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iiPunch - Monk Guide
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2017-08-03 01:22:39
also delay increase
Server: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-08-03 01:26:06
boost explanation is confusing, any got SE-translator?
Focus getting crit+ is a big deal for VS btw, if it is even lv/5 we could be looking at 19% which tbh is huge, could near perma crit. add that to the dmg bump on h2h themselves, you could be looking at massive dps.
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Odin.Nappy
Server: Odin
Game: FFXI
Posts: 147
By Odin.Nappy 2017-08-03 01:40:15
so would best ws during footwork now be the kicks?
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10362
By Asura.Sechs 2017-08-03 01:44:10
The boost on weapons is a boost regardless, but it's rightfully much different according to the weapon.
The one that got the greatest DPS increase is Verethragna (~6 points), with Spharai/Glanzfaust at a bit under ~5 points.
Godhands got boosted "only" by 1.15 points. Still remains the highest DPS MNK weapon but the difference with the other RMEA got smaller.
This is because they also increased the Delay values, and for some weapons (Godhands!) it got more than doubled.
Now I wonder... how does this affect MNK? With the changes we've seen, does having higher delay mean something good for us?
I doubt, in theory it should only increase the duration of boost, which wears off after the first autoattack or WS connects anyway so it seems kinda irrelevant.
Wonder why they even bothered to increase the delay on those weapons.
Any other look at this from different perspective I might be missing? Other than getting slightly more TP per hit of course
Also Focus/Dodge get reported going from 60 to 30 seconds, but they used to be 120 duration, not 60.
What happens to stuff that used to boost focus though? Job Points? AF head? Will those boost crit rate too or just Accuracy like they used to?
Same question for Dodge I guess but nobody cares for that I bet.
Also they didn't remove/reduce the penalty on Impetus, that would've been such a long due change, and of course it's one we're not getting.
Server: Asura
Game: FFXI
Posts: 11
By Asura.Flipcork 2017-08-03 01:46:16
Could be wrong, but on some of the lower delay weapons doesn't the increase delay help off set some of the problems martial arts gave when above a certain threshold? When it comes to TP gain that is.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10362
By Asura.Sechs 2017-08-03 01:46:54
so would best ws during footwork now be the kicks? Tornado Kick could potentially be our best WS during Footwork.
We don't know the exact data on Tornado Kick sadly.
Byrth worked on it some months ago and found out some of the data we were using in the spreadsheet were wrong (different mods, much lower att bonus).
Gearing-wise Tornado Kick sets should be somewhat similar to Howling Fist.
By Chimerawizard 2017-08-03 01:48:18
ItemSet 352640
For those squabbling over hybrid sets, I figured I'd give some anecdotal evidence for when I'm on GEO. I haven't been enfeebled on GEO since I built this set. Sometimes Interference does as much as 500-600 without fade/fend or attunement/vex. I haven't been hit with para, amnesia, silence, etc and that's without magic defensive/evasive bubbles.
Edit: Most random spells and abilities don't break my stoneskin. I suggest swapping dunna for a staunch tathlum.
if you're over cap mdt could swap the dark ring for shadow ring, purity ring, vexer ring +1, or even lunette ring +1 if you just plan to swap to that set for a couple seconds before changing back to the idle set.
By pchan 2017-08-03 01:50:55
roughly 33% increase, actually. wow, mnk might be great again
~ 5-10%
more precisely it seems godhands get less buffs than others h2h, probably due a +40 delay instead of a + 30 for spharai/vere
With the set (far from optimized) in my sim it's +3-4% for godhands, +8-10% for vere and spharai.
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2017-08-03 02:00:37
33% to base damage of weapons* should have been more specific
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Leviathan.Andret
Server: Leviathan
Game: FFXI
Posts: 1008
By Leviathan.Andret 2017-08-03 02:04:01
I don't know... from the looks of it: Meh.
Boost looks confusing but it's a 60sec cool down. That's not good enough for anything unless it's a really really strong boost.
Focus got increase crit chance and nerf time? It was like 120/300 now it's 30/120? Now most of our setup would be out of sync? I don't know, it feels too much cool down pressing for a 30sec ability. Even War can pretty much ride Berserk full time.
Dodge... increased guard and nerf time?
Well at least they fix the MA... just like I said: increase weapon delay.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10362
By Asura.Sechs 2017-08-03 02:04:30
33% to base damage of weapons* should have been more specific Isn't base damage of weapon where most of the damage comes from anyway? Like ~70% of the overall damage should come from the Weapon's damage value rather than from the basic unarmed skill, no?
Things were sorta the other way around at 75 iir.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10362
By Asura.Sechs 2017-08-03 02:16:02
Stuff to check if anybody is feeling bored and wants to spend some time on MNK
Boost
1) Is the attack% bonus still going on? SE talks about "increased damage" generically.
2) Does boost bonuses to autoattack and WSdmg work with weapons other than H2H?
3) Is the WS bonus just WSdmg+X% applying to the first hit, or something else?
4) Can you still stack multiple Boosts?
5) Is the STR bonus calculated when you use the JA or when an attack/WS connects with the Boost buff up? (leaning on the latter)
6) When they mean "next attack" do they mean next single attack or next attack turn? (multiattack procs etc)
7) How does gear that increase "boost" potency interact with Boost now? It used to be a bonus to the amount of Attack% obtained. Still the same? Something more? Something else entirely?
There's hoping the STR bonus at least applies to the whole WS and not just the first hit.
Focus & Dodge
1) Do the Job Points for Focus/Dodge still boost only Accuracy/Evasion or also Crit/Guard now that the 2 JAs received that boon? I know the description hasn't been updated but it's worth checking
2) Do gear that used to affect Focus/Dodge values to Acc/Eva now also affect Crit/Guard?
These might be tricky to check as in they will require considerable amounts of attack rounds, but it would be good to know. Might make the AF head much more attractive.
Leviathan.Andret
Server: Leviathan
Game: FFXI
Posts: 1008
By Leviathan.Andret 2017-08-03 02:23:20
just something I have been wondering... does the +H2H skill on the weapons increase H2H base damage like normal H2H skill level?
By pchan 2017-08-03 02:28:40
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3760
By Phoenix.Capuchin 2017-08-03 02:29:02
Could be wrong, but on some of the lower delay weapons doesn't the increase delay help off set some of the problems martial arts gave when above a certain threshold? When it comes to TP gain that is.
Yeah, it could make MNK not overcap MA (or at least not by as much) when accounting for full JP/gifts on a lower delay H2H weapon.
[+]
By clearlyamule 2017-08-03 02:43:37
33% to base damage of weapons* should have been more specific Isn't base damage of weapon where most of the damage comes from anyway? Like ~70% of the overall damage should come from the Weapon's damage value rather than from the basic unarmed skill, no?
Things were sorta the other way around at 75 iir. Most yes and 70% seems about accurate with the new dmgs. But that extra flat amount does deflate the overall increase in base dmg of your hits
By Ruaumoko 2017-08-03 02:51:46
Holy ***.
Focus is +100 Acc.
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3760
By Phoenix.Capuchin 2017-08-03 02:53:40
Hey Pchan, curious to see how Comeuppances+1 fare in your sim if you wouldn't mind. The buff seems pretty strong (and they would actually perform better than they test now, due to the STR+20 that will help more once the Boost mod is figured out). I peg them as likely best RMEA, but wondering what kind of gaps we're talking about when comparing to the RMEAs.
The new stats are:
Comeuppances +1
DMG:+163 Delay:+79 STR+20 Accuracy+41 Hand-to-Hand skill +242 Guarding skill +242 Magic Accuracy skill +188 "Subtle Blow"+12 Unity Ranking: "Double Attack"+1~5%"
Server: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-08-03 02:57:09
Holy ***.
Focus is +100 Acc.
I am getting 139 with +2 head lol
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3760
By Phoenix.Capuchin 2017-08-03 02:59:04
Also, /MNK gives +50 Acc/Eva for Focus and Dodge.
Carbuncle.Deathhaven
Server: Carbuncle
Game: FFXI
Posts: 46
By Carbuncle.Deathhaven 2017-08-03 03:02:12
167 with Glanzfaust 119 III. I only have Anchorite's crown +1.
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By Ruaumoko 2017-08-03 03:02:53
TP gain is a lot faster, like a crazy amount faster.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10362
By Asura.Sechs 2017-08-03 03:05:03
TP gain is a lot faster, like a crazy amount faster. With which weapon, Godhands? Makes sense, it's the weapon out of all of them which received the biggest delay increase. More than double the amount it used to have.
Aside from that and aside from the increased TP gain after boost (once every minute) there shouldn't be any other known change to the TP/hit gain?
Ragnarok.Camlann
Server: Ragnarok
Game: FFXI
By Ragnarok.Camlann 2017-08-03 03:06:50
Boost?
By Ruaumoko 2017-08-03 03:08:01
Boost is very... odd now.
Still testing.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10362
By Asura.Sechs 2017-08-03 03:09:23
Holy ***.
Focus is +100 Acc. Do you have Focus Job Points?
Personally the amount of acc you get for a JA you can get up for 30 seconds every 2 minutes (that's like what, 25% of the time?) it doesn't sound particularly exciting. If anything it just makes it more complicated when it comes to handling your TP/WS accuracy sets and dynamically changing them.
From this point of view and ONLY this, I liked it more when you could alternate Aggressor and Focus and basically have an accuracy bonus of similar entity up 100% of the time (bar dispel, of course).
But there's more to Focus than "just" accuracy, and the Crit Rate is where things get really interesting to me.
I still wonder if stuff affecting focus now gonna boost the crit rate as well or just acc as they used to.
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3760
By Phoenix.Capuchin 2017-08-03 03:25:28
You can now stagger stuff though, might require some more thoughtful use of JAs.
Boost, Footwork, Focus: cycle them and you will usually have some sort of potent buff (and potentially different ideal WS). Or try tossing them all on at once and then going "naked" JA-wise until cooldowns are ready.
As for Boost... how are people doing on WS that didn't have a STR mod? V.Smite with boost doesn't overwhelm me versus non-boost. But... stuff like Shijin Spiral, perhaps? I need to go to sleep now but will be interested to mess with this stuff more tomorrow.
By pchan 2017-08-03 03:35:29
I think they broke critical hit rate. I have been sitting against a brittle rock for for 10 minutes and it only shows 15% critcal hitrate while gear and merits alone put me at 36%. If someone wants to help use scoreboard and go punch brittle rocks in exacavation duty ( lebros cavern assault).
Server: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-08-03 04:14:04
I cant really see any difference in boost... been at this an hour soloing apex lol. Its probably placebo, but my lowest VS numbers happened when I boosted.
First impressions. Ws dmg went up, and dot went up. Overall a positive update for mnk. Is it enough? Honestly I doubt it, though now they can probably be very close to other 1h from the looks of it. Means if you want to have fun, you shouldnt be holding a group back as much now. Maybe on paar with melee cor and nin now.
Chakra is very powerful, full hp everytime, and shorter duration is nice, means omen farming you dont need to have a healer as focused on you.
Dodge.... its dodge lol... I didnt personally see anything really going on with guard worth noting.
Focus is interesting. On one hands its duration is way to low to be very good, but its kinda nice seeing the very high acc. Mnk struggles with acc, so this can help for a little of that. I didnt notice anything crazy going on with my crits, but also a small sample size. I am willing to be its like 5% at bet, I could easily be wrong. I forsee all our luas requiring a focus up set now since you cant really cycle it with aggressor, which in itself could be a nerf to lazy non-lua users :D
The delay to me was a big let down. While the tp gain is very noticeable, I feel I am losing out on a lot of hits, and now with punches doing a considerable amount more that might have hurt actually.
I find my VS on apex jagils to be around 14-16k most of the time, lows in the 10k and high is the upper 20k. HF however seems very consistent. When im at 2k tp (godhands) I have yet to see it not break 22k. Though my sample size is small, thats nice to me.
One neat thing is you can easily 3step af>vs>vs and the mobs dead or close to with just trust npcs.
By pchan 2017-08-03 04:33:19
why are you seeing a difference in tp speed when TP only went from 60 to 64 ?
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