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  1. #71
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Background Changes:
    • Strikes which have a chance greater than 100% to trigger their effect instead convert the excess chance into additional effectiveness. If a strike has a 120% chance to strike critically for 150% damage, it will instead have a 100% chance to strike critically for (100+(50*1.2) --> 160% damage. This primarily affects only Life Surge, Reassemble, Kassatsu, and Straighter Shot presently, but should future-proof later auto-crits.

    Bard
    • Straight Shot has been reworked through a new Archer trait given at level 2, Honed Aim, which causes critical strikes to temporarily inflate your Critical Strike stat, with this bonus amount fading over time, at a % of bonus over base critical strike chance per second and an additional % of the total bonus per second. Exact numbers pending. Straight Shot itself now deals only 120 potency, but has a greatly increased critical strike chance, amounting to the higher relative potency with no bonus available, and generally equal relative potency for the second shot, relative to Heavy Shot. This bonus is now represented via the Job Gauge (or, Class Gauge, in this case), rather than the exorbitant remaining duration of Straight Shot.
    • Barrage no longer reads "Additional effects added only once." Repertoire generation from (Improved) Empyreal Arrow and the auto-critical strikes from Straighter Shot now occur for all three strikes.
    • Repertoire now has a 50% chance to trigger from each critical strike. Multi-target attacks can only contribute one critical strike.
    • Songs no longer require targets, but no longer have activation potency. This has been compensated for elsewhere in the Bard toolkit.
    • Songs no longer have cooldowns. Instead, they use mana upon activation and at rates which increase per second of use and decrease per second of disuse. In this way, they still cycle much as before, but with greater flexibility, and no longer leave part of the Bard toolkit seemingly unfinished until level 52.
    • Songs again have their own raid effects, which are spread and adjusted by Battle Voice, which is now a toggle given at level 35, in place of Foe Requiem. Crescendo replaces Battle Voice as the level 50 CD skill, and now has synergy with certain traited effects.
    • Note that this toggle version of Battle Voice not only increases the range and maximum rate of effectiveness of songs (increasing their costs proportionately to their increased use by the party), but also their basic drain rates. It must therefore be used sparingly, though its maximum output is heavily increased. The slight majority of time will be spent without sharing raid effects, especially if needing to maximize a situationally superior song beyond its normal fading point for the Bard's own damage output. These song effects do not directly overlap with Refresh or Tactician.
    • Each song now makes use of a resource aura, from which Song effects are siphoned as to narrow their gap in contribution between small and large parties. Crescendo delimits these, but causes mana to be spent instead.
    • Mage's Ballad used during Battle Voice causes the Bard to emit an aura called The Sage's Insights, improving the critical strike and proc chances for allies within 20 yalms. Each proc or critical strike generated where it otherwise would not have drains from The Sage's Insight at amounts based on potency (note that skills like Sacred Soil via Fey Succor have no potency, and therefore no cost), while The Sage's Insight in turn regenerates over time. Capacity and rate of regeneration tripled and range doubled during Crescendo.
    • Army's Paean used during Battle Voice causes the Bard to emit an aura called The Soldiers' March, improving HP, MP, and TP regeneration rates for and reducing the effectiveness of status effects against party members within 20 yalms. [In Progress]
    • The Wanderer's Minuet used during Battle Voice causes the Bard to emit an aura called ... [In Progress]
    • Repertoire generation over cap now feeds the Song's respective resource; this is not strong enough to be viable in most situations, but mitigates the wastefulness of Mage's Ballad in high-proc situations.
    • Rain of Death is now given as a level 45 Archer ability. Bard now instead gains Reprise at level 45.
    • This new level 45 ability, Reprise has three forms: Reprise, Shift, and Turn, in Ballad, Paean, and Minuet, respectively. These effects, unless clicked off, last beyond the end of their respective Songs, allowing for carried-over synergy between them.
    • The level 52 Ability/Trait, Pitch Perfect, now causes three up to three shots (essentially, a Bloodletter each) to be fired at once, each critical strike therein doubling the critical strike chance of those that follow, allowing better synergy with the revision to Repertoire and better fitting its name. It now replaces Bloodletter while Wanderer's Minuet is active, and automatically supplies one Repertoire each time Bloodletter and Rain of Death would have been refreshed.
    • A third level 52 Ability/Trait, Dissonance, has been added, which fires a shot at a target, causing 70/110/150 potency to it and damage equal to 50%/100%/150% tick each of your periodic effects against it. Enemies nearby receive half that damage, accounted for via their own periodic effects. This replaces Rain of Death during Wanderer's Minuet.
    • Refulgent Arrow has been revamped. It no longer shares cast conditions with Straighter Shot. It now generates 2 to 8 arrows based on your current Honed Aim value. A graphic has been added to show how many arrows can be formed. Each hits individually for 60-5n potency. (60/55/50/45... for a total of 340 potency). It massively capitalizes upon what you'd have been doing anyways, both through damage (up to 340 potency), and potential Repertoire growth or overcap resource growth.
    (0)
    Last edited by Shurrikhan; 12-03-2017 at 12:41 AM.

  2. #72
    Player
    TaranTatsuuchi's Avatar
    Join Date
    Oct 2011
    Posts
    1,462
    Character
    Aryn Tatsuuchi
    World
    Balmung
    Main Class
    Samurai Lv 90
    This is more of a change I would have liked from before Stormblood but...


    Ninja

    Dancing edge and its animation would be the default damage combo
    Aeolian Edge and its animation would be the huton refreshing combo
    Armor crush and its animation would be the slashing resistance down combo


    But since the combos were changed around with Stormblood, I would settle for getting Dancing Edge's animation back instead of Armor Crush's animation.
    (0)

  3. #73
    Player
    Mythrilfort's Avatar
    Join Date
    Apr 2017
    Location
    Lavenderbeds
    Posts
    21
    Character
    Melana Soteira
    World
    Zalera
    Main Class
    White Mage Lv 70
    I'd like to apply divine benison to the whole party, lets say if i got 3 lilies that it would stack to the whole group. Since they removed stoneskin from WHM, we dont have a shield anymore. Oh and bring back cleric stance please.
    (0)

  4. #74
    Player
    SuperZay's Avatar
    Join Date
    Dec 2014
    Posts
    1,253
    Character
    Violet Flower
    World
    Cerberus
    Main Class
    Arcanist Lv 23
    Tether. Make it do something useful.
    (0)

  5. #75
    Player
    Alaina's Avatar
    Join Date
    Mar 2011
    Posts
    184
    Character
    Alaina Claire
    World
    Gilgamesh
    Main Class
    Rogue Lv 71
    Ten Chi Jin...remove it or let me actually move after I've used it. Not many things more annoying then hitting the button and then the tank moves everything out of range...
    (2)

  6. #76
    Player
    Laerune's Avatar
    Join Date
    Aug 2013
    Posts
    2,913
    Character
    Yu Zeneolsia
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mythrilfort View Post
    I'd like to apply divine benison to the whole party, lets say if i got 3 lilies that it would stack to the whole group. Since they removed stoneskin from WHM, we dont have a shield anymore. Oh and bring back cleric stance please.
    This, I would love for Divine Benison to give whole party the buff. I would also like to see Divine Benison give extra buffs depending on the amount of Lillies that the player has. 1 Lilly = what we have right now, 2 Lillies = the buff becomes partywide, 3 Lillies = Partywide buff + extra something like Haste.
    (0)

  7. #77
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I feel like this would leave Bard with essentially just one weaponskill being used for 11 out of 12 GCDs... Neither Bard no Machinist really has any rotational strings by which one can time or prioritize buffs as Attack Speed falls into Ka or Damage into Getsu.
    That's why I'm saying fold the buffs in to their songs or add a different effect like: Enhanced stings- You gain x% crit so long as you have a DoT active on a target. Now I hear your concern about the single weapon skill, I'm going to disagree with you on it for Mch because, while they don't have that set rotation, they DO have ammo every 15 seconds (I think, is it 15? I can never remember) which opens up their options a little. Now as for brd and a single weaponskill, I don't think that's a bad thing and we should consider all of brd's abilities at level 70 where it matters. By that point they have all their DoTs and oGCD effects and cooldowns to manage. Even if we argue the loss of straight shot, by 70 it's only there to maintain a buff as any proc for it you will always want to spend on RA.

    But let's take it another route instead of scrapping the ability. Let's make the crit buff passive (I will ALWAYS say it should be passive and will never change my mind, just a heads up) and turn Straight Shot in to a proc only ability with a high potency and then at 70 have the button turn from straight shot in to RA. Thereby teaching the new player at an early level to learn to watch for procs and use them, an essential skill for later on which would, in my opinion, make the class/job more intuitive. Would that be acceptable as a fair compromise? Make the button push exciting rather than "oh my buff is falling off soon, better hit that button."


    Quote Originally Posted by Shurrikhan View Post
    I'd argue that's because they're not just "maintenance buffs" on Samurai, at least for when returning to uptime under abnormal circumstances.
    You are correct in that they aren't quite the same as "maintenance buffs," rather my point was that if we absolutely have to have them and have no choice in the issue, make them a normal part of the rotation as Samurai does. In my opinion, that's better than having to stop my DPS rotation to push an extra button for a single buff.

    Quote Originally Posted by Shurrikhan View Post
    I'd also caution against placing any of these buffs in the "normal rotation" of a weaponskill kit as bimodal as Dragoon's. You'd essentially lose what few choices you have over opening your combo (just imagine if it was tied to either Disembowel or Vorpal Thrust). It would be better at that point to adjust potencies outright, though it would come at the cost of one of the few—or, the only—mental calculation(s) every involved in DRG WSs.
    I know you value player choice and agency and it's one of the most important things to you, having interesting choices and calls to make and such. But I don't agree on keeping that in the rotation and I've mentioned this before to you but I'll bring it up, say we get rid of Heavy Thrust right now (and buff drg moves the appropriate amount so they don't lose dps), what's really lost in that situation? What does that really look like? I'll tell you, when they get to a boss, the first button they hit ends up being the Impulse Drive combo instead of Heavy Thrust followed by the Impulse Drive combo. It's one extra GCD every 24(?) seconds for the drg, now it would be a net dps gain no doubt but that's why they can always tweak numbers. Having choice for it's own sake is not good design in my view.

    Side note, slowly but surely I've noticed them moving away from choices in rotations and that things are slowly becoming more and more static. Pld, drk, sam, blm, and mnk are the ones that come to mind lately. Maybe it's just me.
    (0)
    Last edited by Khalithar; 12-16-2017 at 01:43 AM.

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