 60 seconds
    (17)
    Last edited by Chrono_Rising; 11-07-2017 at 11:02 PM. Reason: Removed the Delirium cost/refund mechanic

  2. #2
    Player
    Daniel_Fury's Avatar
    Join Date
    Jan 2012
    Location
    Limsa Lominsa
    Posts
    177
    Character
    Daniel Fury
    World
    Sargatanas
    Main Class
    Miner Lv 70
    My only issue with this proposition is the lock of dark dance behind grit.

    I feel like using Grit is sturdy enough as it is. If anything, DRK just needs a non-locked mitigation CD or adjustments to current CD'S.

    EDIT: Nvm. I don't see any mention of locking it to Grit. Ignore me. Proposition is good.
    (0)
    Last edited by Daniel_Fury; 11-07-2017 at 02:31 PM.
    How Steel Cyclone should look!

  3. #3
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Daniel_Fury View Post
    My only issue with this proposition is the lock of dark dance behind grit.

    I feel like using Grit is sturdy enough as it is. If anything, DRK just needs a non-locked mitigation CD or adjustments to current CD'S.

    EDIT: Nvm. I don't see any mention of locking it to Grit. Ignore me. Proposition is good.
    It is early and I have not had my coffee, I spent an embarrassing amount of time looking for where I suggested this before I read the rest of your quote lol.
    (1)

  4. #4
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    This seems like the overall best idea so far on these forums. The only thing I could add to this is that souleater should do around 33-50% whatever SE thinks is fair, HP returns outside grit for more self sustain and do its normal % in grit. Also, Darkside and Grit should either be OGCDs with larger MP costs or GCDs with a very low mp cost, not both.

    Something that needs to be elaborated on though is the bloodweapon that will be incorporated into darkside and bloodprice. What -recast%, +attack speed%, and MP per hit% should we have now that it can be full uptime? I said in that other thread 3% for recast and attack speed, maybe 2% MP per hit which would not be too problematic but at the same time it still may cause double-weaving issues. I think syphon strike Dark arts affect needs to go still to eliminate all doubeweaving issues except for dark mind. Blood price could return a bit higher %.

    Maybe Reprisal wont give the -10% fluff mitigation without a dark arts in the case you get them back to back to prevent an always on 10%.

    Edit: It might even just be easier to make darkside a dedicated DPS stance that gives the affect of bloodweapon and grit gives the affect of bloodprice. The +20% damage darkside used to give will have to be incorporated into potency changes though. This way traits are not necessary and delerium just enhances the stance for 15 seconds.
    (0)
    Last edited by Mycow8me; 11-07-2017 at 10:14 PM.

  5. #5
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    So I considered a blood weapon and price cut overall and mathed out the potency change. Turns out full time blood weapon as is brings dark Knight dps to where it should be. No change to the effects are necessary. I was surprised as hell lol
    (0)

  6. #6
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Mycow8me View Post
    Maybe Reprisal wont give the -10% fluff mitigation without a dark arts in the case you get them back to back to prevent an always on 10%.
    The original Reprisal had a 30s recast so it'd be impossible to keep up all the time.
    (0)

  7. #7
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Quote Originally Posted by SyzzleSpark View Post
    The original Reprisal had a 30s recast so it'd be impossible to keep up all the time.
    oh, that works then.
    (0)

  8. 11-07-2017 10:21 PM
    Reason
    Late to the party

  9. #8
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Blood returns from a full uptime bloodweapon would have to be dropped to 1 per hit or something otherwise we would be gaining alot of blood regularly. After using delirium it could go to 2 or even 4 per hit.
    (0)
    Last edited by Mycow8me; 11-07-2017 at 10:32 PM.

  10. #9
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Mycow8me View Post
    Blood returns from a full uptime bloodweapon would have to be dropped to 1 per hit or something otherwise we would be gaining alot of blood regularly. After using delirium it could go to 2 or even 4 per hit.
    I don't see why we would need to nerf the resource gain, care to elaborate? Full time blood weapon when not in grit gives us a competitive dps placing us between pld and warrior on its own as an off tank, lowering this just makes us less competitive.

    I did the math in a another thread, but my aim is to raise us up to near warrior levels. We need a potency per second change of around 17 to 19 potency per second to be in the same ballpark, this change to blood weapon is on the high end, but in the correct ballpark. Or we could shoot for the moon and try to go for 24 to 26 potency per second, in which case I agree we would need to make the damage down on reprisal a dark arts ability. This change doesn't quite get us that high though.
    (0)
    Last edited by Chrono_Rising; 11-07-2017 at 11:18 PM.

  11. #10
    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 Chrono_Rising View Post
    I don't see why we would need to nerf the resource gain, care to elaborate? Full time blood weapon when not in grit gives us a competitive dps placing us between pld and warrior on its own as an off tank, lowering this just makes us less competitive.
    That's why I deleted my message, since you posted your results while I was busy writing it

    Yet the initial Delirum comment still stands. Spending Blood and MP to gain more Blood and MP is weird. It's best to make the skill free but its effect weaker.
    (1)

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