IiPunch - Monk Guide |
||
iiPunch - Monk Guide
Glanz + AF3 head = 171 acc when you focus.
Seralonde said: » Glanz + AF3 head = 171 acc when you focus. Check again please. I seem to get +30 attack as well Asura.Azagarth said: » I cant really see any difference in boost... If it's a considerable amount of WSdmg that only applies to the first hit, it should be more noticeable with Howling Fist than Vsmite. Quote: Maybe on paar with melee cor and nin now. As for NIN I dunno, I think most people greatly underestimates the damage potential of NIN. Katana WS are arguably the second worst after H2H when it comes to main job WS type, but they're nowhere as bad as H2H ones. Shun and Metsu are nice and Ten can be quite powerful with a Heishi Shorinken. Plus on NIN when you can make use of Innin you gain a lot of acc and crit which greatly improves the dot and blahblah. Tl;dr NIN could use some help and some DD cooldowns but it's not in such a bad position as many people seem to think it is! Quote: 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. Now you can Focus > Aggressor > Focus for 4 minutes every 5 minutes, meaning for 1 minute out of 4 you're out of acc buffs. This would translate into an increased amount of sets in your lua, and to create rules to handle wether or not focus is up, aggressor is up and none is up. Personally I was liking the old duration much more. 3 mins of aggressor 25 acc, 2 mins of Focus >30 acc. Done. Small amount but at least it's more or less the same and you can ride it fulltime (bar dispel). Now you have to jump from zero to >170 then 25 then >170 then zero again. *** that crap rly >.> I dunno if this is what they wanted to do I would've been happier with Focus staying the way it was and giving MNK a new JA with 120 cooldown, 30 duration that slightly raises your Crit. But TBF they wouldn't really have needed to go that far, just removing/reducing the penalty on Impetus would've been more than enough. They can be really dumb and shortsighted when they want, sigh Also can anybody test if Boost still gives Attack% bonus, if this bonus is the same as before and if the Boost enhancing hands still increase the same amount?
Wonder if the boost increasing hands now also raise the other "effects" of Boost JA and not just the attack part. Kinda wonder the same with Focus/Dodge and Job Points + AFhead/AFlegs Asura.Sechs said: » COR tpdmg sucks but when you can exploit the ranged WS CORs just got access to a D+155 sword for even harder TP Bonus +1000 Savage Blade spam. Asura.Sechs said: » Also can anybody test if Boost still gives Attack% bonus, if this bonus is the same as before and if the Boost enhancing hands still increase the same amount? Wonder if the boost increasing hands now also raise the other "effects" of Boost JA and not just the attack part. Kinda wonder the same with Focus/Dodge and Job Points + AFhead/AFlegs AF3 Hands went from + 72 to +9. Damn, after i use Boost it takes 10 sec. before i can do anything.
Not fun to wait that long. But when i hit with my Spharai i get numbers up to 20k on Blanched Mandragora,no idea what i got before update. Since multiple people are reporting it... are you guys saying that Boost is GENERATING a delay higher to the typical ~1 sec you get after each JA use?
There is no mention of this in the patch notes, they just say that the DURATION of the "Boost" JA was changed from 180 seconds to "your delay". Feels like MAYBE this excessive duration is not intended and a bug generated by this change? As it turned out, it seems like the melee delay after using boost is tripled.
Its intended. So you dont accidentally use your boost on a melee hit, its a ws boost.
There is no mention about that in the patch notes.
Really wonder if it gost lost in translation or if it's a bug. Can anybody test if an excess of Haste (over the cap) reduces that delay further? Yes, just tested, 10sec or so delay.
SE's approach... Is so... Weird.
A Tale of Seeking Solutions The Players: You or I as children vs. SE as children. The Scene: An ice cream truck is approaching, playing a happy tune. We would go out the front door and wait for the ice cream truck to arrive. We would buy ice cream. SE would jump out a side window, run across the lawn with sprinklers firing, bust through a hedge and into their neighbor's yard. Neighbor's yard has a pool... Rather than walk around it, SE would dive into it, swim across. Getting out, SE would have forgotten why they went out in the first place. Arriving home, they would make a cheese sandwich. The updAte notes DO mention the delay. Change from boost
Boost has undergone the following adjustments. 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. Even with boost>ws i have a 5sec delay.
Tested again
Boost and no WS gives 10 sec delay Boost with WS gave me no delay. Used hundred fists; boost > smite > still standard delay.
(Boosted smite didn't increase damage in any dramatic way, still right around average. even with the increased base damage) 7220 critical boosted melee hit though (not RMEA) so thats pretty neat. Someone suggested it may be broken on smite (or all ws?) seems accurate lol if a melee hit does that much but no change to smite. Phoenix.Capuchin said: » 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%" ![]() this is using my version with some fixes i don't know if pchan implemented yet. worth noting this is assuming capped ddex and fstr. i also haven't added his impetus model to my phone copy since i've been busy with other things also capped acc before the accuracy on the weapon Best crit hit on mandy with boost but without WS
so far 24631 . http://www.ffxiah.com/screenshots/79879 These changes are a pretty modest DPS boost unless Boost's STR% is inside fTP, which it almost certainly isn't.
A 24k boosted melee attack doesn't seem all that modest...
In the overall picture its nothing but by itself; awesome. It doesn't seem to be working for ws though. A 24k melee hit looks cool, but you have to remember that it comes at the cost of 10 seconds worth of autoattacks and tp generation. The real value is in the weaponskill boost; what kind of numbers are people seeing?
So far boosting pre ws hasn't shown me any sort of increase at all
Can someone try with a WS like Howling Fist, using Boost and WS while NOT being engaged at all?
Hopefully a bug, would be pretty gross otherwise. Assuming that the str boost is added as a product of WSC it would be easy enough to test with varying levels of strength on a hare using shoulder tackle, just to see if it's broken or not.
Driving home from work - safe to say MNK updates are pooh?
Blazed1979 said: » Driving home from work - safe to say MNK updates are pooh? It's not what we knew was needed but we already knew we weren't getting that. Overall there's some nice things we got, some things that still leave me a mixed feeling and some thigns that appear to be partly broken because of a bug. I think there's potential! |
||
All FFXI content and images © 2002-2025 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|