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Some updated info on DRK and a new JA.Follow

#1 Aug 01 2011 at 7:25 PM Rating: Good
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Howdy! In regards to all of the feedback and questions we have been receiving, we got some additional information about the future dark knight from the development team.

Make it so we can deal large amounts of damage proportionate to the amount of risk taken.
Just as shown in the concept, we will be making adjustments so that you can temporarily deal larger amounts of damage compared to other jobs.

Include “attackers specialized in absorption” to the concept and make adjustments based on this.
Don’t think that we will not be considering things that were not mentioned in the concept.The core of adjustments will be what is outlined in the concepts, but we will be making adjustments to enhance and spruce them up.

We are aware of your requests for changes/additions revolving around absorption and we are looking into new ideas for it besides just Drain, Aspir, and the other existing absorb-type spells.

Get rid of the Souleater resistance on NMs.
This will really depend on balance adjustments between the stats of Souleater itself and a monster’s strength. For right now, from a balance perspective we believe it is difficult to get rid of the resistance.

Add an ability that adds to your attack when taking damage.
In the next version update we will be adding an ability that raises your attack power when taking damage. The effect can be used with both physical and magical damage.

Add a job trait that raises magic attack.
We are looking into implementing an ability that converts a large amount of MP into increased magic attack. When using this you will also receive a stronger Occult Acumen effect.

Increase our parry skill so that we can receive a larger benefit from Tactical Parry.
First as an overall adjustment, we will be revamping the difficulty of increasing parry skill. After this, the next step will be skill adjustments for each class.

Add Fast Cast specific for Dark Magic.
We will look into it. We will make it so dark knight is the most affluent with Stun, Drain, and other Dark Magic.

Revamp the MP cost and recast time on Dread Spikes.
We will be grouping this with the Dark Magic adjustments written above, so we are thinking to address this through Dark Magic Fast Cast.

Make it so it’s possible to absorb MP with Aspir from enemies that do not have MP.
It would be kind of strange to absorb something that does not exist, so if we were to adjust Aspir we would be looking into it from a different direction.

Increase the effect of absorb spells.
For absorb-type spells we will first be looking into removing the time decay of stats that were absorbed. After this, we plan on making adjustments to the effects.

Add Stun II.
When considering the current properties and potency of Stun, we are not thinking of adding another stun at this time.



Some of this sounds @#%^ing amazing!

From Camate at the official site.
#2 Aug 01 2011 at 7:37 PM Rating: Good
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@#%^ING WIN!

I won't lie, I like the magic-side of DRK and I'm glad to see SE is finally looking at actually boosting our effectiveness with Dark Magic and (hopefully) making what our elemental magic should be: A high-mp cost, single shot nuke that generates a ton of TP.

Also, would like to see a stun II, but on a 5min timer or something. Definitely not something that could be spammed, but it would be nice to be able to @#%^ up a NM that tries to spam something 3x.
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#3 Aug 02 2011 at 7:25 AM Rating: Decent
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It would be kind of strange to absorb something that does not exist


Just like its strange that undead mobs cast drain...that heals them (when they have "no" HP)

Or that mobs cast Silena on themselves....

Quote:
converts a large amount of MP into increased magic attack
does this make sense to anyone ? kinda like "converts a large amount of TP into increased Weaponskill Power"......but you have no TP to WS -- typical DRK treatment.

Hopefully it was a typo & they meant HP

Everything else looks good though.
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#4 Aug 02 2011 at 8:18 AM Rating: Good
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Terrifyingspeed wrote:
Or that mobs cast Silena on themselves....
Mobs don't actually silena themselves, they simply cast silena the moment silence wears. With lag and half-assed programming, it just appears as if they remove their own silence with silena.

Quote:
Quote:
converts a large amount of MP into increased magic attack
does this make sense to anyone ? kinda like "converts a large amount of TP into increased Weaponskill Power"......but you have no TP to WS -- typical DRK treatment.
Your next spell will cost 3x more MP and in return, the damage will increase 10x (actual values may vary).
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#5 Aug 02 2011 at 10:34 AM Rating: Decent
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So what we can take away from this is:

New Absorbs, different from current stock.

Can't think of much other than Absorb-Speed, Absorb-Enhancement, Absorb-Attack, Absorb-Evasion, and Absorb-Defense. Maybe Absorb MDB and MAB? Those could be broken as well.


Absorb-Stat Decay removed.

Absorbs are actually worth casting now if they get a duration buff to ~3-5minutes


Next Version Update will give us an ability to increase attack and magic attack by taking damage.

Awesome for Physical and Magical WS. Helps my Apocalypse out a big as well by boosting my ability to heal myself more consistently on bigger things. Also good for my HS build, which needed a boost, especially outside abyssea. It's also good to know we're getting at least one awesome buff this update.



Getting Casting/Recast buffs on all Dark Magic.

Makes absorbs better. Dread Spikes being up more often is always @#%^ing awesome as well.


Possibly Implied Changes: More Potent Dark Magic, Dark Magic Skill A+ boost, and Parrying Skill raised.
#6 Aug 15 2011 at 12:08 PM Rating: Good
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Terrifyingspeed wrote:
Or that mobs cast Silena on themselves....

Hey, I use Silena on myself! What's wrong with that?!

(Yes, I do have a Yagrush, since you ask...)
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#7 Aug 24 2011 at 7:05 AM Rating: Decent
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o.0
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