Page 7 of 8 FirstFirst ... 5 6 7 8 LastLast
Results 61 to 70 of 76
  1. #61
    Player
    CallusFrompt's Avatar
    Join Date
    Nov 2017
    Posts
    5
    Character
    Callus Frompt
    World
    Diabolos
    Main Class
    Dark Knight Lv 70
    Mainly hoping for DRK changes here.
    Big stuff: Make sole survivor and dark passenger actually useful (party buff and enemy debuff/DoT respectively) in endgame content.

    petty petty junk I just can't stop thinking about: please have mana costs sync up to an actual ratio to our MP, I can't stand that 9480 against our 2400 mana costs, either do it by lowering ability mana costs (preferred) or decreasing max mana (really don't want this but it will make me sleep better at night)
    (0)
    Last edited by CallusFrompt; 12-08-2017 at 10:28 PM.

  2. #62
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Why decrease max MP?

    Four uses of DA/TBN is 9600 MP; DRK's current max of 9480 only needs a paltry 120MP to be perfectly divisible by 4.

    I honestly don't know why people (myself included) don't complain more about how much of an obvious slap in the face that is. Imagine the stink Warriors would kick up if the Beast Gauge capped out at 95.
    (2)

  3. #63
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Crater View Post
    Four uses of DA/TBN is 9600 MP; DRK's current max of 9480 only needs a paltry 120MP to be perfectly divisible by 4.
    So you're saying Piety materia has some value for DRK?

    On a more serious note, though, how much would the extra MP actually benefit DRK? Just trying to think about in my head I can see 1 extra GCD, most likely being used for bloodspiller, because it's going to free up needing the extra syphon. Or maybe the MP from syphon results in an extra DA. (genuinely not sure). At the very least it seems like another simple adjustment that would help boost their overall damage.
    (0)

  4. #64
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Well an extra 120 MP doesn't really do much to improve overall theoretical performance (DRK theorycrafting tends to kind of assume 100% resource efficiency which really wouldn't be meaningfully affected by 120 MP), and you typically don't ever cap MP or Blood the way that you do BG or PLD MP because the resource generation is too complicated to do it that way.

    It's just a QoL thing in the sense that it's kind of stupid for DRK's max MP to be 3.95 casts of DA/TBN instead of 4.
    (0)

  5. #65
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Raising Dark Knight's MP cap wouldn't change its dps by very much since it would literally only give either 1 or 2 extra dark arts over the course of the encounter. Changing our MP regeneration however could give many more dark arts and actually raise our dps significantly.
    (0)

  6. #66
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Ah. Wasn't sure. Seems like it would help more than that, like when they reduced the gauge cost for activating unchained/inner release on war, but maybe not.
    (0)

  7. #67
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Reducing costs would have a nice effect in that it is like increasing our resource generation. Just a flat cap increase from 9480 to 9600 does surprisingly little.
    (0)

  8. #68
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Chrono_Rising View Post
    Reducing costs would have a nice effect in that it is like increasing our resource generation. Just a flat cap increase from 9480 to 9600 does surprisingly little.
    ^ This.

    If playing optimally, once the fight starts you will never hit your max MP ever again so its all about using it as it regenerates. Unless Drk gets some type of % MP based restoration of some type max MP will have virtually no effect.

    Imagine 5 min into a 10 min fight your max MP goes up by 1 million. But you only had 5k when it happened. Nothing changes. You still get MP back at the same rate as you were before and can only spend it as fast as you get it. How fast you can generate MP is the only factor that matters.
    (0)
    Last edited by Aana; 12-09-2017 at 06:53 AM.

  9. #69
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by whiskeybravo View Post
    Ah. Wasn't sure. Seems like it would help more than that, like when they reduced the gauge cost for activating unchained/inner release on war, but maybe not.
    It would help more than people are giving it credit for, I think - it just wouldn't affect things from an on-paper, theorycrafting perspective.

    It isn't really apparent while you play the class, but that missing 120 MP never really comes back to you: Syphon Strike restores MP in 1200 MP increments, meaning that every two Syphon Strikes is another DA, but you don't have any 'extra' that make up for the 120 MP deficiency. Blood Weapon restores MP in 480 MP increments, which also divides cleanly into 2400 (480 * 5 = 2400), so there's no extra to make up for the 120 MP deficit there, either.

    It would be more obvious if DRK was designed in a way where you ever actually build your MP all the way back up to 9480, but that missing 120 MP really does just mean that you always do one fewer DA than you're supposed to.
    (0)

  10. #70
    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 Crater View Post
    It would help more than people are giving it credit for, I think - it just wouldn't affect things from an on-paper, theorycrafting perspective.

    It isn't really apparent while you play the class, but that missing 120 MP never really comes back to you: Syphon Strike restores MP in 1200 MP increments, meaning that every two Syphon Strikes is another DA, but you don't have any 'extra' that make up for the 120 MP deficiency. Blood Weapon restores MP in 480 MP increments, which also divides cleanly into 2400 (480 * 5 = 2400), so there's no extra to make up for the 120 MP deficit there, either.

    It would be more obvious if DRK was designed in a way where you ever actually build your MP all the way back up to 9480, but that missing 120 MP really does just mean that you always do one fewer DA than you're supposed to.
    1 tick of blood price at 70 is worth 120 mana.

    1 extra dark arts in our rotation is either really strong in a very short duration fight (the kind that lasts less than a minute) to not worth very much in a long fight. Where as something like a dark arts costing 2000 mana means every 5 dark arts we get a "free" one compared to the old system and has the benefit of helping dark knights dps no matter the duration.
    (0)

Page 7 of 8 FirstFirst ... 5 6 7 8 LastLast