11-13-2014, 04:06 PM
Or just 100% SKI. Kensei are a moderate-low STR class, their effectiveness comes from SKI... but all of their attack skills don't use it.
I can't be the only one that finds that weird.
Proposed Kensei rework, LadyLightning style!
Kagekiri, Hirazuki, Sharenzan, Toiken, Raijinken: All damage-dealing Kensei skills that used to scale with 75% STR,
now scale with 100% SKI instead. This allows Kensei to use their primary stat for damage, without having to worry
about not only a lesser stat, but only 75% of that lesser stat.
Critical Changes: Additionally, all damage-dealing Kensei skills will roll a Crit check, even if they're autohits -- just
like Ryemei. All autohits that roll a Crit check will use their weapon's Critical stat, and will not have their crit chances
capped. This ~includes~ Ryemei! Kensei skills will use your sword's Critical stat, and Ryemei will use your tome's Critical
stat. It is ~vitally important~ that all skills using a mechanic use the mechanic, and not an artificially gimped version
of that mechanic. Furthermore, ~all skills' damage and crit breakdowns will need to be shown in the battle tab!~
Momentum Changes: Whenever you score a critical hit with an autohit, whether that's Kagekiri, Raijinken, or Ryemei, you gain
+1 Momentum just like you would if it were a basic attack, or +2 with Fleur, of course. This would count as your bonus
Momentum from crits for the round, so if you were to crit with a basic attack afterward, you wouldn't gain any ~more~
Momentum. It baffles me why Ryemei can crit but doesn't give you +1 Momentum when it does. This needs to stop, Dev.
FP Costs: Decrease the FP costs of damage-dealing Kensei skills with rank, down to a little over half of their original FP
cost. I would say from 18 FP at rank 1, to 10 FP at rank 5, in addition to gaining increased damage. This way, with the
FP regen provided by Channel Spirit and the Capacity talent, you could have one skill per round at a 90% discount, and
the others would be relatively cheap in FP. Furthermore, with the buff to Tekagen mentioned below, we might see an
actual reason for Kensei to hold back.
Sheath Sword: Now functions any time you're hit with a melee weapon, or a weapon-specific skill that uses a melee
weapon, regardless of range or facing. It does not function against spells, ranged weapons, or weapon-specific skills
that use a ranged weapon, unless the attacker is within the reach of your melee weapon (which could be 2, if you're
using a sword with a huge blade part on it). Special note! Does ~not~ function against gun basic attacks that are
blocked using Blade Barrier! Your sword is either deflecting bullets or cutting your enemy, not both at once. Sorry.
Passive Changes!
Sakki: Now increases your own final, post-calculation critical chance by 5/10/15% of its value. A final critical chance
of 50% becomes 50 * 1.15 = 57.5% with Rank 3 Sakki.
Touki: Now increases your own final, post-calculation hit chance by 5/10/15% of its value. A final hit chance of 85%
becomes 85 * 1.15 = 97.75% with Rank 3 Touki.
Kenki: Now decreases an attacker's final, post-calculation hit chance by 5/10/15% of its value. A final hit chance of
85% becomes 85 - (85 * 0.15) = 72.25% with Rank 3 Kenki.
Yomidori: Now decreases an attacker's final, post-calculation hit chance by 10/20/30 flat percentage points, provided
they have already targeted you with an attack, or dealt even a single point of damage to you in the current round. A
hit chance of 72.25% becomes 72.25 - 30 = 42.25% with Rank 3 Yomidori.
Peerless: Now passively increases SKI and CEL by +1 each per rank, and no longer increases STR. Given the Kensei's
reduced reliance on STR in this proposed rework, it can no longer be assumed that STR = damage.
Katana Mastery: Now adds +2/4/6/8/10 bonus unresistable Slash damage to damage-dealing Kensei skills and basic
attacks with katana-type swords, instead of the very vague description of "+5 Power." For skills, this damage is simply
added to the Rank bonus of the skill. For basic attacks, however, this damage is added as an on-hit effect, which means
it's not multiplied on a critical hit, and can be negated by a Black Knight under the effect of Steel Aura.
Hidden Cut: Now scales with SKI instead of STR. The numbers remain the same, at 10 + 10%SKI / 15 + 10%SKI /20 + 20% SKI
/ 25 + 20% SKI / 30 + 30% SKI.
Tekagen: HP and FP regeneration is based on the stats you lose while it's active. Instead of simply adding a flat 3 regen,
the Kensei will now regenerate 10% of the stat points they lost in both HP and FP for as long as Tekagen is active. After
all, the better you get, the more you're holding back. Additionally, Tekagen only halves your base stats, not your total
stats.
Example Stat Block, using ideal stats at Lv. 60 Kensei
Normal ~~ Tekagen
STR ~~ 30 ~~ 15
WIL ~~ 15 ~~ 7
SKI ~~ 60 ~~ 30
CEL ~~ 60 ~~ 30
DEF ~~ 10 ~~ 5
RES ~~ 10 ~~ 5
VIT ~~ 35 ~~ 35
FAI ~~ 20 ~~ 10
LUC ~~ 25 ~~ 12
Total stat points lost: 116
Resulting regen: 116 * 0.1 = 11.6 -> 11 HP / FP regen per round.
I can't be the only one that finds that weird.
Proposed Kensei rework, LadyLightning style!
Kagekiri, Hirazuki, Sharenzan, Toiken, Raijinken: All damage-dealing Kensei skills that used to scale with 75% STR,
now scale with 100% SKI instead. This allows Kensei to use their primary stat for damage, without having to worry
about not only a lesser stat, but only 75% of that lesser stat.
Critical Changes: Additionally, all damage-dealing Kensei skills will roll a Crit check, even if they're autohits -- just
like Ryemei. All autohits that roll a Crit check will use their weapon's Critical stat, and will not have their crit chances
capped. This ~includes~ Ryemei! Kensei skills will use your sword's Critical stat, and Ryemei will use your tome's Critical
stat. It is ~vitally important~ that all skills using a mechanic use the mechanic, and not an artificially gimped version
of that mechanic. Furthermore, ~all skills' damage and crit breakdowns will need to be shown in the battle tab!~
Momentum Changes: Whenever you score a critical hit with an autohit, whether that's Kagekiri, Raijinken, or Ryemei, you gain
+1 Momentum just like you would if it were a basic attack, or +2 with Fleur, of course. This would count as your bonus
Momentum from crits for the round, so if you were to crit with a basic attack afterward, you wouldn't gain any ~more~
Momentum. It baffles me why Ryemei can crit but doesn't give you +1 Momentum when it does. This needs to stop, Dev.
FP Costs: Decrease the FP costs of damage-dealing Kensei skills with rank, down to a little over half of their original FP
cost. I would say from 18 FP at rank 1, to 10 FP at rank 5, in addition to gaining increased damage. This way, with the
FP regen provided by Channel Spirit and the Capacity talent, you could have one skill per round at a 90% discount, and
the others would be relatively cheap in FP. Furthermore, with the buff to Tekagen mentioned below, we might see an
actual reason for Kensei to hold back.
Sheath Sword: Now functions any time you're hit with a melee weapon, or a weapon-specific skill that uses a melee
weapon, regardless of range or facing. It does not function against spells, ranged weapons, or weapon-specific skills
that use a ranged weapon, unless the attacker is within the reach of your melee weapon (which could be 2, if you're
using a sword with a huge blade part on it). Special note! Does ~not~ function against gun basic attacks that are
blocked using Blade Barrier! Your sword is either deflecting bullets or cutting your enemy, not both at once. Sorry.
Passive Changes!
Sakki: Now increases your own final, post-calculation critical chance by 5/10/15% of its value. A final critical chance
of 50% becomes 50 * 1.15 = 57.5% with Rank 3 Sakki.
Touki: Now increases your own final, post-calculation hit chance by 5/10/15% of its value. A final hit chance of 85%
becomes 85 * 1.15 = 97.75% with Rank 3 Touki.
Kenki: Now decreases an attacker's final, post-calculation hit chance by 5/10/15% of its value. A final hit chance of
85% becomes 85 - (85 * 0.15) = 72.25% with Rank 3 Kenki.
Yomidori: Now decreases an attacker's final, post-calculation hit chance by 10/20/30 flat percentage points, provided
they have already targeted you with an attack, or dealt even a single point of damage to you in the current round. A
hit chance of 72.25% becomes 72.25 - 30 = 42.25% with Rank 3 Yomidori.
Peerless: Now passively increases SKI and CEL by +1 each per rank, and no longer increases STR. Given the Kensei's
reduced reliance on STR in this proposed rework, it can no longer be assumed that STR = damage.
Katana Mastery: Now adds +2/4/6/8/10 bonus unresistable Slash damage to damage-dealing Kensei skills and basic
attacks with katana-type swords, instead of the very vague description of "+5 Power." For skills, this damage is simply
added to the Rank bonus of the skill. For basic attacks, however, this damage is added as an on-hit effect, which means
it's not multiplied on a critical hit, and can be negated by a Black Knight under the effect of Steel Aura.
Hidden Cut: Now scales with SKI instead of STR. The numbers remain the same, at 10 + 10%SKI / 15 + 10%SKI /20 + 20% SKI
/ 25 + 20% SKI / 30 + 30% SKI.
Tekagen: HP and FP regeneration is based on the stats you lose while it's active. Instead of simply adding a flat 3 regen,
the Kensei will now regenerate 10% of the stat points they lost in both HP and FP for as long as Tekagen is active. After
all, the better you get, the more you're holding back. Additionally, Tekagen only halves your base stats, not your total
stats.
Example Stat Block, using ideal stats at Lv. 60 Kensei
Normal ~~ Tekagen
STR ~~ 30 ~~ 15
WIL ~~ 15 ~~ 7
SKI ~~ 60 ~~ 30
CEL ~~ 60 ~~ 30
DEF ~~ 10 ~~ 5
RES ~~ 10 ~~ 5
VIT ~~ 35 ~~ 35
FAI ~~ 20 ~~ 10
LUC ~~ 25 ~~ 12
Total stat points lost: 116
Resulting regen: 116 * 0.1 = 11.6 -> 11 HP / FP regen per round.