I'm not having this argument, go bitch about not being able to use soboro on merits and HNM anymore somewhere else. The job is fine as it is and doesn't get any fewer merit invites than any other melee.
... AV (Video, Tactic ect)
... WotG (Where is the big stuff?)
... 2 Hand Weapon (Small enhancement?)
… Campaign
… New Merits (Where? Or/and Adjust some useless old merits)
… New Equipment
… more PvP Content
… more Storage space
… Graphic (DX9, higher resolution, ect)
… Einherjar (>.<;
… Nyzul Weapon
… Scholar (needs a lot of tweaking)
… Dynamis Fee (lowering, like Limbus Fee?)
… General Job Adjustments
… Crafting
… EXP/Merit Camps, we need more.
… Endgame is more crowded then ever (SE NEEDS LOOKING INTO IT NOW)
… Summoner adjustments
I'm not having this argument, go bitch about not being able to use soboro on merits and HNM anymore somewhere else. The job is fine as it is and doesn't get any fewer merit invites than any other melee.
what does changes in the 200% ws mod have to do with soboro?; I'm asking for changes that lowered(1st 2hand nerf) YGK 200% from 2.0 to 1.85(while 100/300 mod stayed same) which was done to make-up for 1:1 str to attack then but since that was changed it seems unfair to leave our ws nerfed while drg/drk had acc on theirs corrected.Originally Posted by LD
Are you seriously bitching about Sam weaponskills?Originally Posted by Wolfknight
you can't have that 200% mod back because it would mean more damage. Drk and Drg got their accuracy on weaponskills restored because its just accuracy. It helps them land all the hits on the weaponskill and reach the high end of the damage they can produce using it. No matter how much they boost acc, you're still going to reach a point where all the hits are landing and more acc on weaponskill does not = more damage. In the case on raising sam tp mod, that definitely equals more damage. They lowered the sam mods because they wanted to lower the overall damage to make room for the 2handed adjustment to be balanced, it was just a fair adjustemnt.
2H weapons aren't nerfed to the point of needing another real boost, ppl need to quit sucking and saying their back to where it started before the boost.
http://i25.tinypic.com/2iqy6ba.jpg
this is a parse of a drk in my LS(Kayn) against 2 ridill war's, Chemistry being ebody, ridill, the other Sarius was kinda NQ, no ebody but he was the voke bitch.
Setup: 2x brd, whm, 2x war/nin, drk/sam, north mamool camp at mmsp
Songs:
2x march, madrigal, minuet
Drk used hedgehog pie this time
The drk has ares body, aces helm but no justice torque(his build still needs work hence the poor accuracy), the jp war in question is chemistry(ebody, ridill + all the other gear a ridill war should have) he plays his jobs well so its not some random newb jp.
Sarius should be ignored since he was being voke bitch on war plus lacking a swiftbelt(has bad luck on the drop) but also has a ridill.
I think its a waste of a question to ask to further boost 2H weapons. They are fine but perhaps some nicer grips couldn't hurt.
Originally Posted by Lordender
Guillotine's tricky in that it can yield some exceptional highs, but also peter out some craptastic lows if you don't miss completely. A bit more consistency would be nice, but the WS will always have a random element to it. Meanwhile, YGK can actually fall behind simply because they're single-hit and have no critical chance. Sure, I'll get a DA'd WS that'll do above 1300 now and then, but expecting anywhere between 650-900 is the norm on things that aren't HNM. Can't really speak for GA WARs since I'm not one, but the fact your two parse examples were choosing DW over a GA could be considered a hint that all's not right with the world. DRG and Penta is kind of like Guillotine, but many merit mobs being pierce weak skews the balance concept.
If anything, I liked the pre-nerf 2H update because it indirectly gave WAR more weapon versatility. Polearms for SAMs weren't as lol, and BSTs could consider a Scythe for DoTing along with their pet. I did vote for further, slight 2H enhancements if only to find more of a balance between now and then. More grips and making Seigan/Third Eye not sucking so much would pretty much solidify things compared to DW and Utsu.
In my experience it takes more work for a drk to win than a sam/war and war/sam vs a ridill. I don't think a drk will blow out a well played ridill user unless the drk is using an apoc but based on the parses i've seen, a drk who's playing their asses off usually end up in a margin of 1-2% better.
The power of 2h weapons seem to be in the weaponskill dmg. BB Mnks and ridills always seem outdot a 2h'er but its the weaponskill damage that generally puts 2H'er ahead.
In this parse you will see exactly that, both ridill war's have higher melee dot which is a no brainer but look at the weaponskill damage, the drk was 22,635 damage better than chemistry and 52,333 better than sarius.
I'd personally like to see khroma ore obtainable through pankration and chocobo circuit. Perhaps they wouldn't be so terribly empty anymore. >.>;