IiPunch - Monk Guide

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By pchan 2017-08-03 08:52:06
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focus w/o gear enhancement is 20% critical hit rate. I tested in assault on brittle rocks. 55% crit without and 77% with focus (1k and 600 sample size).
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By Blazed1979 2017-08-03 08:52:37
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I'm seeing that boost is not increasing ws dmg, and that its cooldown has been prolonged to 60 seconds, but its giving insane auto attacks?
Are those 24k melee attacks from stacked boosts?
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By Valefor.Prothescar 2017-08-03 08:56:00
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24k is from a boosted spharai crit
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By Asura.Sechs 2017-08-03 09:05:30
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pchan said: »
focus w/o gear enhancement is 20% critical hit rate. I tested in assault on brittle rocks. 55% crit without and 77% with focus (1k and 600 sample size).
Irrelevant for us to say, but this is at 99.
I think they claimed that the crit boost scales with level, so likely the formula is something like 99 / something = ~20% crit
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By Blazed1979 2017-08-03 09:30:59
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In game - boost delay is annoying.
got a 17.8k crit from verethragnas mid fight after boosting.
White dmg seems to have gone up but only really noticable on crits.
Can't 3-4 step self SC if I use boost anywhere but the last ws, but doesn't seem to do anything for the ws dmg at all.

My victory smites aren't doing as much for some reason...
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By Siren.Robthunder 2017-08-03 09:35:42
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Lol so... I wonder how I'm going to Boost + Chi blast Genbu now...
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By Lakshmi.Buukki 2017-08-03 09:40:20
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So is this enough of an update to pick godhands over doji?

Seems like all boost did to melee attacks was make "colossal blow" forced. They could however, just added that job trait or ability to monk: delay increases but chance of a death blow is enhanced
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By geigei 2017-08-03 09:47:14
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For those stubborns who played mnk anyway i guess the upgrade is decent, for anyone else who hoped mnk would become a good dd...no.
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By Asura.Sechs 2017-08-03 09:47:31
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Lakshmi.Buukki said: »
So is this enough of an update to pick godhands over doji?
No?
In terms of just pure DPS, Godhands received the smallest bonus out of all 4 H2H RMEAs.
Going from that you could say that Vere/Spharai just got even better in the tier placing.

But then again, you can't judge things just from that, there are other factors. The increased delay (particularly increased especially on Godhands, it's over double the delay it used to have before) give like 4 more TP/hit which is good, and also make so the martial arts from gifts and gear isn't detrimental anymore as it won't keep reducing the TP/hit when you reach the attack delay cap (because you simply won't reach it)



So I dunno how to answer your question. All H2H REMAs got slightly better, but Godhands less than the other 3.
Dojikiri Yasutsune instead is just as good as before, for a Job that's just as good as before.
MNK's useability surely has improved but I'm skeptic on that being a huge difference.
Gonna be hard to tell until they "fix" Boost JA, which seems to be broken atm (not applying to WSs at all)
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By Leviathan.Comeatmebro 2017-08-03 09:48:08
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Don't think I'd pick godhands over doji, especially with spharai cleanly beating them for both offense and defense now. Lot easier to make spharai than masa, if trying to cover both jobs to the best of your capability.

The update is significant: as I've been saying for many pages, MNK never needed to be top tier damage. The other benefits will carry it's usefulness, update just put it in the running so you don't feel crippled taking advantage of them.
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By Blazed1979 2017-08-03 09:53:02
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Boost is glitchy as @*^*&!!!
Spamming your ws macro after boost doesn't work for 2-5 seconds.. there seem to be a lock out from melee attacks and ws's.. its a *** nerf to the JA. Going to stack as many as I can now and see if i can at least land a 99k melee atk on first swing.. but i doubt it.. boost probably wears off faster now? didn't read the notes in detail
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By Leviathan.Comeatmebro 2017-08-03 09:57:38
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I think people are misunderstanding what boost is meant to do now. I haven't been ingame yet, so I can't be positive, but from the reports what I'm seeing is:

-Boost is no longer stackable.
-If boosting before a WS, you'll get the normal attack gain and some free STR mod, nothing huge.
-Boost drastically decreases melee delay, UNLESS you ws.
-If you wait out the melee round without WSing, you get a huge melee damage boost, not comparable to the WS boost.

The way I see it, changing it to 0 delay like pup maneuvers would have made wasting it on melee rounds highly possible. This way, you can use it and be sure you'll have time to WS, if you do so you're just getting the WS boost and your melee is going back to normal. If you were to accidentally use it without a WS, you're going to lose out on a lot of TP, but at least the damage will mostly balance out.
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By pchan 2017-08-03 09:59:22
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it seems af+3 head doesnt give crit bonus to focus (500 sample size)
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By Asura.Sechs 2017-08-03 10:00:03
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Blazed1979 said: »
Boost is glitchy as @*^*&!!!
Spamming your ws macro after boost doesn't work for 2-5 seconds.. there seem to be a lock out from melee attacks and ws's.. its a *** nerf to the JA. Going to stack as many as I can now and see if i can at least land a 99k melee atk on first swing.. but i doubt it.. boost probably wears off faster now? didn't read the notes in detail
Can't stack boost anymore now I think. Except stuff like Super Revitalizer or Random Deal etc, and even then we don't know fi the new use would overwrite the previous or stack iwh it.

Either way, not realistical use.
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By Lakshmi.Buukki 2017-08-03 10:02:22
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Stupid question, but back in 2006 Sky Deco parties, you could engage > disnengage > engage to cut the delay down. Has anyone tried to Boost > disengage > engage to see if the delay is removed?

Not practical but just wondering.
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By Quetzalcoatl.Xilkk 2017-08-03 10:04:01
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Would it be effective to stack your other JA's in the delay after boost?

Boost > Impetus > Focus

minimize the effect by throwing another JA right after it? if there is no delay from WS right after boost, is the delay also gone right after a different JA?

It could just be a bug on boost to have that LONG delay.
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By Asura.Sechs 2017-08-03 10:05:22
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Leviathan.Comeatmebro said: »
I think people are misunderstanding what boost is meant to do now. I haven't been ingame yet, so I can't be positive, but from the reports what I'm seeing is:

-Boost is no longer stackable.
-If boosting before a WS, you'll get the normal attack gain and some free STR mod, nothing huge.
-Boost drastically decreases melee delay, UNLESS you ws.
-If you wait out the melee round without WSing, you get a huge melee damage boost, not comparable to the WS boost.

The way I see it, changing it to 0 delay like pup maneuvers would have made wasting it on melee rounds highly possible. This way, you can use it and be sure you'll have time to WS, if you do so you're just getting the WS boost and your melee is going back to normal. If you were to accidentally use it without a WS, you're going to lose out on a lot of TP, but at least the damage will mostly balance out.
SE official notes on boost:

Quote:
Autoattack delay will increase while active.
The next autoattack will deal increased damage.
Then next autoattack will generate increased TP if it connects.
While active, the next weapon skill used before an autoattack occurs will deal increased damage.
The next autoattack/weapon skill will have its damage modified my STR.
The effect duration has been changed from 180 to your attack delay.
The recast time has been changed from 15 seconds to 60 seconds.
The STR boost thing should apply in theory to both autoattack and WS, doesn't seem to be the case for WS from the reports.
The bolded part doesn't seem to be working at all, altough it's pretty generic wording, is it WSdmg? Pure attack? Something else?

I also don't know if boost still gives the attack% bonus it used to give before, they don't mention removing that but they don't specifically mention it among the "new" Boost, so who knows?
We also don't know what AF1 hands do to boost now. The item description has been updated but nobody tested what happens when you use boost with them.

Just straight boost to the old bonus? (seems to be the case for Focus and Dodge from Pchan tests)
It enhances the old thing plus the new ones as well?
It enhances the new ones only because the attack% is gone?

Nobody tested this stuff, yet :x
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By Leviathan.Comeatmebro 2017-08-03 10:06:18
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I think it's pretty obvious that you're not going to get a boost on the same scale as your 20k melee rounds to a WS. That's very clearly intended to offset the delay, in the event you use it without a WS.

It's possible the WS boost is broken, but it's also possible people are expecting it to be more than it is. I haven't seen any controlled attempt to test it.
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By Boshi 2017-08-03 10:10:03
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From my understanding his 24k was a combination of:

Boost

Critical hit

*relic hidden effect proc
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By Leviathan.Comeatmebro 2017-08-03 10:11:09
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Note their wording:

Quote:
The next autoattack will deal increased damage.
...
While active, the next weapon skill used before an autoattack occurs will deal increased damage.

These are listed seperately.

Quote:
The next autoattack/weapon skill will have its damage modified my STR.

This is not.
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By Asura.Sechs 2017-08-03 10:13:00
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Leviathan.Comeatmebro said: »
I think it's pretty obvious that you're not going to get a boost on the same scale as your 20k melee rounds to a WS. That's very clearly intended to offset the delay, in the event you use it without a WS.
Those 24k reports seems to be the combination of 2 different factors at play (relic's 3x damage and boost damage enhancement) that SquareEnix might have not forsaw.
Didn't see any report of damage spiking that high without Spharai's 3x damage or Vere's AM up maybe.
Regardless of that, I agree it's something to offset what seems to be a pretty huge increase in damage.
You could argue using boost in those times when you're not attacking. Like someone pulled a mob and it's not at you yet, or you have to actually move a few steps to reach the next target, or you can use it before popping a NM etc.
In all these situations the delay increase seems kinda irrelevant.

The duration of the delay increase seems to be "fixed" (Pchan reported it being the same with or withotu weapon) whereas the duration of Boost effect should be dynamic and scale with your delay, according to SE's description. Granted that we don't know if they're looking at the base delay or the delay with weapon equipped and/or MA traits.


tl;dr
Boost might have a duration calculated so that it wears off more or less at the same time when the "forced autoattack delay" effect also expires.


Quote:
It's possible the WS boost is broken, but it's also possible people are expecting it to be more than it is. I haven't seen any controlled attempt to test it.
Agreed, but with an additional STR mod added and a generic "WS damage increase" you'd be leaning to see at least a noticeable increase on WS, no?
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By Leviathan.Comeatmebro 2017-08-03 10:14:56
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Asura.Sechs said: »
noticeable
Fine with most of what you said, but the average player can't eyeball a difference of 10-15%, in some cases even higher. Throw in that the mentions were mostly victory smite, which has crits to increase the variance, and I don't think 'noticeable' is a great criteria.

Controlled test is necessary before suggesting it to be broken.
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By Cerberus.Ripman 2017-08-03 10:16:04
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a few things
if you Focus after Boost,boost wont work
it just say "Boost effect wears of"
And some numbers after killing 50+ mandys with Spharai.
Normal hit with Boost: 3-6k
Crit hit with Boost:5-9k with some higher number like:
12k 15k 19k and 24k.
So my Boost seems to do 5-6 times higher numbers than without boost.
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By Asura.Sechs 2017-08-03 10:16:21
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Leviathan.Comeatmebro said: »
Note their wording:
I noticed that, and my interpretation of it was that Boost is supposed to give a WSdamage specific increase that would do nothing for regular attacks, just like the "WSDMG+X%" doesn't either.
Hence why they listed it separately.

On the other hand instead, the STR boost thing could be a thing easily applying to both, depending on what it exactely is and how it's calculated.

Just my personal interpretation, could be wrong translation or just simply bad/vague SE wording as we've seen many other times.
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By Leviathan.Comeatmebro 2017-08-03 10:19:54
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I just went out and punched a few tigers in kamihr. My normal hits are ~500, crits are ~800. Boost crit ~5000 twice in a row. Even if the 24000 being observed is a spharai proc combined with capped pdif, you're looking at a boost of roughly 6x your normal damage. It'd be pretty foolish to think that's happening on WS.
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By Asura.Sechs 2017-08-03 10:20:11
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Leviathan.Comeatmebro said: »
Asura.Sechs said: »
noticeable
Fine with most of what you said, but the average player can't eyeball a difference of 10-15%, in some cases even higher. Throw in that the mentions were mostly victory smite, which has crits to increase the variance, and I don't think 'noticeable' is a great criteria.

Controlled test is necessary before suggesting it to be broken.
Completely agree, hence why I suggested multiple times for people to test with Howling Fist if they want a useful WS which has less hits and no crits variability, but people kept on posting Vsmite numbers lol

Altough arguably an even better test would be with stuff like Shoulder Tackle on some targets that we can know very exact stats and can cap out stuff etc.
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By Kodaijin 2017-08-03 10:20:48
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Probably too early for this question, but is glanz still garbage or did this update move it up the ranks for mnk weapons (esp with AM3 up)?
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By Chimerawizard 2017-08-03 10:23:34
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anyone notice a difference in damage using magical weaponskills with boost?
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By Asura.Sechs 2017-08-03 10:24:21
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Leviathan.Comeatmebro said: »
I just went out and punched a few tigers in kamihr. My normal hits are ~500, crits are ~800. Boost crit ~5000 twice in a row. Even if the 24000 being observed is a spharai proc combined with capped pdif, you're looking at a boost of roughly 6x your normal damage. It'd be pretty foolish to think that's happening on WS.
Yeah, makes you wonder if Boost is working as intended or if it's broken both ways (not working on WS on one side, working too much on normal attacks on the other side lol)

If you have time please test something nobody did. Try to use Tornado Kick with Footwork Up and a Kick damage increasing equipment (any works).

Really curious to see Tornado's numbers with Footwork up :D
In theory the "+damage" value on Weapon should be added to kicks during Footwork.
Tornado Kick and Dragon Kick use the feet damage value for base damage calculation, when Footwork is up, so IN THEORY it should consider the additional +damage from weapon as well.

If you add Base kick damage + skill damage + Footwork JP damage + Ambuscade cape kick damage + Weapon damage = We're looking at something around 340 base damage.

If and I repeat IF it works on WS as well, it should be noticeable even with small sample numbers lol
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By Leviathan.Comeatmebro 2017-08-03 10:26:20
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I don't have time to do a controlled test atm, and not going to feed into rumors one way or another. Just did a quick examination of the melee damage to confirm my suspicion that it's not the same boost as WS.

If nobody else gets to it, should be able to gather data in a controlled manner tonight.
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