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Thread: Bard Detail     submit to reddit submit to twitter

  1. #2061
    Yoshi P
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    Quote Originally Posted by Niiro View Post
    Crit rate stat only effects crit rate.

    Nothing effects the power of crits, they're just damage x1.5

    At 50 +14.4 crit rate stat = 1% effective crit rate (this will change with the increased level cap)

    Base crit rate with no gear (341 crit rate stat at 50) is a little more than 5%.
    I wonder how exactly everything will change with the new base crit rate. I wouldn't be surprised if the new base value at 50 is just 5% again and we have the same gain.

    What did you mean by "effective crit rate", btw? Since I figure it should be 1% absolute crit increase with every 13.5-14.2 (should be within that range I think) crit hit rate.

  2. #2062

    I just used "effective crit rate" to differentiate from the crit rate stat.

    I'm sure the base 5% value is always the same, but at 60 (assume you meant 60) our base crit rate stat will be higher and since the crit rate we get from higher ilvl gear will be in much greater amounts each point should be "worth" less in terms of how much it takes per 1% increase.

  3. #2063
    Yoshi P
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    Ah, understood. If the required amount to get +1%crit is based off the default value at a given level, that'd be really interesting. We could test this ahead of time by using lower level classes pretty easily. Maybe I should do that since there's nothing to do until expansion.

  4. #2064

    Yea......

    I may be bored as fuck waiting for the expansion, but I ain't that bored <_>

    (plus I don't have any jobs that aren't 50 anyway)

  5. #2065

    Just came back to bard.... I was wondering, with the new bard song in 3.0 , does that mean Skill Speed comes in place for higher priority ? No auto-attack, therefore your damage mainly comes from GCD only?

  6. #2066
    D. Ring
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    That, plus the supposed change for skill/spell speed to increase the damage of DoTs will certainly bump the usefulness of the stat. Just beware running out of TP. Hopefully the new action to renew both DoTs will reduce the speed of TP consumption.

  7. #2067

    There's also the possibility that skill speed will reduce the cast time of charged WSs a la spell speed, makes sense that it would but remains to be seen.

  8. #2068
    E. Body
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    http://na.finalfantasyxiv.com/lodest...0a926fddc9eca8

    52 the Wanderer's Minuet
    54 Empyreal Arrow
    56 Iron Jaws
    58 the Warden's Paean
    60 Sidewinder
    Another Paeon? Paean? Something lol?

  9. #2069
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    Skill speed and spell speed now affect damage over time and healing over time effects.

    I can only assume one of two outcomes from this, either it will increase the damage each tick by them or.... more likely, will probably just make them tick a bit faster based your current skill speed/speed.

    The effect of determination on auto-attacks has been reduced.

    This just makes me sad. It's just straight up a nerf to determination.

    Critical hit rate now affects damage dealt with a critical strike.

    This is interesting. So sounds like Critical hit will also now add a damage boost to spells/abilities that critical along side the damage you get from the Critical. Making Critical Hit even more valuable than it was before.
    I wonder if these changes would put Skill Speed over Determination for BRD builds? Critical/Skill Speed builds coming up?

  10. #2070

    Quote Originally Posted by Classikmage View Post
    I wonder if these changes would put Skill Speed over Determination for BRD builds? Critical/Skill Speed builds coming up?
    I think literally every physical class player is asking themselves that same question right about now

  11. #2071
    Pens win! Pens Win!!! PENS WIN!!!!!
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    Just a thought and im likely wrong but wouldnt the benefit have to be pretty strong to outweight running out of TP easily if too much skill speed?

  12. #2072
    Can you spare some gil?
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    That depends on the encounter and how many breaks they have in between the actual fighting where you're dodging invisible lines and the boss cannot be damaged and no adds to fight. They've given something to monk to offload their GL stacks for when something like that happens, so I imagine it's going to be a big reoccurring theme in end game possibly.

  13. #2073
    Strider/Doom/Cyclops
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    Quote Originally Posted by Primiera View Post
    I think literally every physical class player is asking themselves that same question right about now
    I think the only jobs that should worry about it are SMN and BRD. Those are the only jobs that really live on DoTs.

  14. #2074
    RIDE ARMOR
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    Welp, here are the new changes to Barrage, Rain of Death, and Mage's Ballad/Army's Paeon: https://docs.google.com/spreadsheets...pli=1&sle=true


    Barrage: Multiplies the number of non-critical strikes for a single-target weaponskill by 3. Additional effects added only once. Duration: 10s Cooldown of 90s.

    Rain of Death: Now an off GCD that shares a cooldown with Bloodletter. No longer has Quicker Knock proc.

    Mage's Ballad/Army's Paeon: Reduces damage dealt by 15%.

    New abilities: http://puu.sh/itIqU/0fbb803dd0.png

  15. #2075

    The new DoT refresh seems exciting, you can have fully buffed DoTs on your target for as long as the boss stays around.

  16. #2076
    Pens win! Pens Win!!! PENS WIN!!!!!
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    So basically to use any of the new abilities we have to be in the new stance to use it. Meh.

  17. #2077
    Old Odin
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    Honestly that's not too big of a downside for keeping your opening burst's buffed DoTs for basically forever. It might be worth locking down for even 1-2 GCDs just to use Iron Jaw and Empy/Sidewinder.

    Though BRD, DRG, and BLM basically share the same playstyle now: maintain your new toy for as long as possible.

  18. #2078
    CoP Dynamis
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    Unless I'm misunderstanding, every time you move it's another 3 second cast to get back into that stance and use these. That's lots of downtime (just in casting) on any fight that needs regular mobility.

  19. #2079
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    You are. The stance doesn't fall off.

  20. #2080
    Old Odin
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    "Increases damage dealt by 20% while ceasing auto-attack and adding cast time to all archer and bard weaponskills.
    Can be used with other songs.
    Effect ends upon reuse."

    You can move while WM is on, you just won't be able to shoot while moving. Basically you turn into a BLM until you turn it off.

    If anything, I don't think you even need to turn it off. Just play Bardmage.