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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
    Quote Originally Posted by Xan_Kriegor View Post
    I also don't know the numbers. Once I heard that all of the three tanks lose something like ~35% of their DPS if they stay the entire fight in Tank Stance. But it doesn't matter to our discussion because there is no need to stay in tank stance the entire fight. We were talking about situations in which a tank may want to go to defensive stance to use some extra mitigation and avoid a wipe. In this scenario the stance dance that WAR has is better than the DRK's which is better than PLD's.
    I think 25% is more accurate. And I agree. However, if they wanted to fix something on warrior I would want to see deliverance restore their full HP on activation, and apply healing up to all healing not just casts, and also allow for inner beast to be used out of tank stance.

    I think TBN suffers because by comparison sheltron is amazing for both increasing dps and also mitigating a ton of damage if you are getting hit for more than something like 80% of your max HP. In general I think this is a design issue that blocking is so powerful for every type of damage, while the type specific mitigation are mitigating less and only some attacks.
    (0)
    Last edited by Chrono_Rising; 03-03-2018 at 12:14 AM.

  2. #2
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Chrono_Rising View Post
    TBN is not healing, it is mitigation. It shields your for 20% of your HP but unless we want to really muddy the waters with whether or not all mitigation is a form of self healing then I don't think this is a road we want to go down. Warrior might not have access to some of these things out of its tank stance, but it can switch into its tank stance for access to something like equilibrium for nearly free every 90 seconds. Of course Inner beast is still a dps loss so spending gauge on that might not be the best idea unless you need it.



    This is just plain false. Warrior's have numerous moves which ignore their stance penalty, which is exactly the same penalty than dark knight has. If you have proof otherwise please share it because right now this just seems false. Warrior is losing access to Fell Cleaves, but dark knight is losing access to blood weapon, which means less blood and less mana for enhancing attacks. In general tanks are hit with a 25% penalty for being in tank stance.
    Unchained is a 4.4% dps boost (taking cd into consideration), berserk is 10%, storm eye is 10%, inner release on defiance is a waste imho.

    It is even with DRK, but the DRK combo is way stronger than the Warrior, its 840 potency for DRK + 475 bloodspiller, warriors one is only 640 and +350 inner beast.
    Not to mention DRK plunge or slated earth, i dont know how you see DRK worse in DPS in tank stance, its not even comparable.

    Warrior could change the stance for equilibrum, but the stance themselves are 10 sec cd and it just hurts your DPS to switch between them.
    (0)

  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 Nedkel View Post
    Unchained is a 4.4% dps boost (taking cd into consideration), berserk is 10%, storm eye is 10%, inner release on defiance is a waste imho.

    It is even with DRK, but the DRK combo is way stronger than the Warrior, its 840 potency for DRK + 475 bloodspiller, warriors one is only 640 and +350 inner beast.
    Not to mention DRK plunge or slated earth, i dont know how you see DRK worse in DPS in tank stance, its not even comparable.

    Warrior could change the stance for equilibrum, but the stance themselves are 10 sec cd and it just hurts your DPS to switch between them.
    You have missed the point of the warrior tool set. Inner release in deliverance is warrior's highest potency move, because it is not augmented by tank stance, and it is up frequently this will balance out with the less frequent bloodspiller.

    The 475 bloodspillers are nice, but is lowered slightly by tank stance, and also less frequently used compared to inner beast. You can make this look as bad as you want by comparing base potency to base potency without factoring in things like damage buffs and stance penalties. You can also wave your hands at things like salted earth and other Dark oGCD's without even mentioning that warrior has some as well, but you aren't really presenting a balanced case, it seems more like you are intentionally skewing things to make a point.

    All tanks lose about the same percentage of their dps in tank stance. Warrior does more damage out of tank stance compared to dark knight, and so I expect it to be higher when both have similar penalties imposed. You can wave your hands at combo potency as much as you please, but nothing short of an excel spreadsheet and damage calculator would convince me that the difference in potency is unbalanced between the two in tank stance, especially compared to the relatively simple argument many have presented before you.

    As far as the stance changing immediately hurting your dps you can stop it by: planning an unchained use to minimize it to nearly nothing and even gain dps on moves like upheaval to minimize any losses even further. The main point here is that if you needed that clutch self heal on warrior you can go into tank stance and gain access easily, all moves involved are oGCD. Dark Knight loses a GCD going into tank stance and then spends 3 GCD's trying to restore its HP at an 80% reduction thanks to tank stance. The main point here being that if you are about to die the non optimal thing to do is to continue to dps and not try to save yourself.
    (7)
    Last edited by Chrono_Rising; 03-03-2018 at 03:47 AM.

  4. #4
    Player
    RopeDrink's Avatar
    Join Date
    Aug 2016
    Posts
    566
    Character
    Chloe Redstone
    World
    Phoenix
    Main Class
    White Mage Lv 90
    Want to play meta? Pick the flavour.
    Want to play, fullstop? Pick what appeals to you.

    Unless you're partaking in progression right out of a content gate, one shouldn't over-think it too much, especially when MMORPGs are all about periodic changes and tweaks that shake things up once in a while. As it stands, PLD is still the mitigation king, Warrior is still the deeps-king, and Dark is still the third-wheel king - which isn't saying it can't do its job well, only that the other two just happen to be slightly better in X or Y way.
    (1)
    "And all the Hyur's say I'm pretty sage – for a White Mage!"

  5. #5
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    i preffer dont point to anyone but please stop puting down WAR kit like "have tons of weakness you complaing to much".

    if we analyze every tank defensive kit we have:

    PLD:
    shield oath: reduce 20% damage recive and 15% damage penalty, 600mp cost gdc, cost so much dps over all, there is no way to avoid this except turning off
    rampart: universal 20% reduction 20 sec,90 sec recast
    sentinel: 40% mitigation 10 sec, 180 seconds recast.
    bulwark: 60% block rate 15sec, 180 sec basicly fluff damage.
    sheltron: insta block next attack 10 seconds, 50 gauge cost.
    hallowed ground: inmune 10 seconds, 420 recast.
    pasive block: have a chance to block any incoming attack by X amount depending of the shield.

    PLD utility:
    cover: take 80% of damage recive by targeret player 12 sec, 120 sec, pretty situational and hard execution need a lot of pre planing to execute it smoothly.
    divine veil: barrier to all except you of 10% of you own hp 30 seconds, 120 recast, helpfull, moderate execution, the barrier only cover 7 members.
    clemency: 1200 potency heal, you recover 50% of heal dealt if you use it on someone else, 1440 mp, usefull, cost dps at the end.
    intervetion: reduce target damage recive by 10%, 50% if you use rampath or sentinel,6 sec, cost 50 gauge, same as cover, can be usefull on help you tank for TB, hard execution on someone else.
    passage of arms: 100% block rate, reduce 15% to every one behind you in the cone, 18 seconds, 120 recast, you cant do any action or the effect is interrupted, pretty situational, is a dps waste outside of untargeted aoes.

    resume: PLD have 5 active mitigation tools with long recast all of then cover magic and phisical, and all they utility is pretty situational and need a lot of pre planing to being used properly, 2 of then are directly a dps lost, 3 if you count activate yourself divine veil, and intervetion is the only utility you can use easily on every fight on you MT for TB or other for help.

    DRK:

    grit: reduce damage recive by 20%, 20% damage penalty, cost 1800 mp + gcd, extremly expensive skill and same as shield, cost tons of dps overall and no way to avoid it excep you turn it off lossing with it self heals and blood price, you cant use blood weapon on grit.
    rampart: universal 20% reduction 20 sec,90 sec recast
    shadow wall: 30% mitigation 10 seconds, 180 sec recast
    dark mind: 15% magic mitigation, 30% magic mitigation if you use dark art with is a 140 potency loss to use the maximun mitigation, resume a complety waste, 10 sec, 60 sec recast.
    The Blackest Night: 20% you own HP shield on yourself, 10% of you hp on others, cost 2400 mp, 15 sec recast, if breaks you get 50 blood, out grit break the shield translate most of the time in a dps loss by just a few point of potency and sometimes a microscopic gain, i say is dps neutral to dont get in disscusions about this, on grit is a dps gain always but you dealt with grit penaltys on the other hand.
    living dead: grant a buff of 10 seconds, if you hp is reduce to 0 you get walking dead 10 seconds, you cant die on walking dead but if you arent heal by the same amout of you maximun hp before the effect ends you die, example, if you have 50k of hp when walking dead apears you need to be heal 50k in total to get the debuff remove.

    DRK utility:

    The Blackest Night: 10% of you own hp as a shield on other cost 2400, if its breaks you get 50 blood


    resume: TBN (the blackest night) is the only drk utility, is dps neutral in optimal play and have chances of being a huge dps loose if the shield dosent breaks, the magic mitigation (dark mind) is a huge dps loose to use it on maximun effect so DRK mitigation is reduce to rampart and shadow wall combined with TBN-dark mind or both at the same time on most fights meaning they phisical mitigation is pretty lower and no effective fluff mitigation tools.

    WAR:

    defiance: increse you hp by 25% with 20% damage pentalty,20% healing bonus from healing magic, no resource cost + ogdc, unlock 1200 heal potency on equilibrium and unchained can be used to remove damage penalty 20 sec every 90 sec.
    rampart: universal 20% reduction 20 sec,90 sec recast
    inner beast: 350 potency attack, ignores defiance penalty, absorbs a portion of damage as hp and reduce 20% damage 6 sec.
    vengeance: mitigates 30% damage recive and dealt 55 potency counterattacks every time you being hit during 15 sec, 120 seconds recast.
    thrill of Battle: Increases maximum HP by 20% and restores the amount increased 20 sec 120 recast.
    raw intuition: 100% parry 20 seconds, 90 seconds recast
    equilibrium (defiance): restores 1200 hp every 60 seconds, recover 200tp on deliverance.
    holmgang: you hp cannot be reduce less that 1hp, pulls the target to you and you are bind to the ground during 6 sec every 180 seconds, requre a objective.

    WAR utility:
    shake it off: barrier of 8% of maximun hp to the entire team including yourself 15 sec every 90 sec, remove Thrill of Battle, Inner Beast, Vengeance, and Raw Intuition to buff the barier by 4% for each effect removed.

    resume: as some try to make it look worse that it is defiance is mathematically the same as grit and shield in terms of mitigation, request a small heal bcs you dont recover the hp you increse but ignoring that defiance its the same efective hp as DRK on grit or PLD on shield.
    defiance is the best tank stance of the game as they can swift with deliverance by no resource cost and both being ofcg and the damage penalty can be ignored by unchained, hp increse means buffing Upheaval potency meaning the 5% dps lost by not being on deliverance being minimun, of course we are talking about optimal play where you only get in to defiance on unchained windows, so you can enjoy you fell cleaves.

    defensive toolkit in general have pretty short recast, on my own opinion have excesive lower colddowns, vengeance mitigates much as shadow wall and offeers a counter attack on it with longer duraction and only 120 seconds, just 30 seconds more that rampart, and holmgang have 180 seconds, so in terms of general mitigation holmgang is like a shadow wall/ sentinel that cant kill you during 6 s.
    so if we translate this to a real combat DRK and PLD cicle rampart and shadow wall/sentinel plus other skills for every TB while warriors can cicle rampart/vengeance with thrill of battle or raw intuition or just rampart with vengeance and leave the next TB in case rampart is not up again to homgang and equilibrium resulting they can ignore inner beast complety and in some degree raw intuition to being exclusive fluff mitigation on phisical autoattacks, this result on making WAR the best defensive job right now staking many cds and abuse freely of holmgang, this in other hand limited WAR on some raid strats where 1 tank skip a shared/switch mechanic if the mechanic itself is far from a targeteable objective, but there is no solo tank metas right now so its not even a problem.

    shake it off at contrary to PLD/DRK utility is a straight buff, shor recast make it being up for almost every raid aoe without no preplaning request on it and can be buffed with the defensive tools WAR is not using that moment to surpass divine veil easily.

    general resume:

    in general PLD and WAR are pretty ok while WAR enjoy most freedom to do things that the other 2 need to squeeze and work harder to do the same, DRK is simple and while TBN is strong by itself is not as strong as many try prove, its just in the place is have to be and they own risk make pretty hard to use it outside TB/raid aoes.
    in utility WAR is pretty universal and more helpfull in general with PLD only shines in specific situations but have the number of tools to have at least 1 or 3 of then helpfull for every fight, DRK on other hand utility is almost non exists without being punished somehow, is helpfull to suport you MT in the case you are OT on every TB, but as i mentioned before tend to ends as a dps loss, and PLD/WAR have no issues to survive except they get a vulneravility stack or something, on other party members is pretty hard to use it for any emergency, more that cover if you ask me with the tight MP control we have to manage and targeting the person at time.

    if we go to the dps department, WAR have a clear lead right now whit a PLD on second place, DRK is the lowest in every situation mostly by desing flaws on real combat and nonsense balance choices, while WAR probably its going to be nerf a bit in this field to get pre rework levels of dps where was perfect, DRK on the other hand need to surpass WAR in dps if we have in mind the utility both jobs have but that another discusion for another day.

    sorry for the wall
    (2)
    Last edited by shao32; 03-03-2018 at 02:19 AM.

  6. #6
    Player
    Hruodig's Avatar
    Join Date
    Sep 2015
    Posts
    225
    Character
    Hruodig Hruodiger
    World
    Ultros
    Main Class
    Warrior Lv 80
    All the tanks are completely fine, to address the op. I personally feel that drk shines in 5 (just get good at plunge timing), 6, and god kefka. Progressing in god kefka with pld/war, it was pretty obvious that drk would've had it good in that fight with tbn and 60 second dark mind. There's so much damage going out in that fight almost all the time (auto attacks crit for 25k by the way), so having that tbn every 15 seconds would be really really nice. It also alleviates your cd management throughout the fight.
    (0)

  7. 03-04-2018 06:52 AM

  8. #8
    Player
    Capn_Goggles's Avatar
    Join Date
    Jul 2017
    Posts
    175
    Character
    Yuri Goggles
    World
    Ultros
    Main Class
    Botanist Lv 80
    Quote Originally Posted by Aniya_Estlihn View Post
    snip
    I'm inclined to agree that numbers are irrelevant to the issue at hand, which is that regardless of whether TBN is a DPS loss or gain is less important than the fact that it sits on Dark Knight's kit like a brain tumor. From a mitigation standpoint, it's an incredibly powerful (possibly overly so) tool against tank busters, but is horridly underpowered when it comes to dealing with all other damage that DRK inevitably sustains. To put it simply, it's an issue with two layers: Dark Knight sucks at dealing with sustained damage in an efficient manner, and furthermore any attempt to rectify this by adding more tools to its mitigation toolkit will invariably make it too powerful against tank busters.

    On top of this, the other issue is that TBN makes Dark Knight's defensive toolkit sit too close to its offensive toolkit. Any ability requiring blood is going to have to be designed so as not to actively encourage players to take unnecessary damage; this is probably why bloodspiller feels so tacked on despite appearing as DRK's answer to fell cleave or holy spirit. Any attempt to fix Dark Knight is going to have to begin with a rework of The Blackest Night.
    (2)
    Last edited by Capn_Goggles; 03-04-2018 at 03:27 PM.

  9. #9
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Oh you DRK mains.
    (3)

  10. #10
    Player
    Adventica6's Avatar
    Join Date
    Jun 2015
    Location
    Lower Jeuno
    Posts
    413
    Character
    Lost Tales
    World
    Diabolos
    Main Class
    Machinist Lv 80
    The general consensus is Pld has tons of utility but less dmg than War, War has more burst but less utility, drk is not a job anymore.
    (4)

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