Benediction:
+5% base Final Damage, +1% per 2500 INT (up to +45% max) + 10% from 6th job when maxed.
A bishop with 50k INT which is not that hard to reach in the current days: 5fd+20fd+10fd =
Total: 35% Final Damage for the bishop itself while Bene is on, 25% for party members <---
Domain:
15% Final damage (at stage 3) + 100% Boss Damage (caster only) + 20% Boss damage from 6th job when maxed (caster only)
Total: 15% FD + 120% BD for the Kanna itself, 15% FD for party members <---
Lets leave out how much bene is actually much better than domain for the whole party, lets just focus of what both give to their casters:
the difference - 20% final damage is MUCH BETTER than 120% boss damage, specially because there's so many sources of BD, and in a party setting, both damage and boss damage will equate to around 900% easily, which means 120% extra boss damage is a very very small difference in damage.
Another funny topic:
(Boost Node) Benediction Boost: Boosts Benediction.
[Updated November 21] Lv. 30: Additionally increases Bishop's Final Damage by 10% when using Benediction, other Final Damage increase effects due to Benediction are additive.
Passive Effect: STR/DEX/INT/LUK: +90.
(Boost Node) Angel of Balance Boost: Boosts Angel of Balance.
Lv. 30: Angel of Balance Final Damage: +60%.
(Boost Node) Peacemaker Boost: Boosts Peacemaker.
Lv. 30: Peacemaker Final Damage: +60%.
(Boost Node) Divine Punishment Boost: Boosts Divine Punishment.
Lv. 30: Divine Punishment Final Damage: +60%.
---
(Boost Node) Yuki-musume Shoukan Boost: Boosts Yuki-musume Shoukan.
Lv. 30: Yuki-musume Shoukan Final Damage: +60%.
(Boost Node) Spirit's Domain Boost: Boosts Spirit's Domain.
Lv. 30: Boss Damage +20% while receiving Spirit's Domain's effect.
Passive effect: STR/DEX/INT/LUK +90.
(Boost Node) Liberated Spirit Circle Boost: Boosts Liberated Spirit Circle.
Lv. 30: Liberated Spirit Circle Final Damage: +60%.
(Boost Node) Ghost Yaksha Bosses' Boss Boost: Boosts Ghost Yaksha Bosses' Boss.
Lv. 30: Ghost Yaksha Bosses' Boss Final Damage: +60%.
Final damage to Yuki??????? Boss??????? Useless great oni lords??????
do you even know how much those mean in a normal BA? it's such a small difference, while Bishop actually gets simple FD gains in 3 of their actually useful 5th job skills.
The only good 6th job boost for a 5th job skill is liberated spirit circle and we all know how random that skill can be, where you can miss 100% of the damage it makes if you're unlucky with boss movement.
Brief bug summary: the skill Tengu of the Kanna class is currently spawning by itself every single map Kanna enters, if she has used Tengu before after logging in that time.
Steps to reproduce: be unfortunate enough to play Kanna, use tengu once, change maps, every time you change channels or enter another map, tengu will spawn and go out, this is very problematic specially in loot rooms after boss runs as it will most of the time hit the loot box
Character name: GiebMeso
Character level: 280
Character job: Kanna
World name: Solis Reboot (europe)
Date and time of the incident: November 14th 2023 onwards, after the first NewAge patch.
I can't speak for everyone else but right now I'm starting to lose hope, my level 280 58k INT reboot kanna in comparison is slower at bossing than other classes with like -15k stats... these things Nexon showed us about kanna 6th job are only going to widen the gap between all the classes in the game and kanna (wont mention BT cause thats a whole other story), 20% boss on maxed 6th job domain boost? what kind of terrible joke is that? Final damage on Yuki?????? It's like Nexon is doing it on purpose, on the same patch, the other sengoku class got a major buff (even tho it has downsides like being more clunky), but still kanna stays struggling and without any answer from Nexon about the problems everyone raised.
Kanna's damage is good where it is, they will get more damage with 6th job if that is your concern, but boosts nodes for 4th job skills should be 120% final damage.
Anything that improves how the class is played will be considered however.
If you go like "Well as long as you have less than 539% damage in total it's still a buff", then that's not a buff; it's setting a limit to Kanna's progression.
And 10% increase, sure. 10% to the skill that takes about 10% of whole BA measurement (given that you can use this skill fully) is a buff to compensate the nerf, right?
you got it the other way around - as long as you are UNDER 539% total damage+bossdamage in your stat window, it's a small buff up to neutral at exactly 539%
If you actually get stronger than that, then it starts working as a NERF, making stronger kannas technicaly weaker with every progress they make when compared to before the changes!
Let's take my own kanna as an example.
i have 643% visual damage+boss damage combined while buffed with let's say, my hard lomien setup, with familiars, correct links, in boss damage barrier, with ab link, sparkling red, etc:
let's add the 100% base
so in reality its 843 total with domain, 743 without
simple math:
843/743=1,1345
aka 13,45%fd
15+13,45 = 28,45
Hey, I'm playing the weakest class in the game AND I just lost 4,55% final damage because of these changes, and I'm talking in a solo setting, not bossing with a party that makes these changes even worse, no event stats, etc etc.
let's imagine we're in a bossing party setting, with a few classes that might give boss damage, or damage%, etc etc,
Let's imagine that, all of the sudden, that 743% total D+BD is now 900%
1000/900= 1,111111
11,11%FD
15+11,11 = 26,11%
Old domain was 33%, now I have 26,11% from it, making my kanna a whopping 6,89% Final damage weaker than before these "changes" that "focus on Kanna’s damage rather than the party support ability."