It will be interesting to see exactly where this goes. Of the two abilities the first has the most potential if any.
A new ability that sacrifices TP gain to make attacks more powerful.
This could go a few different ways. It's sacrifice would either be a negative store tp or no tp gain at all. The hope is that the damage gained from melee swings can overtake the damage lost in weaponskill frequency.
What I would hope for would be an impact on TP gain (Flooring TP/Swing or -% store tp) in exchange for a large ODD percentage or a straight %+ damage increase to melee hits.
The concern of this imo is people who rely on an aftermath to maximize their weapon's potential. No or very slow tp gain kills these weapons depending on the JA's recast and effects.
A new ability that raises the amount of damage the dark knight takes, but also raises the amount of magic and elemental weapon skill damage it deals.
On the surface this looks like situational ***but could be somewhat useful situational ***. Although I can't think of a situation where I actually nuke on drk. Now if this stacks with NV and Drain II, ill like it on occasion.
Any thoughts on this besides loldrk?
Btw loldrk.