3-4-5-5-5 imo
3-4-5-5-5 imo
HOLY SHIT @ Lv5 OVERWHELM
Where are my WHM melee buffs? WHM's need en-light (divine skill based)!Originally Posted by Ryko
While this isn't specifically a SAM buff, they benefit hugely. I'm sure if DRK or RNG or another job got +10% WS potency people would find it quite overpowered. Let alone on the job with the highest WS output.Originally Posted by RKenshin
I don't under-appreciate them. 15% Desperate Blows is enough to cap me to 80% Haste in a supported situation as it is (even merit parties). An extra 10% will rarely benefit me. Muted Soul is nice, but it's nowhere near Overwhelm which is effective every time you WS, not 1 minute every 5~6 minutes. Diabolic Eye, yes you can turn it off, but you are still left with reduced HP, and strong TP moves will still oneshot you or come close to.
First of all, this isn't a flat 10% WS increase for a fully merited SAM. It's less. Right now our WS damage is Base*1.15 if you have overwhelm fully merited. If that is boosted to Base*1.25 by full overwhelm merits that is actually at 1 - 1.25/1.15 damage increase or 8.6%.
My Experience with SAM WS has been:
First update, Gekko average: 1800
Second adjustment, Gekko average: 1200
Third adjustment, Gekko average: 800
Right now that 800 is on a fairly squishy mob (colibri) and with the lower ones cancelling out the DA'd ones; making 800 a fairly high normal Gekko (as if I had to ignore DA proc it'd probably be 700 average). If we take the 800 number and calculate in the 8.6% increase that's only 8.6*8 extra damages, or ~69. Oh noes, my Gekkos will go from 800 to 869!
The world is ENDING.
(by the way that's nothing compared to how much damage we lost on the third adjustment -- not that I think SAM needs more love, but we deserve something new to play with if all of the other jobs are getting it simply to keep us interested in the fucking game)
whm and pld! pld is the new samOriginally Posted by Katlan
D: Just so they can annoy the fuck outta everyone with the light-proc sfx.Originally Posted by Katlan
~70 Damage is not a "keep interest" sort of thing <_<Originally Posted by Yutuyu
Sweet, lower Sange recast!
Update made of win, etc. etc. etc.
Oh wait...
Man, am I glad I'm leveling SAM. Not that NIN is getting any worse, but it sure as hell isn't getting any better, and everyone else is. I already have millions and millions of gear that mostly sits in my mog house, at least now I'll have a job to use it on.
...Except that I'll probably still be on RDM all the time, just like now. Oh well, at least Phalanx II will suck less and Slow II will be even more badass.
idk why ppl piss and moan about mele buffs so much.
the reality is that sams, wars, drks, and rngs, when well geared and meritted will all parse really close to each other.
even after this update, sam will not be the only mele job.
if you're set up right and being out parsed by 10%, you probably need to quit the game.
drg and mnk need some <3 though. i'd even go so far as to say they should buff nins mele side.
and if you want to complain when you're a top teir DD, go xp w/ a pup or a bst.
Mabubeezareel got it right on Angon. While any duration over a minute is usually wasted on zerg fights like Dynamis Lord or King Vinegarroon or in merits, the benefit shines through on the more drawn out fights that were stated. Solo fights, Gods, Jailers, ToAU HNMs, Salvage NMs all last at the very least 1:30 so you will definitely see some utility with taking Angon to 5/5. As also was stated, two coordinated DRGs can now maintain a rotation instead of three.Originally Posted by Mabubeezareel
As for allocating the remaining merits, I've always had trouble justifying Deep Breathing over the other choices available. Even with a 5:00 timer I think an Empathy/Strafe combination would prove more useful since DB will only give you spike damage once every 5 minutes where Strafe will keep up your bottom line for every single WS in those 5 minutes. Being able to give your wyvern Protect and Shell (especially Shell V) in one action is also extremely useful and helps more in the long run for wyvern survivability than most people give credit for, not to mention the other buffs you can stick on it.
don't bring war upno one needs to know about war shhh
This is extreme exaggeration. <.<Originally Posted by Raen Ryong
The only DRK adjustment that even comes to mind was the haste nerf, which was abso-fucking-lutely fucked up before it was fixed anyway. I invested a shitload in my zerg gear, my DRK's merits, and perfecting it... And in the end I'll still realize it was a viable choice for them to nerf it. And really nothing changed, I still go DRK to every zerg just as before. So does everyone else.
DRK has also obtained a lot of spells over updates, and criticize them all you want they're still something and they're still useful. Additionally Guillotine was also boosted way more than YGK.
The only thing that has changed recently for SAM is Sekkanoki, which is turning into the most over-rated 'damage ability' ever. It's fun and I love it, but you're kidding yourself if you think it offers a 'boost.' It offers no additional offensive capability at all for almost all SAMs, and in fact using it is weaker since it doesn't take Hagun's TP bonus into mind. Unless you really think that yet another chance of making a level 2 SC by yourself on SAM is really something worthwhile? In a game full of magic bursting strategies with DDs that wait for you to do this and don't interrupt you, right?! It's a toy JA with very little practical advantage outside of making SCs that no one in the game needs or wants anymore. With Amano it's different, but until every SAM has an Amano it doesn't really matter.
And, comparing Overwhelm with DRK merits is just silly. Yeah it's clear which is better, but does that give me a right to complain over how much cooler Souleater is than the measly Focus I get on MNK? Or Last Resort on DRK vs Berserk on WAR? Not really, all the jobs are different and this is just a fact. You make it sound like you'll only be happy until you have every good JA/trait on every job.
Omg i completely forgot about aura steal![]()
If they dont scale down the effect, yes aura steal will be 100%
gonna make JoL lots more fun
But I semi-agree with sath about the pld bitching. At first I read the update and thought it was friggin amazing, now i realize that any half assed tank with half assed support can probably keep shadows up at a decent rate. The question I have is will it be a dread spikes "mirror"? If so, the cast time is too long and the duration is too short and mp cost is too high to make it extremely useful. Though all in all I would equate it to those of us who worked hard for their merits in lufaise meadows or kuftal tunnel, just for ToAU to come around and let any half brained melee get to 75 and merited in a matter of weeks after account creation. I can just see myself saying "you know in my day we had to walk 10 miles in the snow, barefoot, to get to cerberus, and try to keep shadows up, before people realized how good brd/blm was, and before holy spikes made casting ichi a joke!" Though I suppose spellcast takes care of ichi casting anyway (One day ill figure out that damn plugin)
I couldn't agree more about Sekkanoki. One thing a lot of people don't understand is that the more abilities SAM gets to dish out more damage in 1 shot, the less use we get out of having Hasso. More damage in spikes means hate more often and more time using Seigan...
... with a single handed multihitter.The only DRK adjustment that even comes to mind was the haste nerf, which was abso-fucking-lutely fucked up before it was fixed anyway. I invested a shitload in my zerg gear, my DRK's merits, and perfecting it... And in the end I'll still realize it was a viable choice for them to nerf it. And really nothing changed, I still go DRK to every zerg just as before. So does everyone else.
I don't own a KC anymore, I sold it within weeks before the nerf. Which in reality, should make me more pissed off than most seeing as I 100% regret it and wish I could get it back. But not like complaining about it will change anything.
I occasionally borrow one, but I rely on using Ridill otherwise (yeahyeah it's still a one-hand multihitter). Whether or not I have KC doesn't change that I go DRK for zerging.
But point is I don't see what's wrong in DRK needing a rare or more expensive weapon to double/triple+ most other decked melee's damage, with the only exception being a decked RNG. Which DRK will still beat. Even without the single hand multi-hitter, DRK will do more damage in 30s even using a RC than most decked melees.
well if u got amano, sekkanoki IS a big boost
Originally Posted by Yutuyu
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Honestly, I was hoping the total max would be 12 instead of 10 while leaving the individual max at 5. The mages with 6 G2s could upgrade everything twice and the rest of us could max out the best things and fool around with the other toys.
I'm betting/hoping SCH get's 'Enhance Dark Arts' and 'Enhance Light Arts' as a G1 to give us 4 skill levels each upgrade. Probably also 'Charge recast'. They could do so much with G2s, I can't even speculate.Originally Posted by Lordwafik
Um...(320/25) + 1 + 15 = 28.8 :xOriginally Posted by Septimus
What's even the point of Mantra? If people want a 4% boost that badly, you'd probably want to go all the way. It's all or nothing, imo.Originally Posted by aurik
Maxing penance is the best plan of action since there is never a time when it WONT be useful, especially now that it takes up more than half of its own recast. Soloing, low-man, large group, everything.
The KAJA (Kick Attacks Job Ability) is sounding like I imagined for the most part, but I wonder how much of a delay penalty we're getting and if the DMG bonus is worth it. Also, will the TP gained for Kicks be like Store TP or will it really act like a 2H and give an ungodly amount? -_-
PLD's new spell thing seems to be mostly a play at better PT invites after it starts to slack off in the 50's-60's, though it obviously also has applications in HNM. Increasing the Block Rate of an Aegis while reflecting all the damage absorbed back to your attacker...If this will ignore defense and resistances like I think it will and has even a decent recast, /NIN may not be in trouble, but /WAR will definitely come back stronger.
lolBRD.
BLU G2s are odd in that besides Assimilation, how much you think we will get out of this update depends on how you play the job. As invaluable as it is, people are currently overstating the importance of this Assimilation 'upgrade' in the BLU thread. Another 2 set points still doesn't get us anywhre near the 20 spell cap. As it is, lvl 5 Diffusion's recast is still twice as long as the longest duration spell it utilizes. As I predicted, lvl 5 Enchainment is much more appealing than lvl 3, but it requires at least 50TP to actually make use of it, so its application is questionable for things where you aren't meleeing. Convergence is impressive as a ES/Ebullience hybrid, but with the general weakness of magic nukes, it'll be seen as generally useless (or at least used primarily with debuffs.)
MNK may be fixed and SCH sure as hell doesn't NEED anything right now, but I'm worried about BLU and how it's still generally used as a SAM that needs to be refreshed.