IiPunch - Monk Guide |
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iiPunch - Monk Guide
I would love that, I have been really gearing mnk hardcore as a side project for that glorious day!
Quote: Having a COR use Rogue's Roll 10% Critical hit more. 19% Crit on a 11 with Ring 21% Crit on a 11 with Neck +5% Crit if THF bonus procs And ofc crooked would be an option rogue's roll is good but mummu is not worth it, herc crit dmg/str is way better
regardless what you do mnk will suc. What did the brds do to get noticed? We really need to something big for SE to change mnk.
BRDs were never not noticed. However the Geomancy "fix" made their Threnodies relevant on high end content.
What MNK needs is for H2H & Martial Arts not being such a shitty mechanic where you can only attack once with your offhand. True chance to multiattack with each hand, Martial Arts not making you lose TP with high haste and we are back in Business. Bahamut.Tychefm said: » True chance to multiattack with each hand, Martial Arts not making you lose TP with high haste and we are back in Business. Still will be near the bottom of the DPS order. It's the shitty WS's that are holding MNK back. TP gain speed is great, melee damage is great, gear selection is great, and then you slam is mediocre WS's that can't be exploited for silly damage like other jobs can do. Just making VS copy fTP would be enough, the other WS's could use a little love by raising their WSC to 60/60 and / or changing their fTP scaling to actually be useful. ya the white dmg is pretty nice. I find my mnk is close to on paar with nin dd, nin also suffers from crapp ws, ten isnt enough.
Asura.Saevel said: » Bahamut.Tychefm said: » True chance to multiattack with each hand, Martial Arts not making you lose TP with high haste and we are back in Business. Still will be near the bottom of the DPS order. It's the shitty WS's that are holding MNK back. TP gain speed is great, melee damage is great, gear selection is great, and then you slam is mediocre WS's that can't be exploited for silly damage like other jobs can do. Just making VS copy fTP would be enough, the other WS's could use a little love by raising their WSC to 60/60 and / or changing their fTP scaling to actually be useful. I remember 10years ago during sky era, Destroyers Mnk would hit in the 200 ( each fist ) when a 2hander was hitting in the 150. What would be needed is put mnk back at this melee dmg ratio, to keep it out of being another ws spam class dd that relies mostly on ws dmg for DPS. So I am trying to beef up my mnk more and I have a Q.
I know the guide is semi-up-to-date, but not since last few game updates. I am assuming roa+1 head/feet which where best acc options are now trumped by af+3, or basically any acc gear is now especially with set bonus? I nearly bought some rao+1 bc the prices have plummeted, but before I did I was comparing and it seemed like there is little if any use for them now with af+1, the whole set in general and ryou? I dont mnk enough myself to really know how to optimize it. Any good mnk up to date spreedsheets? The +3s are in the guide, the only thing that isn't is Moonbow and Moonbeam accessories. Most of Anchorite +3 is not very good (barring Hands and Body.) The head has 42 Acc 48 STR 31 DEX vs anchorite crown's 47 Acc 33 STR 30 DEX. 4 Acc is not worth the trade off for 15 STR you'd get on Raging Fists. The feet are also better than the +3 for WS, but for TP you'd want to use Bhikku +1/Anchorite +3, which I do need to adjust in the spreadsheet. I found that Bhikku +1/Anchorite +3 were very similar in DPS to Samnuha/Herc and Samnuha/Anchorite +3, fwiw.
You do have a point on the set bonus, but any non-feet pieces are pretty horrible for TP so it's irrelevant. The pieces that matter are already used for WS and even with set bonus, barely offer any benefit over the current proposed pieces Asura.Ganno said: » What would be needed is put mnk back at this melee dmg ratio, to keep it out of being another ws spam class dd that relies mostly on ws dmg for DPS. MNK would have to be doing over 2~3K per hit to be anywhere close. MNK is already really high on melee DPS, the problem is that the melee hit to WS damage split is much more then it used to be. Before DD's were 60~70% melee damage is 30% WS damage, WSing for "Over 1000!" was considered great. MNK, due to how H2H was calculated, had this insane damage advantage over everyone else. Then the 2H update happened which re-balanced the various 2H WS's, then the 2H nerf happened that toned them down, then Abyssea happened with the creation of Emp WS's, then a series of updates happened that released gear that we were able to use to exploit WS's via stat stacking. That's what I mean by "exploitable WS's", its a Weapon Skill that's stats / mechanics enable us to use gear swaps to dramatically enhance it's damage. Certain stat combinations naturally synergize with each other, STR + DA + WSD + heavy armor goes together really well. DEX + TA + Crit + light armor also goes together. AGI + Ranged goes together, INT + MAB, and so forth. A WS like Resolution being CHR based would make it very weak because heavy DD don't get a ton of CHR on their gear nor does that CHR appear alongside DA / Attack / Store TP / WSD (for one hit WS's) / ect. This is why Entropy is so weak, INT simply isn't a stat you find on gear similar to Valorous and Argosy. It's why WS's like Hi and JR rapidly hit a glass ceiling in damage, you can't get the right stats in the right amounts on the right pieces to get silly damage from them. Where WS's like CDC, Rudras, Vorpal, Resolution, Stardiver, Shun and so forth can be made really strong. For H2H, Victory smite has the right WSC, it just needs it's fTP changed to 1.75 and transferred across all hits. You would then gear it similar to Resolution / CDC / Vorpal. Howling / Tornado both need their fTP anchor points raised and their WSC changed to 60/60 to make them like CR / Savage / Rudra's as WS you use at high TP for big damage / SC closers. Those changes alone would make MNK a very competitive DD. Fenrir.Ramzus said: » HELLO PLS FIX JOB ? If they just change our weaponskill damage and our TP gain ratio(even with capped haste I still gain to slower then other DD's. Also why do we have a 1hr version of mantra Quote: 1hr version of mantra It's also 100% Counter Rate before ACC check. Does it have an ACC check? I don't remember. My MNK gear has been entombed in my moghouse sealed tighter than Fukushima Daiichi after the final MNK "buffs". My COR can do more damage by throwing a handfull of Bullets into the approximate direction of enemies. IIRC you get "counter but missed" messages, so there's an Acc check but it's like Perfect Counter.
I guess the perfect counter would be good if everything didn't either spam magic or Aoe's.
May I ask what is everyone normal attack damage range? I usually hit between 1.5k-2.8k though I haven't tested on reis NM's I haven't gotten act for it yet. I still need to make capes for monk I'm falling behind. Offline
Posts: 77
What is the equation for MNK tp gain?
I've looked everywhere and haven't found an equation that fits what I'm actually getting. Base Delay: 275 Weapon Delay: 51 Store TP: 22 What I'm actually seeing is generally 140 tp per round, sometimes 210, 280, etc. which i presume are DA and TA procs. However, if I try to use the following it doesn't line up: Delay, TP ≤180, 61 + [(Delay-180)×63÷360] 181~540, 61 + [(Delay-180)×88÷360] Halp! You've got the correct ones there.
275+51 = 326 delay per round 326/2 = 163 delay/fist TP/hit: ≤180, 61 + [(Delay-180)×63÷360] ≤180, 61 + [(163-180)×63÷360] = 58 TP/hit Adding Store TP: 58*(100+22)/100 = 70 tp/hit Offline
Posts: 77
aaah, ok divide by 2.
Thank you Ragnarok.Primex
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Asura.Azagarth said: » regardless what you do mnk will suc. What did the brds do to get noticed? We really need to something big for SE to change mnk. Unfortunately I still see plenty of Japanese MNKs lining up for Ambuscade and Omen (7 times out of 10 they are using 3rd tier weapons too). Until that stops happening, SE are going to think everything is fine and dandy with MNK. I updated the MNK DPS sheet. There weren't any surprises as far as I'm concerned:
https://www.dropbox.com/s/dlaon0w4kosczn2/DPS%20Calculator%20-%20Mnk%20April2017.xlsx?dl=0 I am a returning player, so I don't know if I'm doing something wrong, but I didn't notice it on the January spreadsheet. I have both sets the same, and when I change the earrings on set 1, the dps for set 2 changes. Sorry if it's a dumb question.
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if you don't get your hopes up when you see "job adjustment" in the patch preview, it stings less when the patch comes
any of the new SU3 gear amazing for mnk? body looked like it was awesome until I realized low attack lol.
I dont believe any of it is all that fantastic for MNK myself. Not so say it doesnt have its uses theres just better options available
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