I changed out 2 of my sks items and instantly went from 40% parse to 60% parse on E3S, it's not even funny.
I am losing 1 dps for each 1 sks I have, 1-1. The stat really is gorrible.
SkS already affects auto's. It's in a decent spot now; you want it up to a certain point on a number of jobs and other jobs can flavor their GCD's to taste and get good results from it. Perhaps a mild buff of some sort, no more than 5% more effectiveness than it has now. The nature of the game is that outside of jobs designed to work at "high speed" (i.e. MNK) having a GCD that goes too quickly can cause some problems. MNK gets away with it because they have relatively few oGCD's and their animations are all fluid enough that anim lock isn't an issue. I'm at about 1800 SkS with my GNB and I feel quite a bit of anim lock if I'm even a hair off in timing my skills.Is it a "trap" attribute? Should it be 20% more potent than it is now, to be able to compete with Crit/DH or even det? Should it also speed up your autos? Is it way too weak for some classes?
I think SE did a good thing in lessening specific attribute dependence per class, but they didn't address skillspeed, and the attribute/class system as a whole is as dull as ever. The meme-level inter-class balance didn't help either. And current content design is rather rigid and not fun for healers and tanks, especially healers, which I believe is largely the reason for so few of them.
Personal story:
I'm salty because I had about 4-6 pieces of gear with about 800 sks, but halfway through I realized sks is absolutely useless (especially for bard which I main) and piously chased after BiS bear, but the damage was already done.
I've yet to fully recover from this bad gear situation. And every time I'm not doing enough dps I salt over this, amongst other things. Cough.
Tbf, if not for Senei and Ikishouten, SkS would probably be the best SAM stat by a significant margin. All other sources of damage are affected by SkS, and at 216 per % expected damage increase compared to Direct Hit's 240. (Crit sucks until the high 3000s alongside high Direct Hit, or early 4000s if one has no Direct Hit.) Higanbana and auto-attacks will be affected less by SkS than Determination (254 stat per % vs 250), but as must of SAM's damage is GCD based or generated from GCDs without further bottlenecks (e.g. Shinten/Kaiten), it's a competitive stat at 1/9th more efficiency than Direct Hit.I personally think SkS could use a mild buff. Even with a mild buff i dont think it would become overpowered for sam mnk or gnb. But it would become less terrible for other classes. That being said reducing post skill cast lock further to just .5 seconds would remedy this problem more distinctly.
Last edited by Shurrikhan; 10-11-2019 at 06:40 AM.
Or even just giving a flat 10% to each stat baseline. 10% Haste = 2.25-second GCD. Those who want to go slower can still go pretty slow, just not quite so absurdly so.
You'd want to scale animation lock timers, though. At present they start at 25.33% of a GCD, but then increase in relative size as GCD duration decreases until you quickly can no longer double-weave. You'd want to keep their relative size constant, even if starting from say a 33.33% (exactly a double weave, with no duration wasted from completing the second weave early, no matter your GCD duration -- .5 at a 1.5s GCD, .75 at a 2.25s GCD).
I think it's great for GNB, you really feel the different when you hit your confort skillspeed (between 2,36 and 2,38 for me) and you will do higher DPS. But like many already have said, it depends on the job. But that is also true for other attributes.
For skillspeed, just make sure that you get enough for your skills to line up in your rotation to your own comfort and/or the opener you want to use. Some jobs even have different openers/rotation depending on your skillspeed (as some things might line up differently and/or weaving between GCDs needs adjusting).
Last edited by Pepsi_Plunge; 10-11-2019 at 07:15 AM.
Interesting! I legit didnt know so much of sams kit benefitted from it!Tbf, if not for Senei and Ikishouten, SkS would probably be the best SAM stat by a significant margin. All other sources of damage are affected by SkS, and at 216 per % expected damage increase compared to Direct Hit's 240. (Crit sucks until the high 3000s alongside high Direct Hit, or early 4000s if one has no Direct Hit.) Higanbana and auto-attacks will be affected less by SkS than Determination (254 stat per % vs 250), but as must of SAM's damage is GCD based or generated from GCDs without further bottlenecks (e.g. Shinten/Kaiten), it's a competitive stat at 1/9th more efficiency than Direct Hit.
Probably helps that they hide as much information from the players as they can feasibly get away with?
At least things having effects, however obscured, still allows those effects to be tested.
There is no point at which SkS can inherently reduce damage. It's quite literally impossible. Nor is the increased efficiency of two slots worth of secondary stats going to bump you 20 percentiles. You just played a hell of a lot worse in one run compared to the other.
Thats not entirely true if considering trade offs of even the worst stat det as the baseline rather than just no substat.There is no point at which SkS can inherently reduce damage. It's quite literally impossible. Nor is the increased efficiency of two slots worth of secondary stats going to bump you 20 percentiles. You just played a hell of a lot worse in one run compared to the other.
Also there are circumstances like with nin. Where having more than 700 skillspeed doesnt pheasably serve much purpose because we lose everything we would gain speed wise to mudra clipping. And anything over 1500 will misalign all our shadowfang dots from trick. Yeah occasionally we gain a gcd, but dependent on the phase, movement mechanic, or timeline of the boss we may not even gain that gcd and thus the misaligned SF is effectively a loss.
Additionally SkS does almost nothing for the first 30 seconds of a fight cause were dbl, triple (mudra), or 7 (TCJ) weaving for every gcd in those first 30 seconds.
Point being there are some classes where it does cause distinct rotational flaws and misalignments. Course thats more of a class mechabic issue than SkS, but i think you probably get my point.
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