POL News: Battle System Adjustments (14/08/2007)

I'd bank that the grips will add a static amount of TP per hit, to make it easier for a GA or any 2H wielder to hit 100% in the same amount of time as a DWer.

The only picture they show of one shows it lowering the delay which I'm assuming is going to lower your TP per hit like everything non-Haste since the TP adjustment update. Wonder how much it's going to affect sam's who use 6hit gear builds.
 
Yeah, somethin along the lines of another TP nerf, or maybe a removal of one of the Duel Wield traits. if not NIN main or somethin. Just make it where other subs become more favorable. Reguardless, seriously something needs to be done about the cannons.

Enhance the experience of a mob that has a SC done and perhaps more for a MB. No need to nerf especially when we know how people will react (RNG anyone?).
 
Ah crap. Pics blocked at work so I couldn't see them before opening my trap.

Wonder if I can get a sub comparison going tomorrow...
 
The only picture they show of one shows it lowering the delay which I'm assuming is going to lower your TP per hit like everything non-Haste since the TP adjustment update. Wonder how much it's going to affect sam's who use 6hit gear builds.

I'd assume there's going to be a variety of grip options made available at the start, and more to come as time goes on, with everything from enhanced Store TP to Attack Bonus to Haste. I also expect that (oddly enough) you won't be able to change your grip without losing your TP.

We'll see which options become the most popular, though obviously I'd expect Haste to top the list.
 
Not to mention that now Rune Chopper might be a viable alternative for those who can't get Fortitude or Perdu. Still gonna have to stick with Berserker's myself, but I lost my virginity to her so it's more sentimental than sensible.

Damn man, that's quite the thing to admit to. That handle on the Berserker's Axe is... big.
 
They state as much in the update details.

I FAIL AT READING!!!

I wonder what the weaponskill changes are going to be though. Perhaps they'll change the Silence effect on Guillotine to, you know, something useful.
 
Additional Effect: Shock Spikes

If that happens... I'll find you, somehow, and do something unspeakably evil to your toilet.
 
Damn man, that's quite the thing to admit to. That handle on the Berserker's Axe is... big.
Well yeah, it's black.

I wonder what the weaponskill changes are going to be though. Perhaps they'll change the Silence effect on Guillotine to, you know, something useful.
Crit rate, please!
 
The only picture they show of one shows it lowering the delay which I'm assuming is going to lower your TP per hit like everything non-Haste since the TP adjustment update. Wonder how much it's going to affect sam's who use 6hit gear builds.

I really don't think it will be a lowering of tp/hit since the delay reduction isn't on the weapon itself. It wouldn't be much of an improvement at all if the tp per hit ratio drops at the same rate that the delay is reducing.

And as much as it kills me to say it, Rappa's DRK is pretty sick.
 
Hardly. They've been saying they'd do something for two-handed weapons since before ToAU.

This was supposed to be happening when I still played...lol
 
I really don't think it will be a lowering of tp/hit since the delay reduction isn't on the weapon itself. It wouldn't be much of an improvement at all if the tp per hit ratio drops at the same rate that the delay is reducing.

And as much as it kills me to say it, Rappa's DRK is pretty sick.


Suppanomimi and the other DW+Gear isn't on the weapon itself yet it affects your TP. Either way it's just speculation at this point as to whether it does or it doesn't but based on the wording I'm leading towards it lowering your TP because it specifically mentions "lowering delay." Something like Hasso has a description of "increases attack speed" which it does at a flat 10% without affecting your TP gain. We'll have to wait to see what it actually does in a couple of weeks.

Everyone getting their hopes up about people using other subs in TP burns and such should prepare to be disappointed though. This isn't going to change anything in that regard. It's not going to make it so everyone can sub war or sam and still expect to have a single rdm cure you while still being able to get 25k/hr. Monks have had to sub nin for years. It's not for offensive boosting, only war can claim to benefit directly offensively. And unless they make some SC+MB exp bonus of like +1000 per mob then that's not really going to make any difference either.

As far as "changing minds" like someone put it in regards to other jobs besides nin/mnk/war getting invites I'd be all for that. Then again I've already seen jobs like sam and drk function perfectly well in a 25k/hr party right now with good gear and subjob choice (/nin). Like Rappa said he does very well in cannons. It helps that he's very well equipped/merited, doesn't sub shit like sam, war, or thf, and has a functioning brain.
 
Like Rappa said he does very well in cannons. It helps that he's very well equipped/merited, doesn't sub shit like sam, war, or thf, and has a functioning brain.
Are we thinking of the same guy? The Crappa I know has nothing of the sort.
 
beat this

Genji Grip
all races
Two-handed weapons only delay -6
TP bonus to Weaponskills
Lv. 70 All jobs

edit: and cmd fly your avatar is friggin scary
 
I doubt this update will make it possible, but I've always wanted to be able to use more than one weapon on my monk. Would it kill SE to let me do good damage with a staff once in a while?

There should be some pld/mnk staves available that have good damage and possibly some defensive stats; I'd use them for soloing.

Of course, I've long thought they should have a soloing set of belts for monk, too . . . say, yellow, green, and red, with defensive stats and +hhp.

I like the job fine as is, but I'd LOVE to have some flexibility.
 
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