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Improving/Rebalancing DNC for the future
Ragnarok.Hevans
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By Ragnarok.Hevans 2011-07-25 07:23:06
Ramuh.Austar said: Lakshmi.Byrth said: Just wondering, but does anyone know where the "this is how building flourish works" myth came from? It's on the wiki and incredibly specific, but uncited and added by someone with 122 edits total (most of them simple stupid ***).
Basically, I really doubt that it works the way wiki says it works. It probably just gives more Acc/Atk/Crit rate the more FMs you burn. I honestly don't know, it wouldn't be hard to test attack per finishing move though. I just don't really know how to go about doing that.
1000 attacks with 1, 2, 3 finishing moves on wild rabbits in ronfaure i'd imagine.
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 07:23:34
Ragnarok.Hevans said: Ramuh.Austar said: Lakshmi.Byrth said: Just wondering, but does anyone know where the "this is how building flourish works" myth came from? It's on the wiki and incredibly specific, but uncited and added by someone with 122 edits total (most of them simple stupid ***).
Basically, I really doubt that it works the way wiki says it works. It probably just gives more Acc/Atk/Crit rate the more FMs you burn. I honestly don't know, it wouldn't be hard to test attack per finishing move though. I just don't really know how to go about doing that.
1000 attacks with 1, 2, 3 finishing moves on wild rabbits in ronfaure i'd imagine. Problem there is it's WS and not normal melee swings.
Carbuncle.Asymptotic
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By Carbuncle.Asymptotic 2011-07-25 07:25:05
Actually, JP wiki just says "Increases attack power by up to 25%"
Ragnarok.Hevans
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By Ragnarok.Hevans 2011-07-25 07:25:23
Ramuh.Austar said: Ragnarok.Hevans said: Ramuh.Austar said: Lakshmi.Byrth said: Just wondering, but does anyone know where the "this is how building flourish works" myth came from? It's on the wiki and incredibly specific, but uncited and added by someone with 122 edits total (most of them simple stupid ***).
Basically, I really doubt that it works the way wiki says it works. It probably just gives more Acc/Atk/Crit rate the more FMs you burn. I honestly don't know, it wouldn't be hard to test attack per finishing move though. I just don't really know how to go about doing that.
1000 attacks with 1, 2, 3 finishing moves on wild rabbits in ronfaure i'd imagine. Problem there is it's WS and not normal melee swings.
i said attacks, but i just meant it as 1000 rounds of whatever the attack you're testing with is. i know it's on ws.
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 07:25:46
That's pretty boss.
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 07:26:19
Ragnarok.Hevans said: Ramuh.Austar said: Ragnarok.Hevans said: Ramuh.Austar said: Lakshmi.Byrth said: Just wondering, but does anyone know where the "this is how building flourish works" myth came from? It's on the wiki and incredibly specific, but uncited and added by someone with 122 edits total (most of them simple stupid ***).
Basically, I really doubt that it works the way wiki says it works. It probably just gives more Acc/Atk/Crit rate the more FMs you burn. I honestly don't know, it wouldn't be hard to test attack per finishing move though. I just don't really know how to go about doing that.
1000 attacks with 1, 2, 3 finishing moves on wild rabbits in ronfaure i'd imagine. Problem there is it's WS and not normal melee swings.
i said attacks, but i just meant it as 1000 rounds of whatever the attack you're testing with is. i know it's on ws. Everytime I engage something low level it dies before I can WS, I'd get way too frustrated to do that.
Ragnarok.Hevans
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By Ragnarok.Hevans 2011-07-25 07:26:52
you just engage and spam your ws macro. i'm trying to figure out the best ws for testing this.
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 07:29:25
Viper Bite comes to mind, seeing as it double WS attack already, wouldn't it make it a lot more obvious in the differences between different levels of attacks from building?
Carbuncle.Asymptotic
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By Carbuncle.Asymptotic 2011-07-25 07:31:09
Would be impossible to test critical hit rate, however.
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 07:34:45
Well if we can figure out the acc and attack values, I'm sure the crit ones would be something pretty like 5/5/5. But then again, this is SE.
Lakshmi.Byrth
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By Lakshmi.Byrth 2011-07-25 07:37:38
You can't do it on L0 mobs, because your attack is already capped on them. Your best bet is probably going to be Steelshells in The Boyadha Tree using the method they develop about half way through this thread.
Viper Bite has interesting potential (single hit, doesn't scale with TP, would - we assume - double the effect of Building Flourish) and I've always wanted to use it for this. I just don't know where the testing that proves it doubles attack is.
Ragnarok.Hevans
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By Ragnarok.Hevans 2011-07-25 07:39:04
could always try a sword or staff ws?
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 07:39:23
Could do a 50/50 split with wasp sting and viper bite?
Both are essentially the same thing, only viper bite supposedly has double attack.
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By Lakshmi.Byrth 2011-07-25 07:49:00
Actually, with Scissor Guard up we wouldn't have to worry about capping attack. Heh, if we wanted to we could use Wasp Sting with Scissor Guard down and Viper Bite with Scissor Guard up. If Scissor Guard doubles Defense and Viper Bite doubles attack, we could collect data faster that way. =p
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 07:50:06
I can go play around up in the tree for a bit. ***else to do right now.
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By Lakshmi.Byrth 2011-07-25 07:58:53
Okay, I'll lay out a full-out testing thing if people want to toss some N in here:
1) We need to know your Attack/STR, and your Attack/STR has to be the same all the time (no swaps).
2) Only use one weapon, and don't use any DA or TA gear/Saber Dance.
3) You'd need to record your max and min normal and crit hit with and without Scissor Guard up for each crab Level/XP (KParser can give you a pretty good estimation of this just looking at the distribution for each mob xp.)
4) Use Building Flourish -> Wasp Sting when Scissor Guard is down and Building Flourish -> Viper Bite when Scissor Guard is up.
5) The weaponskills are going to have to be hand-parsed, writing down the weaponskill damage and how many finishing moves were consumed.
6) Wanting to use Building Flourish for WSs pretty much means you won't be using Reverse Flourish. Q.Q
Ragnarok.Hevans
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By Ragnarok.Hevans 2011-07-25 08:01:39
Lakshmi.Byrth said: Okay, I'll lay out a full-out testing thing if people want to toss some N in here:
1) We need to know your Attack/STR, and your Attack/STR has to be the same all the time (no swaps).
2) Only use one weapon, and don't use any DA or TA gear/Saber Dance.
3) You'd need to record your max and min normal and crit hit with and without Scissor Guard up for each crab Level/XP (KParser can give you a pretty good estimation of this just looking at the distribution for each mob xp.)
4) Use Building Flourish -> Wasp Sting when Scissor Guard is down and Building Flourish -> Viper Bite when Scissor Guard is up.
5) The weaponskills are going to have to be hand-parsed, writing down the weaponskill damage and how many finishing moves were consumed.
6) Wanting to use Building Flourish for WSs pretty much means you won't be using Reverse Flourish. Q.Q
not always. as long as you can do a step after you use BF you should be fine?
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 08:02:39
Here's my plan, 1 wasp sting and 1 viper bite on the same crab, each with different levels of BF. 50 times each, for a total of 200 mobs, and each mob I'll record my exp per kill?
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By Lakshmi.Byrth 2011-07-25 08:32:37
You should try and do Wasp Sting with Scissor Guard down and Viper Bite with Scissor Guard up. If Scissor Guard doubles Defense and Viper Bite doubles Attack, you end up with the same cRatio. This way you collect data faster.
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 08:42:09
yeah that's what i meant. I got an interesting find though, using only af3, and some random evade gear, one of my wasp stings did twice as much, af3 set proc on WS? i am using drain samba 3
Carbuncle.Asymptotic
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By Carbuncle.Asymptotic 2011-07-25 08:42:56
o_o that would be rather astounding if it is indeed the case.
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By Carbuncle.Asymptotic 2011-07-25 08:43:41
Oh, has anyone ever managed to test the AF3 set proc for other players?
If not, I may go do that now.
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 08:44:55
yeah, so far for wasp stings: 63, 44, 94, 45, 43, 45, 45.
Ragnarok.Hevans
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By Ragnarok.Hevans 2011-07-25 08:46:02
Carbuncle.Asymptotic said: Oh, has anyone ever managed to test the AF3 set proc for other players?
If not, I may go do that now.
it augments the ability samba. it's only for the person using it. the other people are just getting the effect of the mob having the haste daze negative status effect.
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By Carbuncle.Asymptotic 2011-07-25 08:48:43
Last time I checked BG Wiki, it still had "unclear if the bonus applies to other players," but it seems to have since been removed.
Ragnarok.Hevans
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By Ragnarok.Hevans 2011-07-25 08:50:38
i wouldn't put too much stock in that. someone just put that on there because they didn't know. samba's put a status effect on the mob and players get the same bonus as the dnc, but only the dancer has the positive effect causing it on them. no one else has samba.
*edit* think of it like tier II enspells. everyone gets the benefit of the mob's lowered magic resistance, but only the rdm has enspell on them.
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By Lakshmi.Byrth 2011-07-25 08:54:06
I had one report where someone said they got an ODD proc on their Dragoon without any other source of ODD, but I haven't seen it since. It seems unlikely to me that it would proc for other people.
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By Lakshmi.Byrth 2011-07-25 13:26:40
Austar sent me some numbers, and I want everyone to keep in mind this is an approximation, but as near as I can tell Building Flourish gives about +100 Attack or +20~25% Attack when used with 2 FMs or more. I would lean towards +100 Attack based on what our merits do (static attack bonus). Honestly, that makes this JA a lot stronger than I was expecting, but it's still just "Berserk that only lasts one WS."
The numbers were:
Level |
FM1 Min |
FM1 Max |
FM2 Min |
FM2 Max |
FM3 Min |
FM3 Max |
N |
73 |
67 |
67 |
67 |
67 |
84 |
84 |
1 |
74 |
44 |
69 |
48 |
84 |
47 |
73 |
4 |
75 |
46 |
47 |
65 |
73 |
63 |
79 |
2 |
76 |
44 |
65 |
44 |
69 |
60 |
77 |
3 |
He had:
Austar said: 84+5 STR
441 Attack.
Evasion Kila, 43 DMG.
Signet and Drain Samba 3 full time, 2/5 AF3+2.
Used quickstep to get finishing moves as to avoid any issues with crits or defense.
Now, given the low N and comparable defense between the three levels of Steelshell (354, 360, 366, 372), I think that we can probably just scrap the level analysis for now and combine all the groups:
FM1 Min |
FM1 Max |
FM2 Min |
FM2 Max |
FM3 Min |
FM3 Max |
N |
44 |
69 |
44 |
84 |
47 |
84 |
10 |
Looks pretty conclusive that you get an Attack Bonus with 2~3 FMs but not with 1, and it looks like it's approximately the same Attack bonus. Now, given his base damage of 43 (which is approximately correct. I expect fSTR would be 0 with 89 STR for these Steelshells based on that thread I linked earlier), we see that the values range from 1~1.95 with 2 and 3 FMs. This gives a new cRatio of approximately 1.5, which is something like 20-25% (or about 100 Attack) higher than it used to be. I lean towards 100 Attack rather than 20-25% because our merits give +2 Attack per level, not +2% attack.
Throwing out the one weird one (94 damage, either a DA or a doubled damage), we get a range of 44~65 for his Wasp Sting/Viper Bites without any Building Flourish (N=14). This (combined with the FM1 results), match the range we'd expect for his cRatio (1.18~1.25 -> .87~1.63 pDIF range, or about 38 ~ 70 damage).
Ramuh.Austar
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By Ramuh.Austar 2011-07-25 21:58:46
Would it be possible that the attack boost scales with your level similar to hasso? I'm pretty sure if it is a static 100 attack or so, we'd have seen some insane WS when the JA is first obtained.
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By Lakshmi.Byrth 2011-07-25 22:02:19
Could be, for sure. Could even be something like "Attack + Player Level."
Hay I'm at it again!
Dancer Suggestions Round II
I have made the following post on the official forums, about the current state of the Dancer class, and offering suggestions to the development team.
Improving/Rebalancing Vana'diel's Divas
Text without formatting here, if you don't like links:
Suggestions to Improve/Rebalance Vana'diel's Divas
Introduction
The Dancers of today are faced with a similar situation that Red Mages faced once in the past, that is "I can do a lot of things, but everything I can do, someone else does better." Through recent armor and ability releases, it has become relatively apparent that the Dev team does not see Dancer as the mostly-support-occasionalDD-class that it was originally tailored to be. The Manifesto, however, states that it wishes to keep the Dancers' solo skills in tact while further improving their ability to shine in group play. These suggestions will mostly focus on the latter concept, as I don't believe the Dancer class needs much help on the solo front.
A Brief Discussion of Opportunity Cost
A New Dancer Manifesto?
Opportunity cost is an important factor to consider when designing any Dancer job ability.
I'm sure the Dev team is aware of this term, but for those reading this forum who might not be familiar with the concept, I'll go over it a little bit.
Let's say, for example, you want to pop the Notorious Monster Orthrus. You need a Tiger King's Hide, which, on my server, sells for aroudn 200,000 gil on the Auction House.
One might say, "You can pop Orthrus for free if you just kill Ansherekh a few times or get lucky with gold chests?" But, in that case, if you pop Orthrus, you still pay the 200,000gil as an opportunity cost, because you could have sold the hide.
Similarly, we can think of a Dancer's finishing moves as "goods" that can be sold for "currency," or TP. At full power, 5 finishing moves can be converted into 100TP via the use of the ability Reverse Flourish.
So let's take a look at some Dancer Flourishes and their OPPORTUNITY COST.
1.) Desparate Flourish -- requires one finishing move, to MAYBE inflict gravity. The opportunity cost here is 25 TP - 1/4 of a weapon skill, half of a Curing Waltz III. It's not really worth using in most scenarios (if ever).
2.) Violent Flourish -- requires one finishing move to attempt to inflict stun. The opportunity cost here is 25 TP. Stun is a much more desirable effect though, and since the accuracy is so greatly enhanced by Etoile Casaque, it's definitely worth it if you have that item.
3.) Wild Flourish -- requires 3 finishing mvoes to inflict Chainbound. The opportunity cost here is 75 TP. It's almost worthless in its current state, unless maybe you're fighting Qutrub.
Suggestion: The Development team and player suggestions should be well aware of the Opportunity Cost to Dancers. If you program an ability, and Dancers don't use it, you wasted your development time and programming time to implement it. Make more effective and more useful abilities that Dancers should be willing to "pay the price" in opportunity cost to use. In addition, I'm sure Dancers would be enthralled to have reasons to use finishing moves besides stunning, forcing critical hits on weapon skills, and regenerating TP. Provide new and enticing abilities to prevent Dancer from becoming a "one-trick-pony" class.
Curent Issues with the Dancer Class
1. Damage: due to the rebalancing of 1-handed vs. 2-handed weapons and the calculation of Accuracy and Attack, and the nature of daggers in general, Dancers (along with THF) can have a fairly hard time contributing to the damage output of a party, except inside Abyssea where the critical hit rate is extremely high. The Dancer class, in general, is absolutely STARVED for attack. If Damage is the route down which the development team intends to take Dancer, this shortcoming will have to be addressed.
2. Healing Support: the Dancer class lags far behind Mage-based classes when it comes to support, particualrly healing, and a Dancer might as well be helpless if debuffs need to be removed from other party members. Dancers also tend to use "Curing Waltz III" more often than their other waltzes, which are available to anyone using Dancer as a support job, further detracting from the main job's allure.
3. Utility Support: The Dancer's main selling points to endgame in the past, Steps and Haste Samba, have lost some of their relavence due to the delay reduction caps, improvements to magical haste spells (March), and lack of improvements to their potency (both steps and sambas fall victim to this). Haste Samba is also available as a support job, and under optimal conditions (Haste (Spell) + Double Marches from the BRD with proper equipment), is equally as potent for most jobs (due to the delay reduction cap) as a fully merited main-job Dancer's.
Suggested Improvements
It would likely be overpowering to greatly increase the Dancer's prowess on all of these fronts. Instead, I will address each area separately without much regard for the other categories. Please note that the names and exact functions of these suggested abilities and traits are suggestions, and open for creative expansion.
Part I: Across the Board Adjustments
Conserve TP: this was a fantastic idea for a job trait, and was widely welcomed with open arms. However, it was flawed in that it works only on weapon skills. If it's not considered overpowered for mages to occasionally reduce MP cost on their healing spells, why should Conserve TP not be able to work on Waltzes and Sambas?
Suggested Adjustment: allow Conserve TP to occasionally reduce the cost of Waltzes, Steps, and Sambas as well as Weapon Skills
Note: Byrth has correctly pointed out that the implementation of conserve TP is different from that of conserve MP, which may pose as a problem to this suggestion. That aside, I don't think from a programming perspective that adding an aspect to conserve TP that allows it to function for some percent of a waltz's TP cost would be exceedingly difficult. Hence, this suggestion still stands.
Step Potency: At higher levels, most other jobs are able to maintain similar levels of debilitation on enemies with less "effort" than a Dancer must put forth to maintain a weaker effect. Additionally, players using Dancer as a support job experience no penalty to the potency of their steps, making a main-job dancer less valuable. This could be addressed by introducing a series of Dancer-exclusive job traits which improve the efficacy of specific steps.
Suggested Adjustment: New Job traits which increase the potency or otherwise augment steps.
My ideas:
Fancy Footwork I (DNC Level 55): Improves the effect of Quickstep. (roughly, should double the decrease to the target's evasion from -24 to -48 at daze level 5)
Fancy Footwork II (DNC Level 75): Improves the effect of Box Step. (roughly, should nearly double the decrease to the target's defense from -13% to -25% at level 5)
Fancy Footwork III (DNC Level 95): Improves the effect of Stutter Step. (instead of increasing the magic evasion effect which seems to be fairly potent already, perhaps add a decrease to magic defense as well)
Note that job traits augmenting existing job abilities is not unprecedented: take a look at the effects of Thief's Aura Steal and Assassin job traits.
The most important aspect is that these traits would need to come late enough that they would not be accessible from a support job.
Part II Improving the Dancer's Damage
There are few improvements I can think of in this category. The only possible suggestions I could think of here would be the following improvements to existing Job Abilities:
A Note to the Development Team: If the Triple Attack ability you have mentioned in the manifesto is in the same category as Climactic/Striking, it will never be used by educated players, and as I mentioned earlier, will simply be a waste of your creative skills and implementation ability, unless there is some major hidden bonus to the ability that you have not described.
Building Flourish: Alter this ability to no longer work only for weapon skills. Instead, Allow the dancer to consume finishing moves to increase its accuracy/attack/critical hit rate as before, but for all melee attacks. The duration would be one minute, but the potency of the increase would decrease over the duration of the enhancement, and would be consumed after the first weapon skill.
Wild Flourish: Upgrade this ability, perhaps through a job trait or piece of equipment, to perform higher-tier skillchains, as with the Samurai ability Konzen-Ittai.
Climactic Flourish: Lower the recast to 1 minute.
Alternatively, a job trait could be introduced to alter the effects of the Flourishes II category:
Attitude: (Dancer Level 99) Improves the effects of Flourishes II.
--Building Flourish ---> provides the augments I have listed above under Building Flourish.
--Wild Flourish ---> provides the augments I have listed above under Wild Flourish.
--Reverse Flourish ---> There are two ways that I can think of to deal with this, an obvious way, and a more interesting (and I think more appropriate to the job class) way.
1.) return 25% more TP, OR
2.) return 25% of the "reversed" TP to party members near the Dancer, as well.
Suggested Adjustments: See above
Part III: Improving the Dancer's ability to heal
I'm not convinced, as many Dancers are, that splitting the waltz category into multiple categories is a viable option. I think instead adding a new tier of abilties to improve the Dancer's healing prowess would be a better option.
Suggested Adjustments: A new category of dance which consumes finishing moves to power up waltzes and modify their recast and/or TP costs.
The following abilities would be in a new category of dance, separate from steps and flourishes, but also require finishing moves. We'll call them "Techniques"
Dessus (Dancer level 65): expends a finishing move to reduce the TP cost and recast of the next Waltz. (Recast: 30 seconds, Duration 1 30 seconds) -- in particular, this should halve the recast of the next waltz. The TP Reduction would probably be about 25%.
Rise (Dancer level 75): expends a finishing move to increase the potency of the next Waltz, for an increased TP requirement. (Recast: 1 minute, duration 1 minute). Should increase the potency of the next waltz by 25% *ignoring the current cap on Waltz Potency*, and increase its TP cost by 10-15%.
Assemblé (Dancer level 95): expends all finishing moves to transform the next Waltz into an area-of-effect ability, doubling the TP requirement. (Recast 3 minutes, duration 1 minute)
Since Techniques would be one category, the shared recast, in particular of Assemblé (which would eliminate the ability to use Dessus or Rise for 3 minutes).
There is also an extremely prevalent outcry for a Raise dance, but at this time I am unsure of how it would be implemented.
Perhaps a simple new job ability would be the best way to accomplish this, as I believe the recast associated with the ability would cripple the Dancer if tied to the Waltzes category.
Ritual Dance (Dancer Level 90, Recast 5 minutes): Consumes all TP and finishing moves to resurrect the target. Strength of raise determined by the amount of TP and finishing moves consumed. Requires at least 100 TP and 2 finishing moves.
This ability should probably have a longer animation, similar to Chocobo Jig.
Part IV: Improving the Dancer's Ability to Support
First things first: in the manifesto, you mention giving the Dancer the ability to consume TP to imbue a regain effect on party members. This could be an excellent idea, if implemented properly. It is probably best to NOT make this a samba. Instead, here is my approach:
Backup Dance (Dancer level 95, Recast 5 minutes, duration 5 minutes or until the DNC has 0 TP). Sacrifices TP to regenerate surrounding Party members' TP. ---Consumes 100 TP to give the dancer a "Sphere" effect that drains the DNC's TP by 2/tic to give party members a 2TP/tic regain effect as long as they are nearby.
There is also an outcry for a "Dispel" flourish from both the English and Japanese communities. I think this could better be accomplished as an addition to an existing Flourish through a job trait.
Smooth Moves (Dancer level 75) Augments the effects of Flourishes I.
-- Animated Flourish: increases the enmity of this ability, while decreasing enmity toward all other party members with variable potency due to FMs consumed.
-- Desperate Flourish: attempts to inflict "slow" as well as "gravity" on the enemy.
-- Violent Flourish: in addition to attempting to stun, dispels one beneficial effect from the enemy.
In this way, you can improve the dancer's support abilities by a lot without adding a whole lot of new job abilities. Similarly, while a support job would have access to the main abilities, they would not have access to the new "fully powered" abilities possessed by a main job Dancer.
There are also many new debuffs that could be considered for new steps. The most interesting (and most worth-mentioning) that I have heard is a step to reduce the target's attack speed. Traditionally, Dancer has not had access to "Defensive" debuffs, however, as we move forward and balance the game toward level 99, these sorts of debuffs may be worth looking into. It's possible that they could be come overpowered for solo play, but NIN/DNC has access to offensive and defensive debuffs and puts less effort into the maintenance of debuffs than a Dancer does. Ninja has a similar survivability to the Dancer class, especially when using Dancer as a support job. If it's not overpowered in this case, then I don't think they will be overpowered for a Dancer. I believe that adding one, or even a series, of "defensive" type debuffs (Slow, Accuracy Down, Attack Down -- these are just examples) to a Dancer's arsenal, given the unique nature of Daze abilities stacking with the debuffs of other players, will have an extremely positive effect on the class itself, and on group synergy as a whole.
Here are some examples of these sorts of steps, and ideas for naming them:
Rock Step: Decreases the target's attack speed. If successful, you will earn a finishing move.
Side Step: Decreases the target's accuracy. If successful, you will earn a finishing move.
Dazzle Step: Decreases the target's attack. If successful, you will earn a finishing move.
As a final note for this section, our Sambas, particularly Drain Samba, have become very weak with the rise in level cap, with no way to improve their efficacy. Perhaps a series of job traits to increase their potency, or otherwise augment them, is also in order.
A Final Idea: Stances for a Versatile Class
Two stances already exist for Dancer: Fan Dance and Sabre Dance, and from their introduction it appears the development team wishes that Dancer should be somewhat of a "chameleon" class, able to change its form to fit many different situations. Many, if not all of the ideas listed above, could be interpreted into a new pair of "Stances" for Dancer, a pair which would resemble hybrids of Ninja's Yonnin/Innin and White Mage's Afflatus Solace/Afflatus Misery.
The first stance would increase the damage output of the Dancer. I've given them names , like many of the other abilities I have suggested, from standard ballet terminology:
En Pointe: (Dancer level 95, Duration 5 minutes, Recast 3 minutes) Increases offensive capacities and abilities at the expense of defensive capabilities.
This ability would provide the augments to "Flourishes II" that I mentioned under the job trait "Attitude" earlier. For refreshment, they are as follows:
Building Flourish: Alter this ability to no longer work only for weapon skills. Instead, Allow the dancer to consume finishing moves to increase its accuracy/attack/critical hit rate as before, but for all melee attacks. The duration would be one minute, but the potency of the increase would decrease over the duration of the enhancement, and would be consumed after the first weapon skill.
Wild Flourish: Upgrade this ability, perhaps through a job trait or piece of equipment, to perform higher-tier skillchains, as with the Samurai ability Konzen-Ittai.
Reverse Flourish: There are two ways that I can think of to deal with this, an obvious way, and a more interesting (and I think more appropriate to the job class) way.
1.) return 25% more TP, OR
2.) return 25% of the "reversed" TP to party members near the Dancer, as well.
The ability would also increase the Dancer's Attack, Accuracy, and Critical Hit Rate as well as penalizing Evasion and Defense. Additionally, Waltz TP costs AND recast timers would be penalized by a "noticeable" amount. You may notice that this ability shares some parallels with both Yonin/Innin and Dark Arts. Indeed, these abilities were my inspiration for this stance.
Now, for the second, more supportive stance:
En Cote: A sideways stance which improves abilities that support allies.
This stance would increase the potency of waltzes while decreasing their TP costs and recast timers. It would also provide the bonuses to "Flourishes I" that I previously listed under Smooth Moves. As a refresher, they are as follows:
-- Animated Flourish: increases the enmity of this ability, while decreasing enmity toward all other party members with variable potency due to FMs consumed.
-- Desperate Flourish: attempts to inflict "slow" as well as "gravity" on the enemy. Or, as Byrth suggested, "Magic Evasion Down."
-- Violent Flourish: in addition to attempting to stun, dispels one beneficial effect from the enemy.
This stance would not have negative consequences. Instead, its penalty is the "opportunity cost" of not being able to use the damge-increasing abilties of En Pointe.
Complex abilties such as these have a precedent in Afflatus Solace and Afflatus Misery, and I don't believe the additions listed here are particularly more complex then those abilities already in place (in fact, I think the ideas here are less complicated than those of Solace/Misery).
Conclusion
There are multiple ways in which the Dancer class can be adjusted to "fit in" better in both today's endgame activities and future activities. In this post, I have described a multitude of ways that each "facet" of the Dancer Class could be improved, although obviously major improvements "across the board" have the potential to be overpowered. As a compromise, I have introduced the idea of a new "stance system" which would allow the Dancer to alter its strengths toward either damage or support abilities.
Please note that while my ideas certainly do not speak for the playerbase as a whole, they have come into fruition after careful consideration of the suggestions from English, Japanese, and European players alike, as well as long hours of considering how they may affect game balance. I am not an expert in this field, obviously, but I think we can all say we know at least a little, when we've all seen how the development team's own updates are constantly altering the face and game balance of FFXI.
Finally, the Dancer class is an exceptionally creative class and is unlike anything that FFXI had ever seen before it. I commend the past and present development team in their creative abilities to shape and culture such a diverse and interesting class, and extend my sincerest gratitude that I have had the honor and opportunity to both play this incredible class, and now, offer my suggestions for keeping it competitive as Vana'diel marches on into a new era. I'm sure there are countless players, across language barriers, who would stand with me on at least that statement.
有り難うございます! 踊り子万歳!
With my sincerest Gratitude and Respect,
Asymptotic
Carbuncle Server
If you like these ideas, or even dislike any of them, please head over to the official forums now and join in the discussion. In general, the more activity a thread receives, the more attention they seem to get, at least from the community reps.
Feel free to discuss and add input here, as well. It's a living document, I can always update and add more ideas :)
(some of you have seen this from a different thread, but I have added some significant changes since then)
Thanks,
~Asym
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