IiPunch - Monk Guide

Language: JP EN DE FR
2010-09-08
New Items
users online
Forum » FFXI » Jobs » Monk » iiPunch - Monk Guide
iiPunch - Monk Guide
First Page 2 3 ... 148 149 150 ... 367 368 369
Offline
Posts: 4028
By Blazed1979 2017-08-01 09:38:03
Link | Quote | Reply
 
Quetzalcoatl.Langly said: »
Why are simulations superior to a spreadsheet DPS/DmgAvg result?
1 MNK vs 10,000 RNGs
YouTube Video Placeholder
[+]
Offline
Posts: 376
By Odinz 2017-08-01 12:07:45
Link | Quote | Reply
 
Blazed1979 said: »
1 MNK vs 10,000 RNGs
That final heaven at the end made it all worth it.
[+]
 Fenrir.Cherrywine
Offline
Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-08-01 13:04:22
Link | Quote | Reply
 
Sounds like the makings of a great Chuck Norris joke... Spharai can win a parse, if it can equip Chuck Norris.
[+]
 Bahamut.Tychefm
Offline
Server: Bahamut
Game: FFXI
user: Lyramion
Posts: 902
By Bahamut.Tychefm 2017-08-01 18:42:34
Link | Quote | Reply
 
[+]
 Fenrir.Ramzus
Offline
Server: Fenrir
Game: FFXI
user: Venomfury
Posts: 1387
By Fenrir.Ramzus 2017-08-01 18:44:01
Link | Quote | Reply
 
who is ready for dodge to give counter +10 and focus to give crit +10????
[+]
 Leviathan.Comeatmebro
Offline
Server: Leviathan
Game: FFXI
user: Rairin
Posts: 6052
By Leviathan.Comeatmebro 2017-08-01 19:08:32
Link | Quote | Reply
 
im cool with that, gonna rock mnk anyway for a while this m.eva is baller
[+]
Online
Posts: 9095
By Afania 2017-08-01 22:54:26
Link | Quote | Reply
 
Leviathan.Comeatmebro said: »
im cool with that, gonna rock mnk anyway for a while this m.eva is baller


You know, from this entire convo I've been wondering if MNK rocking full Ken+1 set allows geo dropping indi fade or attunement for one extra bubble.

Afaik geo attunement is only 125 magic evasion from wiki.
 Ragnarok.Phuoc
Offline
Server: Ragnarok
Game: FFXI
Posts: 354
By Ragnarok.Phuoc 2017-08-02 04:08:30
Link | Quote | Reply
 
What should happen tomorrow for mnk to be on par with other DDs:

- Martial Arts no longer affect tp return.
- Raise smite to 3-4.
- Turn Focus/Dodge into stances like Sam ones, Focus giving 100 acc, 10% ja haste and 100 attack, Dodge giving 100 evasion, 100 meva and 100 defense.
- Boost doesnt wears upon use, it will add a base +10% ja haste debuff when hitting the mob and also +10% attack per use.
- Chi blast lowered to 1 min recast, penance duration lowered to 30 seconds max but raised tp reduction on mob by 75%.
- Counterstance lets you return the incoming attack is if it was 1 attack round for you, gives TP and no longer lowers DEF.
- Footwork adds +50% dmg to your kicks making those kick WSs "useful".
- Mantra raises HP and DEF by +10% of the total user's hp/def (and party members as well).
- Formless strikes recast lowered to 5 mins and does full damage.
- Perfect counter effect lasts 3 incoming hits, 5 with bikku +1.
- Impetus doesnt reset on miss, you can full time it now and starts at 100 attack and +10% crit rate, goes up to +500 attack and +50% crit rate fully charged.
- Enable MNK to equip grips, introducing them this update (craftable) and with drops on the next omen update for af2 upgrades.
- Make Victory smite from Crit change varies with tp to Damage varies with tp with fTP transferred across all hits (ala reso).

With this you'll have mnk go from the back seat to the first places again, now lets see what SE does tonight.
 Bahamut.Tychefm
Offline
Server: Bahamut
Game: FFXI
user: Lyramion
Posts: 902
By Bahamut.Tychefm 2017-08-02 04:32:31
Link | Quote | Reply
 
MNK will rise again and be at least as popular as Moggarden Furrows !
[+]
Offline
Posts: 1469
By pchan 2017-08-02 04:43:15
Link | Quote | Reply
 
New sim link that now accounts for impetus. For those that went in the previous code I added flat_att and flat_crit attributes which are basically handling the attack and critical hitrate without impetus. Those are the attributes that should be used when defining gear.

Impetus doesn't account for bodies that enhance it (yet)

Also added a spharai2 weapon if you want to compare the new DMG/delay we are likely getting tomorrow.

https://drive.google.com/file/d/0B7wbcilaHsTeWU5YY0hJNXJrcjA/view?usp=sharing
 Fenrir.Cherrywine
Offline
Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-08-02 06:18:41
Link | Quote | Reply
 
Afania said: »
You know, from this entire convo I've been wondering if MNK rocking full Ken+1 set allows geo dropping indi fade or attunement for one extra bubble.

Afaik geo attunement is only 125 magic evasion from wiki.

You don't even need to go that far, at least to make up the magic evasion.

From where we were a month ago, Kendatsuba didn't exist yet. So comparing how battles have been for the previous half a year (since our opponents haven't changed) to how they could be...

The difference between NQ Adhemar body and SR legs vs. NQ Kendatsuba body and legs is 92 magic evasion and 4 magic defense bonus.
Give up NQ Adhemar hands for NQ Kendatsuba hands, and you've exceeded Attunement: 129 magic evasion and 6 magic defense bonus.

Each piece of HQ Kendatsuba adds 10 more magic evasion and 1 more magic defense bonus.
So, with just body and legs swapped, you would see a gain of 112 magic evasion and 6 magic defense bonus.
With body, legs and hands swapped, the gain would be 159 magic evasion and 9 magic defense bonus.
Nice for when it matters, and can easily be swapped in if a debuff drops or wears.

I'm not sure that Kendatsuba could compensate for dropping Fade. Drawing 60 MAB from one side of the equation seems stronger to me than adding 9 (or even more from swapping the remaining pieces) to the other. Anyone else have more definitive thoughts on that?
 Asura.Sechs
Offline
Server: Asura
Game: FFXI
user: Akumasama
Posts: 10161
By Asura.Sechs 2017-08-02 06:50:33
Link | Quote | Reply
 
I think the point Afania was making (please correct me if I'm wrong) is that if you can manage to achieve a very large amount of Magic Evasion, then you won't really need the MDB from Fade to obtain similar levels of magic damage reduction.

Not differently from what was happening when we had super boosted Attunement/Vex.
I think this was his way of reasoning and it kinda makes sense to me, except the "wrong" values of Attunement/Vex we had before were much much larger than then ~200 Meva we can get on Kendatsuba, I'm afraid.
 Fenrir.Cherrywine
Offline
Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-08-02 06:52:36
Link | Quote | Reply
 
Going full HQ Kendatsuba doesn't net a gain that exceeds dropping Bolster Attunement.

And I should probably rephrase my Fade bit above, obviously adjusting the denominator could have a much larger impact on the result of MAB to MDB, but the Magic Damage Equation has a lot of other pieces to it.
Thinking about it longer, Kendatsuba might crush Fade... Yeah, I'm on the fence on how it would go. I can't think of a good example to plug through it to make a general call on how dramatic of a difference it would make on magic damage taken. So, yeah, anyone else have a more definitive thought on that?
 Fenrir.Cherrywine
Offline
Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-08-02 06:55:26
Link | Quote | Reply
 
Oh, and that wasn't a direct response to you, Sechs. I'm just still thinking about it.
 Asura.Chiaia
VIP
Offline
Server: Asura
Game: FFXI
user: Demmis
Posts: 1656
By Asura.Chiaia 2017-08-02 07:44:29
Link | Quote | Reply
 
You should probably give up Adhemar legs but you know lets cherry pick ***.

AKA wtf does Adhemar legs have anything to do with MNK tping or M.eva sets?
 Ramuh.Austar
Offline
Server: Ramuh
Game: FFXI
user: Austar
Posts: 10481
By Ramuh.Austar 2017-08-02 07:44:32
Link | Quote | Reply
 
pchan said: »
New sim link that now accounts for impetus. For those that went in the previous code I added flat_att and flat_crit attributes which are basically handling the attack and critical hitrate without impetus. Those are the attributes that should be used when defining gear.

Impetus doesn't account for bodies that enhance it (yet)

Also added a spharai2 weapon if you want to compare the new DMG/delay we are likely getting tomorrow.

https://drive.google.com/file/d/0B7wbcilaHsTeWU5YY0hJNXJrcjA/view?usp=sharing
to return is wrong. you divide by two before finding the tp. should be after then floor the result after division.

still no hit 8 per round cap. can make an if statement for if hit <= 5 before the kick check and for ws for the i in range just change to i in range(min(6, hit)) since you already account for the main two separately.

also tp return on ws is still wrong for additional hits, they don't account for store tp.


victory smite doesn't account for fotia, not that its good but still.

victory smite aftermath overwrites itself, it doesn't in your smite sim function.

your spiral sim has aftermath on empyrean despite no smite being used in your spiral sim.


and that's just the first look over and most of this i've already mentioned to you.
 Fenrir.Cherrywine
Offline
Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-08-02 07:47:29
Link | Quote | Reply
 
Asura.Chiaia said: »
You should probably give up Adhemar legs but you know lets cherry pick ***.

I was comparing to SR legs. Their values might be the same, though. I can't easily check where I am now.

Looking back, I understand how I could have caused confusion. I'll fix it!
 Fenrir.Cherrywine
Offline
Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-08-02 09:38:39
Link | Quote | Reply
 
Yeah, Adhemar, Adhemar +1 and SR legs all share the same values of magic evasion and defense. When released, Adhemar wasn't presented as a glass cannon set, like Argosy. It was pure offensive gains on top of the defensive standard.
Offline
Posts: 1469
By pchan 2017-08-02 23:57:23
Link | Quote | Reply
 
corrected some bugs in impetus, it's at least working until they change it aka 10 minutes

https://drive.google.com/open?id=0B7wbcilaHsTealRLLWI1V3dHVFE
 Asura.Warusha
Offline
Server: Asura
Game: FFXI
user: Serithus
Posts: 159
By Asura.Warusha 2017-08-03 00:18:27
Link | Quote | Reply
 
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.
[+]
 Fenrir.Ramzus
Offline
Server: Fenrir
Game: FFXI
user: Venomfury
Posts: 1387
By Fenrir.Ramzus 2017-08-03 00:41:35
Link | Quote | Reply
 
can't tell if the boost changes are good
Offline
Posts: 1731
By geigei 2017-08-03 00:53:21
Link | Quote | Reply
 
Can't be bad but those things are not enough to make mnk good.
 Odin.Nappy
Offline
Server: Odin
Game: FFXI
user: Nappypup
Posts: 147
By Odin.Nappy 2017-08-03 00:55:39
Link | Quote | Reply
 
what about the dmg change? any chance that will help?
 Leviathan.Comeatmebro
Offline
Server: Leviathan
Game: FFXI
user: Rairin
Posts: 6052
By Leviathan.Comeatmebro 2017-08-03 00:57:42
Link | Quote | Reply
 
mnk is fine, don't mind naysayer

the ja boosts are a welcome addition to the defensive repertoire and a slight dps boost, the real patch is the h2h weapon adjustment
[+]
 Fenrir.Ramzus
Offline
Server: Fenrir
Game: FFXI
user: Venomfury
Posts: 1387
By Fenrir.Ramzus 2017-08-03 00:59:14
Link | Quote | Reply
 
yeah, holding out for the adjusted values. if they're like a 25% increase i could see mnk becoming very strong
 Asura.Mewwgoat
Offline
Server: Asura
Game: FFXI
user: mewgoat
Posts: 139
By Asura.Mewwgoat 2017-08-03 00:59:58
Link | Quote | Reply
 
idk, you think a mnk str based Sneak Attack is ok? probably low value "to prevent op (monk)(keys) running around" se so scared to buff mnk they more or less did nothing imo
 Fenrir.Ramzus
Offline
Server: Fenrir
Game: FFXI
user: Venomfury
Posts: 1387
By Fenrir.Ramzus 2017-08-03 01:01:33
Link | Quote | Reply
 
roughly 33% increase, actually. wow, mnk might be great again
 Asura.Beatsbytaru
Offline
Server: Asura
Game: FFXI
Posts: 487
By Asura.Beatsbytaru 2017-08-03 01:18:17
Link | Quote | Reply
 
Eh
Offline
Posts: 1600
By Ruaumoko 2017-08-03 01:21:29
Link | Quote | Reply
 
Agreed, people too eager to say it's a bad update.

If the weapon skill damage increase is more like Scarlet Delirium from a DRK then it could be VERY strong, especially if it is indeed 33%.
[+]
Offline
By clearlyamule 2017-08-03 01:21:57
Link | Quote | Reply
 
Fenrir.Ramzus said: »
roughly 33% increase, actually. wow, mnk might be great again
I assume you mean the h2h dmgs if so mind you that will translate into a decently smaller increase in base dmg since skill is a decent portion of that. Also the delays are going up decently so will have to do a bit of math to see how that figures into things as well
First Page 2 3 ... 148 149 150 ... 367 368 369
Log in to post.