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  1. #23
    Player
    Renkei's Avatar
    Join Date
    Sep 2013
    Posts
    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Shurrikhan View Post
    @Renkai's edited explanation in regards to adding a Charge to Geirskogul/Nastrond:
    (Sorry I didn't edit earlier to save the trouble of further explanation! I had to be away from keyboard for a bit.

    Again, I'm fully aware of the delay interactions. My only question was what you meant by the added Charge and what you wanted from it, which your previous post already made clear, I think.)


    Wouldn't this be accomplished as easily by "Refresh Geirskogul upon exiting LotD", or "No longer cause Nastrond to inflict an ICD onto Geirskogul"?

    In either case, now that understand what you mean by charges, and --hopefully-- what you want from them, by all means, it seems a great idea. You could practically pass it off as an almost purely QoL change.

    This is called a single-direction (or "unidirectional") ICD. (This means an "internal cooldown", as opposed to the "('nominal', 'base', or 'ability') cooldown", i.e. one lower than the actual/ability/base CD that is inflicted by some larger system, shared ID, or other skill or mechanic which does not explicitly state that it'd trigger its CD.)

    Geirskogul and Nastrond do not "share CDs" exactly, because they are of different lengths (and they therefore cannot share charges, as far as I'm aware), but they do share... let's call them... spell-slot IDs. That sharing is the reason you may notice certain CDs being on cooldown when you swap off another job on which you used some other CDs. Note also that in all other cases in which these are shared, they are shared in flat duration, never percentile. The most notorious example of this has been Hallowed Ground and Lustrate sharing a slot, thus placing Lustrate on the remainder of its 7-minute cooldown after swapping.

    Vestigially, because Nastrond is an upgrade of Gierskogul, it inflicts its cooldown onto the latter. Or, at least that seems the most likely reason. The Geirskogul->Nastrond direction inflicts nothing, either because of how the inheritance is encoded or because activating Life of the Dragon instantly refreshes the slot. There are two possible reasons why : either (1) something about either of the two required that they be in the same slot, or (2) the system could not otherwise track the cooldown of a skill that has been (for the duration of LotD) replaced, which at the time would have made a 21-second LotD duration superior to a 30-second as you'd return to Geirskogul with it automatically refreshed (since its cooldown progress data wasn't retained). Who knows. The latter is no longer an issue, though I wouldn't put it past them to leave something vestigial as an oversight.

    Here you'd basically just be correcting that oversight, which is great. I personally slightly enjoy the tight demands of a 6N weave, but I also enjoyed the high-SkS TK rotation, which, due to its needing to be timed to the quarter-second, was disgustingly niche. So I realize I'm not the majority opinion in this regard. [SIZE="1"(For a more DRG-ish context, I also loved the hell out of the 2.33 GCD dungeoning build back in HW for its extra Geirskoguls on one of my two DRGs, mostly for its tightness and seeming capacity for ingenuity.)[/SIZE]

    This seems a good change on the whole. Perhaps you could polish up the wording to be more easily read and post it where it's not likely to be distracted from by what you've written to me specifically?


    Edit: In regards to Monk, we already know it's being revamped and have little idea what to expect -- personally, I expect it will be gutted to solely what is "functional", rather than its actual issues being addressed sensibly, thus shafting the veterans who enjoyed most of what was fundamental to and intentional in the job's design -- so it's little worth worrying how DRG will pair up against it. Let's just deal with DRG's issues for now. As I've already said before, I'm a fan of removing BotD as a timer since it seems to only act as bloat and awkward "DRGs get screwed in fights X, Y, and Z" mechanic.

    Removing the Nos->Geir ICD and BotD-as-a-timer would already do a fair bit to smooth out the job. Is there anything else you had in mind, though?


    Yeah Sorta. they still share the same Slot, Simply Changing Nastrond to a Charge ability sharing that slot wouldn't make the charge timer triggered until you entered LoTD. as Geirskogul exiting "ICD" is Based on Nastrods last used "ICD".It could Still Inflict ICD onto Geirskogul though but it couldn't give it multiple charges because Geirskogul can only have a Max of 1 uses as it's not a charge ability. But if time was remaining on the last charge of Nastrond before conversion it would still apply to the shared ICD based on the remaining time on the final used charge and place it on Geirskogul. For Charge Values higher then the Value of Geirskogul uses such as 2 or 3 it would discard it when applying it to Geirskogul Never exceeding a value of 1.


    but it will also require "Refresh Nastrond Upon Entering LotD" Which in Effect Only Gives Nastrond a single Charge stack and starts the charging timer 10 seconds per stack up to 2 Stacks since you start with 1 would equal the same 6N weave.
    Assuming that the Value of a charged ability increases based on uses.


    It is targeted at correcting that Over-sight Yes. it has the potential to add flexibility to gearing the job as well as flexibility of bursting in different compositions.

    It could pass as a QoL Change, and it would also add a flexible timing window needed to add new mechanics in the future. such as a new state or ability requiring 2 Eyes while In Life of the Dragon.
    Without effecting damage output through potency changes.

    2.32-33 depending on your ping is still a thing and is the only way to get max value out of Life Surge. unfortunately it doesn't get along at all with the rest of DRG anymore as it doesn't help generate resources like in heavensward.


    Reply to Edit : I am actually a bit afraid of what they could be changing, I hope it doesn't get gutted though because Monks have suffered enough with dealing with the redundancy in design that and the chunkiness that should have been smoothed out to begin with.

    The Least they can do is let you keep Eye Stacks regardless if BoTD falls off, Kinda like Enochain generates Polyglot on BLM but keeps them even if it falls off. This also applies above.
    It is clunky bloat, it made more sense when it had a function in heavensward. Which would kinda still work with the modern system. but since Geirskogul no longer costs time it makes no sense.


    The only other things I've had in mind are future Expansion Abilities, I Would like an ability to exist to expend the remaining time to force end LoTD. (Lancet) And i would like to see An Introduction of a separate second eye stack for Star-diver. As well as a state requiring lining up both eyes at full unlock to enter Soul of the Dragon with the successful execution of Lancet. But i cannot come up with anything besides adding a more powerful Star-diver like jump,Free Wheeling/Fang Use, or even another LASER when entering that state. This Soul of the Dragon state would end up landing outside of the 6n burst at 2 eyes, and within the second 6n window burst if needing 4 stacks.
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    Last edited by Renkei; 09-22-2020 at 08:54 PM. Reason: Fixing Quoting Mishap.