Any one-handed buff is likely to have a huge impact on MNK. Me likey.
Any one-handed buff is likely to have a huge impact on MNK. Me likey.
In case anyone was following the dev tracker and saw all the Mocchi posts overnight, there really isn't anything relevant or worth translating in any of them that applies to non-JP audiences.
As someone who prinarily uses 1h jobs, this pleases me greatly
My Mnk friend just pointed out that counterstance is going to be a deathwish though if those defence changes go through lol
Naw, it actually won't change anything unless they raise the cap on Monster Attack / Your Defense ratio. This ratio is already capped when you use Counterstance, so even if defense "matters more" in the sense that it reduces damage more effectively, the damage that you take with Counterstance on now would not be affected.
That's exactly what he says he wants to do, in both directions
Then he goes on to say that he wants abiltiies like Last Resort and Berserk to make you take more damage, in addition to ones like Defender working better to mitigate damage. The only way I can read this is that he wants to eliminate or significantly raise the cap.We have received a lot of feedback that there are really very few benefits of increasing defense, and to increase those benefits. For the so-called attack/defense ratio, in the higher ranges where the meaning of this is reduced, I would like that meaning to be retained.
Don't really like the LR change but basically for selfish reasons. It isn't a direct nerf for DRK but it's certainly going to send us back down the pecking order. Ragna will still be desirable I guess but Apoc already can't keep up with some jobs without them getting an indirect buff. Ah well, like I said purely selfish reasons.
I don't have a one handed job but nice to see they'll be getting buffed too. Always been unfair that they have been handicapped in the same way 2 handers were shafted back in the day too.
lack of considering ADL adjustment still upsets me, is "were going to limits its range of attacks to 20' instead of 35'" so gamebreaking?
The balancing of the nukes is a nice touch, that should have been there from the start.
He said he'd be increasing the benefits of raising defense, not the penalty for having low defense. He can do this by just pushing the damage taken curve around and increase the slope at higher Ratio values without changing the maximum damage taken. Things attacking counterstanced Monks already have maxed out Ratio, so as long as he doesn't increase the maximum damage things can do per hit (which would cause pretty dramatic changes), they won't necessarily take any more damage after the patch.
Things can always change?
He said ADL won't be updated since its used to upgrade relics, there ought to be a risk/luck factor. In a way I do agree with him, even without PD, most groups usually end up holding back on ADL until he splits, in fact most good alliances get him down to ~50% or so just from meleeing without using any WS in about 20 seconds, it's just the first TP move after the split that makes or breaks the group but if you have a RDM CS stunning or a shocksquall rotation, its not so bad. Hell after the update, a single SMN can Astral Conduit+Shocksquall spam and keep the group virtually safe.
Oh, meant to say in my earlier post too. People talking about subbing DRK on 1 handers, don't get your hopes up and 100% expect it to translate. At the moment Desperate Blows only grants the JA Haste to 2 handed weapons. Obviously no guarantee it will stay that way but no guarantee they will change it either.
If it stayed exclusive to 2 handed weapons, would any jobs sub it besides sam?
I can't see anything other than sam. Maybe pld, if you were fucking around with friends and using a great sword and war would lose too much from dropping /sam so yeah. Maybe drg, dunno though, don't play that one so not sure how much they depend on /sam or /war.
Not talking about Desperate Blows. The translations say that the 15% will go to Last Resort and DB will enhance LR further up to +10% on top of LR's base 15%. Since LR states nothing about 2h in its description I think it will work for anyone. It might be useful on DRG in rare situations but keep in mind DRG has no native attack OR defensive abilities so /SAM really fills in largely what we're missing sans attack buffs. /WAR and /SAM are both appealing to DRG because DRG needs defense but we also need attack, unfortunately, unlike WAR, SAM and DRK, DRG cannot acquire both high attack and defense while maintaing a viable X-hit build. WAR/SAM SAM/WAR and DRK/SAM get the best of both universes because the main job either has high attack or high TP gain/defense and the sub fills in the gabs. DRG has neither high attack nor defense abilities/TP abilities so we have to choose between high attack with /WAR from berserk or faster attacks/defense/tp gain with SAM. If DRG was given an Attack buff, we could throw /WAR our and be up there with the other 2h jobs but alas in any case /DRK gives us no seigan/third eye and Last Resort isn't fulltime while Hasso is.
Putting together various interesting ratios.
Looks like tier 2's are likely the best for overall spammable damage, though alternating a couple tier 3's (or Stone II/Stone III) would also do pretty well. They do about twice the damage of tier 1s, but can be cast just as fast; Stone II as the obvious for most MP efficient of those.Code:Damage/MP Dark Arts Damage/Sec (50%FC/30%Rc) Arts+Seidr MP Cost Damage/MP I Int+0 Int+100 Int+0 Int+100 I Int+0 Int+100 I Int+0 Int+100 Int+0 Int+100 Stone 2.500 40.000 2.500 40.000 Stone 3.077 49.231 Stone 4 1 2.500 160.000 Water 2.500 16.500 2.778 18.333 Water 7.692 50.769 Water 9 6 2.778 27.500 Aero 2.500 10.625 2.667 11.333 Aero 12.308 52.308 Aero 15 12 2.667 14.167 Fire 2.500 7.955 2.750 8.750 Fire 16.923 53.846 Fire 19 17 2.895 10.294 Blizz 2.500 6.429 2.692 6.923 Blizz 21.538 55.385 Blizz 25 23 2.800 7.826 Thunder 2.500 5.441 2.742 5.968 Thunder 26.154 56.923 Thunder 30 28 2.833 6.607 II II II Stone 2.778 9.722 3.030 10.606 Stone 20.202 70.707 Stone 31 26 3.226 13.462 Water 2.791 8.256 3.077 9.103 Water 24.242 71.717 Water 37 32 3.243 11.094 Aero 2.745 7.059 3.043 7.826 Aero 28.283 72.727 Aero 44 39 3.182 9.231 Fire 2.667 6.083 2.963 6.759 Fire 32.323 73.737 Fire 51 47 3.137 7.766 Blizz 2.647 5.441 2.903 5.968 Blizz 36.364 74.747 Blizz 59 55 3.051 6.727 Thunder 2.597 4.870 2.857 5.357 Thunder 40.404 75.758 Thunder 66 63 3.030 5.952 III III III Stone 3.125 8.594 3.448 9.483 Stone 16.667 45.833 Stone 54 47 3.704 11.702 Water 3.067 7.467 3.382 8.235 Water 19.167 46.667 Water 64 57 3.594 9.825 Aero 2.955 6.477 3.250 7.125 Aero 21.667 47.500 Aero 75 69 3.467 8.261 Fire 2.871 5.743 3.187 6.374 Fire 24.167 48.333 Fire 86 80 3.372 7.250 Blizz 2.783 5.130 3.077 5.673 Blizz 26.667 49.167 Blizz 98 93 3.265 6.344 Thunder 2.713 4.651 2.991 5.128 Thunder 29.167 50.000 Thunder 110 105 3.182 5.714 IV IV IV Stone 3.571 7.589 3.960 8.416 Stone 16.667 35.417 Stone 93 84 4.301 10.119 Water 3.411 6.705 3.761 7.393 Water 18.333 36.042 Water 109 100 4.037 8.650 Aero 3.243 5.946 3.582 6.567 Aero 20.000 36.667 Aero 125 117 3.840 7.521 Fire 3.077 5.296 3.399 5.850 Fire 21.667 37.292 Fire 143 136 3.636 6.581 Blizz 2.947 4.789 3.275 5.322 Blizz 23.333 37.917 Blizz 160 153 3.500 5.948 Thunder 2.817 4.343 3.125 4.818 Thunder 25.000 38.542 Thunder 180 174 3.333 5.316 V V V Stone 4.167 7.692 4.610 8.511 Stone 17.808 32.877 Stone 128 117 5.078 10.256 Water 3.846 6.703 4.268 7.439 Water 19.178 33.425 Water 150 140 4.667 8.714 Aero 3.571 5.905 3.968 6.561 Aero 20.548 33.973 Aero 174 165 4.310 7.515 Fire 3.333 5.250 3.704 5.833 Fire 21.918 34.521 Fire 200 191 4.000 6.597 Blizz 3.125 4.706 3.469 5.224 Blizz 23.288 35.068 Blizz 228 220 3.728 5.818 Thunder 2.941 4.248 3.261 4.710 Thunder 24.658 35.616 Thunder 258 250 3.488 5.200
Seidr Cote (combined with Dark Arts, here) provides a decent improvement in MP efficiency. Coincidentally, Stone II seems to get the most benefit from it. Due to the progression of damage across the elements, the Stone line will always gain more from the Seidr as dInt increases, so as you add in MAB the efficiency should continue to skew in Stone's favor.
Also, it doesn't look like any spell will ever reach 0 cost, but Stone, Water, and maybe Aero could effectively be free given 1 tick of refresh per spell cast.
Will the elemental changes skew magian vs chatoyant at all?