I held off making this thread for a long time, but after essentially four expansions (Stormblood to Dawntrail) this has been around for a long time, with no fixes or improvements aside from better scaling.
Skillspeed and Spellspeed have the following issues that should be addressed:
1.) Weaponskill and Spell GCD actions at 1.5s recast (capped) should receive bonus damage/healing from speed stats
This is to make up for the inability to further speed up recast times on GCD actions. This change is in line with the additions in Endwalker to give a bonus damage % if an attack had guaranteed critical hit / direct hit rate and received additional rate through group buffs or stat points to make the extra rate not a dead gain.
The following actions would be affected by this change (sorted by jobs):
2.) To accomodate jobs with weaponskills and spells in the same toolkit, Skillspeed and Spellspeed should be reworked
This can be achieved in one of two ways without changing the action type (Weaponskill to Spell and vice versa):
Option 1: Give jobs with both action types a trait (Lv1 or when first opposite action type is learned) that will give additional speed stat of the opposite type natively provided by equipment equal to the current Skillspeed / Spellspeed obtained through equipment.
Example 1: Paladin has +800 Skillspeed and gets +800 Spellspeed
Example 2: Red Mage has +1000 Spellspeed and gets +1000 Skillspeed
Option 2: Quick and dirty - merge both stats into one and call it Haste.
Closing points
I am aware that many jobs will still prefer to be close to 2.50s GCD regardless due to Critical Hit & Direct Hit being stronger and because of rotational alignment for how jobs are currently designed (meaning a lot of potency being behind Abilities or other methods, unaffected by either speed stat).
The goal of these changes is to make speed less of a dead or even detrimental stat and to streamline & futureproof the stat for current and further jobs and job actions, similar to how Critical Hit and Direct Hit were streamlined in 6.3(?).
Continue reading...
Skillspeed and Spellspeed have the following issues that should be addressed:
1.) Weaponskill and Spell GCD actions at 1.5s recast (capped) should receive bonus damage/healing from speed stats
This is to make up for the inability to further speed up recast times on GCD actions. This change is in line with the additions in Endwalker to give a bonus damage % if an attack had guaranteed critical hit / direct hit rate and received additional rate through group buffs or stat points to make the extra rate not a dead gain.
The following actions would be affected by this change (sorted by jobs):
- Sage - Eukrasian Dosis I-III, Eukrasian Dyskrasia, Eukrasian Diagnosis, Eukrasian Prognosis I-II
- Reaper - Void Reaping, Cross Reaping, Grim Reaping (all Enshroud 1.5s GCDs)
- Machinist - Heat Blast / Blazing Shot, Auto Crossbow
- Dancer - Standard Finish / Finishing Move, Technical Finish
- Summoner - Gemshine + Precious Brillliance with Wind Attunement (Garuda, Emerald Carbuncle)
- Red Mage* - Ench. Riposte, Ench. Zwerchau, Ench. Moulinet (+ Deux & Trois)
(*) This will make more sense with the next change
2.) To accomodate jobs with weaponskills and spells in the same toolkit, Skillspeed and Spellspeed should be reworked
This can be achieved in one of two ways without changing the action type (Weaponskill to Spell and vice versa):
Option 1: Give jobs with both action types a trait (Lv1 or when first opposite action type is learned) that will give additional speed stat of the opposite type natively provided by equipment equal to the current Skillspeed / Spellspeed obtained through equipment.
Example 1: Paladin has +800 Skillspeed and gets +800 Spellspeed
Example 2: Red Mage has +1000 Spellspeed and gets +1000 Skillspeed
Option 2: Quick and dirty - merge both stats into one and call it Haste.
Closing points
I am aware that many jobs will still prefer to be close to 2.50s GCD regardless due to Critical Hit & Direct Hit being stronger and because of rotational alignment for how jobs are currently designed (meaning a lot of potency being behind Abilities or other methods, unaffected by either speed stat).
The goal of these changes is to make speed less of a dead or even detrimental stat and to streamline & futureproof the stat for current and further jobs and job actions, similar to how Critical Hit and Direct Hit were streamlined in 6.3(?).
Continue reading...