Service to track different information for Free Companies (guilds), PvP Teams, Linkshells (chat groups) and individual characters for Final Fantasy XIV online game developed and published by Square Enix. Utilizes data grabbed from official Lodestone with special parser.
Service has an official thread on Lodestone forum.
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If you own this character account, and do not want to share the data, you can change private settings on Lodestone, and a private flag will be applied on next update, preventing any further updates, hiding all details of the profile and applying noindex tag to the page. Visiting the page every 24 hours can help prioritize the update, but generally it happens within minutes. Once it's applied, you will see appropriate message. Note, that you may need to force-refresh the page (clear browser cache) to see the change. This also does not imply instant removal of the page from Google search results, and link to profile may still be present on groups' pages (same as with Lodestone).
General
Kishiko Mint, a.k.a "Allthoughts", is a female Hyur of Midlander clan, registered in the database on with 40212111 for ID.
Born on 29th Sun of the 4th Umbral Moon under protection of Nymeia, the Spinner.
Currently is resident of Ul'dah, Thanalan on Gilgamesh of Aether.
Reached rank of Flame Captain in Immortal Flames Grand company.
Last interview was conducted on .
This is what adventurer had to say during it:
Why DRK needs its 1200 MP per minute back: TBN has a cooldown of 15s, and cost of 3 000 MP, using it on cooldown costs 12 000 MP per minute. DRK generates approximately 10 800 MP per minute, meaning TBNs cooldown can't be sustained. Optimizing MP on DRK revolves around spending 5 edges during the 2m burst, aided by the use of prior TBN, to carry that 5th edge inside of buffs. With 21 600 MP over 2m (subtract 5 x 3 000 = 15 000 for 6 600 leftover) that only leaves room for 2 more MP damage spenders between the 2m burst. To ensure you maintain Darkside for your 2m window, the 2 damage spenders between burst must be spent with less than 30s of Darkside remaining. This makes defensive use of TBN inflexible, as fight timings may provide opportunities to use TBN while you are already holding on to Dark Arts. This forces you to either: spend Dark Arts early so that TBN doesn't overwrite it, causing you to later drop Darkside as a result - or simply not use TBN at all, detracting from its strength as a spammable defensive cooldown.
Why Blood Weapon can stay at 3 stacks: Prior to DT, the Blood generation on DRK was 340 over the course of 2m. Losing 40 gauge from Blood Weapon, puts us at a perfectly aligned 300, and with the removal of cost on Living Shadow, is a net gain after its unlock at Lv80. Cutting down from 5 to 3 stacks of Blood Weapon was a change intended for Blood Gauge, without appreciating DRKs previously perfect MP balance.
So where could the extra 1200 MP per minute come from? If there is one thing that always bothered me about DRK, it was the fact that Carve and Spit "Delivers a threefold attack" that only hits once, while other threefold attacks such as Dream within a Dream on NIN, or Triple Trident for BLU, hit 3 separate times. Consider now if Carve and Spit hit 3 separate times, restoring MP with each hit, granting 2 additional gains of 600 MP, for 1200 MP total...
TBN and self sustain - some wishful thinking: It seems the majority of discontent centers around dungeons, where the full value of TBN is difficult to capitalize on. Though DRK has the MP for as many as 4 TBN per pull, a cooldown of 15s makes it hard to fully utilize, requiring 45s total just to press the button that many times, disregarding whether or not you have sufficient time or incoming damage to consistently break each TBN. So what if breaking TBN reduced the recast time by 7s? Bringing out its strength in high sustained damage like dungeon pulls, providing up to 100% of max hp in ignored healing during the first 24s, which I believe firmly competes with WAR. TBN can be annoying about not returning Dark Arts, but removing it entirely would remove the 2m optimization, and plain feels wrong. Splitting the shield however, 15/10, or even 20/5, would prevent this frustrating near miss scenario, while still rewarding proper usage of the skill.