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What if the subtle blow increase meant that you give 0 TP to the monster per hit. Would that make it worth while? I don't know if feeding NM's TP is still an issue people worry about.
Hmm... Interesting thought. Using the notes as a basis to see where I could push the ability while still remaining realistic. Taking an optimistic stance here since Composure ended up being much nicer than originally thought.
~~ Speculation ~~
Player gains 1 TP per hit, always.
Mob gains ((1 + 3) - Subtle Blow %) TP
If we get +20 SB for the effect, then native trait + rajas + black belt + JA would be 50 SB, max.
Mob thus gains 2 TP per hit, or 1.5 with Penance up.
Not counting mob hitting player, would thus be 50 to 67 hits per TP move (25-33 each with 2 mnks using this).
If running at 1.0 cRatio, 4 fStr and 16% crit rate w/Destroyers (moderately tough mob), that's 3300-4400 damage done per 100 TP given to the mob. Not black mage levels, but certain impressive for a melee DD. By comparison, for roughly the same config:
Normal mnk: 1800-2400 dmg per 100 TP given
Footwork mnk: 2300-3100 dmg per 100 TP given
Sam: ~1700 dmg per 100 TP given (a bit more if they're subbing something with Subtle Blow)
Time it would take 2 mnks to hit that often with 59% haste (standard gear with black belt and usu feet, spell, double march), and assuming capped accuracy with the JA buff: 28-37 seconds. If 2 mnks, figure alternating Penances, so about 75 seconds for 2 TP moves from the mob, worst case. If the mob holds to 300 TP, that's almost 2 minutes per TP move. Since mobs are more likely to use TP moves after a big damage spike, and no weaponskills mean no big damage spikes, it's more likely to be at the high end of things.
Sounds ideal for low-man fights where you absolutely don't want to deal with mob TP moves, but don't have blms to throw at it (such as all the new NMs that are immune to grav/bind/sleep). A solo mnk will rarely see a TP move more than once per two minutes until the mob is below 25%, and even then won't see more than one per minute. Not a fast kill, to be sure, but certainly a safe one. Wouldn't mind using this on those bloody Zhayolm frogs >.>
Frankly, with this there's really no reason to restrict weaponskills. It'll just take you the equivalent of getting ~500 TP before you can use one.
Such a setup would pretty much hit the limit of what could be done to limit mob TP moves from the melee side. The only thing better would be 0 TP damage - which we have in counters - but we're unlikely to get that for general use. After that, raw damage has to improve.
However we're pretty limited on improving raw melee damage beyond what we currently use/recommend, even if we ignore accuracy entirely. About the only thing to change out would be acc ring >> flame ring, and str or att on neck (faith torque/CC/spike necklace/tiger stole). Kirin's Osode would probly be best body piece if acc is ignored, but that's about it.
A such, it would imply that you're pretty much stuck at fights that are ~50% longer than base (assuming nothing but 1 or 2 mnks for damage).
That would give us 3 fight modes: slower, extremely safe fights (new JA), moderately fast, fairly safe fights (Footwork), and very fast, somewhat risky fights (default). [Assuming 'safe' is measured in TP moves rather than, say, -ga spells.]