I don't understand the logic of how Blast doing 580% damage via multiple hits to a single target is any better than 580% damage through a single hit. Besides being less likely to hit the damage cap and lose damage, it's still 580% damage at the same rate. Sure you're less likely to get a very less-than-average hit since each additional hit must also happen to be weak, but that also goes the same for getting a very above-average hit. It doesn't really come into play at all unless you're fighting something that takes 1-10 hits. Additionally, if you've ever played as a Bandit and tried to use Savage Blow on a Robo (or similarly defensive enemy), you might realize that each hit of multi hit moves are deducted from the enemies defense. So hitting just once also has that slight advantage.
This could also be formulated similarly to the idea mentioned in the first post. A 25% boost to blast damage would be the same as buffing each charge by 25%. Would also limit the impact to single targets, which could be more desirable depending on how admins want to handle things. (also changes a single value vs multiple, and is a 4th job only fix) Doesn't have quite the same motivation as the initial post, but it does the job.
As a white knight, I am fully for this idea. I think It's not only Paladins who deserve a buff but the white knight job as well as the page. I know Threaten cannot be fixed the way it says right now with the 20% reduction, but is there a way to revert it back to how it was on old source. I am talking about 100% success rate and able to work on bosses. I use threaten often on same level and higher level mobs because it does work a bit. However the 50% success rate on each of the 6 monsters it works on is quite annoying, for example alot of times it takes up to 8 threatens for it to work on 1 monster. So while training it spends alot of time and potions getting hit, while trying to get it to work on all 6 monsters, using it 5-10 times, sometimes more. It is a big step back and annoyance whereas on old source it was 100% success rate on every 6 monsters plus bosses. is there a way to change it back to 100% success rate? I think that is a good start. Also Charge Blow, white knights currently are stuck using first job attack skills. The charges are good, but the actual 3rd job attack is the charge blow, To make white knights more like crusaders and dragon knights who have a 3rd job attack skill, I think charge blow should be able to be used without cancelling the charge. If you actually try to play using charge blow against mobs as an attack, it becomes quite difficult to play, charge, attack, charge, attack, charge, attack. During this time you have to be moving and jumping to grind effectively, and potting if you don't have auto pot. But currently it is extremely difficult with this method of attack. I end up getting killed alot trying to grind with this current method. Plus it is quite annoying to where people have to stick with using power strike and slash blast. I think white knights shouldn't be stuck and handicapped having to do this. So just what I think and would like to see, 100% success Threaten and Charge Blow doesn't cancel charge. A little love for the forgotten Page and White Knight.
FWIW, Crusader typically uses just power strike and slash blast during 3rd job. (Crusader gets coma and panic, which removes combo orbs, so similar situation, although it takes longer to refill orbs than it does to recast a charge.) Also, there's a 4th job skill that prevents charge blow from removing charge and also boosts its damage.
In addition to my post above, the buff I proposed in the initial post WOULD be a buff for 3rd job as well (since charges are available in 3rd job, it would be a buff for both WK and Paladin.) After looking more deeply into the numbers yesterday, I'd say that a blast buff would be inadequate given just how good Brandish is relative to both Blast and ACB. If the buff doesn't apply to both skills via a buff to charges, Paladin will still be in a very deficient position (even against mobs with elemental weakness.)
I won't give away any of the deets (that's hip right?) but I think you Pagemasters, WhiteKnighters, and Pallys will be happy with the update.
The patch is supposed to follow “soonish” after this server check according to Stan. I’m holding out hope lol
Kidding aside, It's gonna happen it just might not be exactly on time (I don't know though). This is why Matt doens't like ETA's.
I was wondering, not sure if it's possible or not. I know it's not Paladin specific but, Final Attack, I think it's a good skill and the animations are cool, but currently when using it with slash blast if it hits more then one monster the damage decreases from maxed SP, 130% to like nothing, going from high thousands to low hundreds. This seems like an accident such as it wasn't implemented correctly in the original gms. Is there anyway to fix it where the damage stays at a constant 130% for all 6 monsters? It reads like it should have always been that way from the beginning. It would make final attack more viable I think.
I wish that would happen. It would make crusaders and white knights much better. The thing slash blast is doing right now is splitting one hit’s worth of damage over 6 enemies, making it very low and not worth it. I wish that could get changed but i’m not sure if it can.