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  1. #161
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Nedkel View Post
    I would add delirium on top of it.

    All it did was increasing BW duration by 8 seconds and giving 1 DA use of MP.
    You basically traded 50 blood gauge to gain 140 potency and longer BW every second use. The amount of MP and blood generated by BW in those extra few seconds had a questionable gains and it was easy to just mess it up with timing certain skills and blood gauge. It was dps gain when you have the battle calculated to the exact right decimal, otherwise used was dps neutral or a loss if someone did not know how to manage resources and prevent overcap of them.
    It was so complete and utter nonsense, since you wouldnt get back blood being spent on it in those extra 8 seconds, the best you would get was about 20-25, a extra key to press for such insignificant dps boost, sitting there just to mess up with your rotation. At best it was maybe a 100 potency gain total maybe a little more every 80 seconds.
    Delirium gives you 1 DA worth of MP and extends BW by 8 seconds. There are 3 auto attacks and 2-3 GCDs here, netting 2400-2880 MP and 15-18 blood (264 potency). If you execute it correctly, you gain 267 potency (for a total of 789 potency). If you don't, you gain 3 potency instead. It also commits you to staying out of Grit for the next 23 seconds.

    http://forum.square-enix.com/ffxiv/t...-damage-window

    Quote Originally Posted by LeoLupinos View Post
    I'm trying to say that these abilities were bad and little impactful comparing to other Tanks. There's no such thing as a completely useless skill.
    DRK was never "complex" in a good way in 4.x series, it was very cluncky and weird comparing to other Tanks. 3.X DRK was complex and good, you could do a lot of things, and it was really rewarding, even unbalanced at selected cenarios.

    But there's another thing that could have a little change, the Bloodspiller/Quietus + Delirium spam, I think it's too similar to WAR and PLD. Maybe they could reduce BS/Quietus potency and turn then into oGCD, that way we can be a little bit different. But that's just a little idea, I'm fine as the things are now.
    if we are gonna talk about 4.0 WAR have the most bad skills that day, shake it off, inner beast being just a overall bad desing, steel cyclone, unchained ect ect. PLD on the other hand still have shield bash, tempered will, clemency is still a dps loss. compared to all this DRK skills in that day was pretty good and just get better after 4.3

    leaving this apart i don't know why 4.0 is relevant actually. only 4.55 should be taken as a reference, if not WARs can use the 2.0 status to make arguments forever.
    (3)
    Last edited by shao32; 07-11-2019 at 01:56 AM.

  2. #162
    Player
    LilOtoto's Avatar
    Join Date
    Jul 2017
    Posts
    5
    Character
    Ototo Tobias
    World
    Cactuar
    Main Class
    Monk Lv 70
    I much prefer the new DRK over SB DRK. I was one of the people advocating for Dark Arts spam to be reduced, though I admit I didn't think they'd remove it alltogether; I was more hoping for Dark Arts to just be...how I I put it...more impactful feeling? Like you use it less but when you do use it it was a huge deal. Because all it was in SB was "I have to dark arts everything or it's basically not worth doing." Which was stupid. Is the new DRK perfect? No, I agree mana regen could be better, blood weapon is a bit disappointing, and sure the bloodspiller spam is basically just WAR. But I like it.

    I don't mind the bloodspiller spam because Delirium letting me use the cool spin attack a bunch of times just feels good to me instead of how dark arts just made me feel like my abilities were worthless without an augment.

    Also, I haven't gotten to the shadow clone jutsu yet, but from what I understand of it, it kinda feels like the most disappointing thing to me actually. It's just there as a clone of me doing its own thing? I'd prefer some sort of interaction with it
    (1)

  3. #163
    Player
    MerlinCross's Avatar
    Join Date
    Aug 2015
    Posts
    387
    Character
    Lavitz Orlandeau
    World
    Mateus
    Main Class
    Samurai Lv 80
    Quote Originally Posted by LilOtoto View Post
    I much prefer the new DRK over SB DRK. I was one of the people advocating for Dark Arts spam to be reduced, though I admit I didn't think they'd remove it alltogether; I was more hoping for Dark Arts to just be...how I I put it...more impactful feeling? Like you use it less but when you do use it it was a huge deal. Because all it was in SB was "I have to dark arts everything or it's basically not worth doing." Which was stupid. Is the new DRK perfect? No, I agree mana regen could be better, blood weapon is a bit disappointing, and sure the bloodspiller spam is basically just WAR. But I like it.

    I don't mind the bloodspiller spam because Delirium letting me use the cool spin attack a bunch of times just feels good to me instead of how dark arts just made me feel like my abilities were worthless without an augment.

    Also, I haven't gotten to the shadow clone jutsu yet, but from what I understand of it, it kinda feels like the most disappointing thing to me actually. It's just there as a clone of me doing its own thing? I'd prefer some sort of interaction with it
    Now I haven't really looked at the Math of doing so but it didn't feel like you had to Dark Arts everything or it wasn't worth it. Not to me anyway. Especially depending on the content you were doing. Like I just stopped using Dark Arts - Dark Passenger against bosses, the extra damage didn't seem to measure up with cost. The main 2 things you want to try to Dark Arts were BloodSpiller and Souleater. Power Slash too if your BLM or SAM started to creep up on your aggro.

    But depending on the fight, you had that option to just drown everything in Darkness. Not anymore, you will go ham in 90 seconds and make sure to upkeep your damage buff every 30. Now I saw this during the AST card debate about how the cards weren't really choices, so the Dark Arts usage might not have been actual choices. Well I'd rather take having made up choices than a very clear cut and obvious rotation.
    (1)

  4. #164
    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 shao32 View Post
    Delirium gives you 1 DA worth of MP and extends BW by 8 seconds. There are 3 auto attacks and 2-3 GCDs here, netting 2400-2880 MP and 15-18 blood (264 potency). If you execute it correctly, you gain 267 potency (for a total of 789 potency). If you don't, you gain 3 potency instead. It also commits you to staying out of Grit for the next 23 seconds.

    http://forum.square-enix.com/ffxiv/t...-damage-window
    1 DA from MP itself, another one from BW generated MP and 20 blood is total of 440 potency total.
    If you wouldnt use 50 blood for Delirium you would use for blood spiller, but this one takes GCD out of rotation which averages at 230 potency (soul eater combo).
    So basically you get 670 potency, and 270 potency if you exclude blood spiller from it.
    But that is a really fetched calculation since it is assuming a drk who used delirium could use 1 extra GCD which is not really true.
    So it closes at 40 potency gain from delirium for a big amount of effort.
    (0)

  5. #165
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Nedkel View Post
    1 DA from MP itself, another one from BW generated MP and 20 blood is total of 440 potency total.
    If you wouldnt use 50 blood for Delirium you would use for blood spiller, but this one takes GCD out of rotation which averages at 230 potency (soul eater combo).
    So basically you get 670 potency, and 270 potency if you exclude blood spiller from it.
    But that is a really fetched calculation since it is assuming a drk who used delirium could use 1 extra GCD which is not really true.
    So it closes at 40 potency gain from delirium for a big amount of effort.
    you literaly forget about a few things, Delirium was a ability so didn't interrupt you resource generation, bloodspiller does(yes i know you partially mention it), delirium increase the amount of resource generation by extending blood weapon, bloodspiller doesn't, Delirium extend the duration of the speed buff witch at large means more GCD on the lenght of the fight, bloodspiller doesn't, our primary source of damage on SB was souleater and DA not bloodspiller, you are missing a few things with you math, Delirium was key to archive the best dps and every decent DRK knew it.
    (4)

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