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iiPunch - Monk Guide
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Posts: 1469
If even ffxiah noticed boost is broken then jp too and SE too. my bet is that they released the VU earlier to go on holidays.
Fenrir.Cherrywine
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Oh, there is so much more going on at the JP side of the forums. No activity on the NA side because SE doesn't read that anyway. The JP posting see the same problems we do. I just wish there were more of them posting... Anyway, some gems. I put the parts in bold that seem in agreement with how we feel about the changes and where MNK stands.
I italicized parts in bold that seem directed to SMNs. Quote: Amplifier: "Concentration" seems that the hit is +141 rising and the critical rate rises by about 20%. In the past concentrations were mainly ① filling the gap during recall of the aggressor, ② switching to the thermal power equipments as the hits increased during concentration, correspondingly increasing the firepower, ③ only when there were enemies with a high degree of evasion in that content Pinpoint Although it was spec, it was like 30 seconds / 2 minutes, so it will not be usable for ①, the effect time is too short for ③ and it will feel like I will have to use it more pinpoint. Although it is possible to use it in the case of ②, the difference in hit between firepower equipment and the highest hit equipment is about 100, and it is the limit point where the highest hit possible with the highest hit which can be maintained without dependency on avi is a hit point and hits + 100 or more I feel wasted. Because it is meaningless if it is scarce if it gets out of ***even if attacked during Abi only. Considering how to use it at present, I feel that the critical is going to be aimed more than hit hit. Quote: Atsushi:Thanks to the time reduction effect of concentration and avoidance this time, concentration of job items and improvement of evacuation effect finally become less effective. It is not too unfair to use JobPo 20 for only 30 seconds for Recycle 2 minutes, just a little more hit and avoidance than Jobo of other jobs? I thought Monk's job posts were too severe for a while. It also seems that the time reduction effect of concentration avoidance indirectly leads to the weakness of Grants Faust ... Because it is a personal opinion, I can not say anything. I believe Grants Faust is MNK mythic. Quote: Peugeot: Effective time performance when concentrating Melipo 5 shaking Old: Recast 250 seconds, Effect time 120 seconds Blank time 130 seconds New: Recast 100 seconds, Effect time 30 seconds Blank time 70 seconds Proposed: Re-cast 190 seconds, Effect time 120 Second I want you to set the blank time to 70 seconds, it will be cut off as soon as you get 30 seconds. Quote: Nigihayahi: "Yuru" seems to get quite good damage, but it seems to be difficult to use, so I stopped putting it in the macro. Quote: Soar: Personal evaluation and concentration at the present time about 8/3 VU Although the original hitting UP effect has increased by +100 in Lv 99, it is totally meaningless thanks to the decrease in effect time, it is used only for critical + purpose The enemies lacking hits will not be opponents regardless of solos and parties after having adjusted the equipment, support, and meals in the first place after doing the adjustment. Also with temporary avoidance of short time and hit down In case of attacking using monk only concentrate it is even more likely to induce WS in meaninglessly meaninglessly making the situation worse · Condition that you want to endure for a short time somehow unlike concentrating concentration Since it is not zero, it is getting better with the effect quantity UP and the guard probability UP (as a pity) but it is not necessary in the case of the enemies below a certain level. In the case of more enemies than usual, I do not think so. To the end It is cool and these two are Gurantzufasuto focusing avoidance performance improvement and round fogging. As a loyal person, I wanted you to think a little more In this case, I think Gurantzufasuto is MNK mythic. Quote: Noli: Although it seems that it seems to be performance of unexpected when seeing only specs, if loss is more than the effect more than the effect, it is not usable in the current high-speed battle ('~') It is really a gimmick that seems to be " I think that it is an implementation that seems to adhere to, but if you do not have the effect adjusted beyond the loss, the feeling of becoming an aviation death is strong. # I think that it is irritating to pass through specifications in the effect of trying, but as for the concentration, since the tactic of supplementing hits by focusing is not realistic, if you receive reinforcement erase etc. It will be used as a relief or as a critical boost. First of all, the fighting job has become a lower hit attacker due to sub weapon relationship, so it is nice to have a leop there. I thought that such a direction would be better if a hit bonus is attached with more than a certain martial arts or a TP bonus is gained for kicking, but how is it? ('∇') # My fighting job is WS Because I think that it is a job to earn with auto attack more than # bonus, the bonus is better than the bonus, but the bonus is better than the bonus but after all, if you do not have a lid or a lid , I think that Mr. Monk is not likely to take turns unless it is about equal to each other with total firepower . This is not a story limited to Monk ... Quote: Ccb:It was good to change the D value and interval between fighting weapons. TP became easy to accumulate a little. But it is still late compared to ninja and so ... but ... It is quite nice as chakras are fully revealed! However, concentrating, avoiding, and healing are honest places, it is feeling worse than out of the question. The concentration is effective, but since it is 30 seconds alternating with the aggressor, always up to about 30 hits! I can not do what I want. Even if it gets over 100 hits only for 30 seconds, it will not be adjusted and it will not be adjusted and it will not be adjusted ... it is too usable. If you do not hit on the way you can do it without hitting it ... If it is 1 shot it is better to perform with a summoned beast ... It is totally in the way of avoiding or avoiding cats or shorts Effective time is short so use it anyway I do not mind. I do not think it is time about Hachimusa or a component, but I wonder if it will manage somehow ... Honestly, concentration and avoidance and cat legs are deleted and the characteristics of physical hit and avoidance up are taken as the third characteristic of job characteristics It is totally nice to have. I think that the cat characteristics also are good at about 15% kick attack rate. If you adjust the shrimp, I'd like you to adjust the pore bullets! If you recycle that from 15 seconds to 30 seconds it will be a great success as a fishing shop, but this is also a dragon, but I think that it is too cruel that even now there are no means of fishing like taslams or stone pillows . Touching this time monk certainly became stronger. But still I have not caught up with blue or Thief at all ... · <a Since WS is weak rather than i = 17>, eventually we will lose with affordment with cooperative damage with WS even if it is strong normally. I already gave up that the monster 's WS is weak, but it is not very normal attack but I can not catch up with it. In the meantime I want you to equip something in the subslot, make the cap of hits 99% or so .... This is also the WS of both handed weapons, but 95% and 99% are too different in creditworthiness I want at least WS alone to be 99%. At warrior 's turmeric, it seems that it is good at all stages including not only the first stage but also the first stage , at least as much as 3 times fight of 6000 damage when seeing it as a triple attack of AM 3 . I want you to truly manage a fighting weapon that collects only bad places in one hand and both hands. Quote: Myajira: ● Concentration and Avoidance As many have already pointed out, even if hits and avoidance rise for only 30 seconds in 2 minutes, the impact on the battlefield is almost zero. Even with consideration of the monk's performance and the current battle balance, I think that it is okay to change the job performance that is always invoked with the current performance. Or, I thought about what to do if I lost it by 30 seconds effect. Concentration: Make the next blow to be mandatory and force critical. Avoidance: If the next opponent's blow is a physical attack, be sure to avoid it, magic and breath systems will greatly reduce damage. During the Grants Faust equipments, depending on the stage, the "next blow" will expand to "next 2 to 5 shots" and so on. ● About About About normal attack As it is feeling that 300-500 rounds are jumping from 3000 to 5000 instead of waiting for about 3 turns, it can be said that the damage increases significantly. However, considering that you can hit one WS in 3 turns, it may be minus in total. At the moment, I can only think about the use of the extent that Omen's Auto Attack 2000 can be reliably delivered. (Nevertheless, it is almost always accomplished while not knowing with multi or double shot). Regarding WS, it seems to increase damage as much as possible, but if you do not have extra damage of the above 3 turns + damage of about 1 WS, it is still feeling to lose in total. Sometimes large damage (no fire support on the island with fire support No 15000 in Biksma) comes up to the last minute, was it just that the ride of Multi and Cri was good only .... By the way, I'm counting down the effect time of the "Yuru" icon to attract WS to the last minute after "Yuru". <A I = 9> 8, 7, 6 ... ... The icon flashes to disappear! (; ° ° b) · · Maybe, it is marginal now! > Normal Attack Launch Often it is often called orz . Well, can not you count down to 1 second? Does the last one second or something shift due to lag or other problems? By the way, normal attacks are not fired 0 seconds, but it is about 1 to 2 seconds as usual. But I'm nervous for MNK because the only official response is this: Quote: Salalaruru (Community Rep): Quote: QuoteOriginally Posted by Nekodnc: 599092 It seems to be full of troubles as expected and it seems to be in a state of swords → sword sword → Do not start beating until the effect of hurting hits WS to cause mysterious rigidity TP Increase and cooperation fail WS cat paw attack It is still better for me to erase it manually Ability "to try" has the effect of prolonging the auto attack interval to raise the damage and gain TP. Extension interval = It will be the effect time of "try", so it is behaving as specified. In addition, if you use Weapon skill after using "Yuru", the effect of "Yuru" will expire, but since the interval until the next auto attack has been extended, it takes time to attack. As for the person in charge I asked how to use the good feeling of this ability, and it was "Were you to use weapon skills since I was upset?" I know its a machine translation but there's some fearsome Engrish in there.
It all appears to have given me a migraine trying to parse it all, but I'm consoled by luminous gems of language like "cat legs are deleted" buried within the text. Ragnarok.Inx said: » I know its a machine translation but there's some fearsome Engrish in there. It all appears to have given me a migraine trying to parse it all, but I'm consoled by luminous gems of language like "cat legs are deleted" buried within the text. You haven't seen the real deal man. Machine Translated Novels. I think what the Dev wanted was to use Boost then WS at the last moment before you begin to auto attack again.... For the moment.... It is working as intended. Offline
Posts: 1469
My sim now accounts for "impetus augment" (only critdmg, not accuracy). I defined bhikku cyclas +1 and strongly advice using it as a WS piece (and TP piece if you don't have kenda+1 body).
I added focus buff, used higher buffs by default, and much better gear than previous sims. Allowed to use WS at a specified TP value, allowed to not use WS... As expected the results are garbage. If anyone knows the vit and dex of apex mob, please tell me. https://drive.google.com/open?id=0B7wbcilaHsTeV0FaZk9ocWtEVkk spharai with AM and vere with AM3 : Code godhands2 5356.380699708672 (ws : 21130.700695251413 ) spharai2 5536.251384555995 (ws : 20657.077575245152 ) verethragna2 5754.916937782298 (ws : 20995.960846062768 ) So japanese people are basically whining that Focus gives so much acc it's hard to compensate with gear swaps and that with the new duration you can't alternate it with Aggressor to have a perma acc bonus.
Last but not least that because of that Focus basically became more useful as a DPS cooldown for the 20% crit, but with 30 seconds every 120 it's kinda lame. Basically what I've been saying. The accuracy bonus on Focus was ok to begin with, when you factor JPs and AFhead. They didn't really need to increase it. Should've left it how it was and just add the 20% Crit. But nooo they were scared riding 20% crit for 2mins every 5 would've been way too powerful for MNK, inorite? Btw did anybody manage to perform some tests on footwork to understand what exactely they meant with that "damage values on weapon being added to feet damage" in the patch notes? Adding 197 from, say, Godhands to feet damage seems way too big of an increase and would be immediately noticeable even with eyeballing, there has to be a different meaning to that sentence. The question is: what did they mean exactely? Just kicks by themselves do "a lot" more damage. Didn't seem to do anything special for tornado or dragon kicks though.
I saw a jp post saying kicks could now do more damage than a punch. which I may or may not have seen, it's kinda hard to distinguish a kick from a punch in chat log unless the kick does very little damage. Reasonably sure I've seen some 1k+ kicks with footwork up. (there was a (2)2000 +1200 crit punch/punch/kick, that i'm almost positive was 2 punch non-crits and a critical kick) Fenrir.Cherrywine
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Asura.Sechs said: » So japanese people are basically whining that Focus gives so much acc it's hard to compensate with gear swaps and that with the new duration you can't alternate it with Aggressor to have a perma acc bonus. I wouldn't really call it whining. It is more like pointing out the obvious to someone that doesn't even know how the job is used (Players to SE). And everything else that has been discussed here is also being noticed by players across the pond:
So, players of all kinds that play MNK see the issues. Hopefully, SE takes the time to understand the issues, also. (I don't think anyone here mentioned this, but it has been noted that JA enhancing gear no longer does anything...)
Are you referencing Focus? I only have 5 capacity points in focus, so that's where the 5 extra accuracy comes from, but with no focus I have 1092 acc, with focus I have 1197 and using temple crown+1 I have 1207. So Temple crown+1 must be affecting the accuracy bonus right? Is this not the case for Anchorite's +1/2/3 ? If you meant boost, my apologies. I thought you meant focus because of the first line. And sorry my quote didn't work, I must've done something wrong. Fenrir.Cherrywine
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Oh, you are fine. Quoting is pretty weird until you get used to it. I still get it wrong sometimes.
I think JA enhancing gear is working for Focus. But I don't think it is for Boost? So, you are correct, I should have worded that much more specifically. And even if it is still working correctly on MNK's mythic, the lower duration makes both it and JA enhancing gear lackluster. Understand, thanks.
Footwork is currently doing the same as prepatch for Dragon Kick and Tornado Kick (DMG + (20 + Footwork job points + Kick Attack DMG gear) instead of DMG + (20 + Footwork job points + Kick Attack DMG gear + Weapon DMG)).
Maybe someone should submit that as a bug just in case it wasn't intended. Fenrir.Cherrywine
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Odin.Geriond said: » Footwork is currently doing the same as prepatch for Dragon Kick and Tornado Kick (DMG + (20 + Footwork job points + Kick Attack DMG gear) instead of DMG + (20 + Footwork job points + Kick Attack DMG gear + Weapon DMG)). Maybe someone should submit that as a bug just in case it wasn't intended. I think Nyarlko is one of the few people that still has access to the Official Forums and puts up with SE's crazy bug report form. I only lurk on BG... Sechs, would you be able to share this with Nyarlko? I don't know if that individual uses this site, but you post on both boards and share the same server, I think! I was really hoping for something along the lines of turning focus, dodge, footwork and impetus into stances. 1 min recast with 5 min duration. lower the rate on impetus to .5 per hit without resets. have them share cooldowns like hasso and seigan. focus and dodge on same cooldown, footwork and impetus shared as well. Basicly allowing you to choose from more APR or dmg per hit.
Fenrir.Cherrywine
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Same. Stances would have seemed like the best solution. Obviously, we can't see the obstacles, real or imagined, that SE has to overcome. But the direction they took for adjustments was just... Wow. Ill-conceived and horribly implemented. And that was what they had to show for 1-3 months of effort.
It is clear to me that they over-value Counter. MNK has no inherent hate tools, so it mostly behaves like any other DPS and doesn't tank. If their position is that MNK is like a SAM, but it gets to have Seigan up full-time while still doing everything else, it would be easy to counter (ha!) that they should look into how often SAMs even ride Seigan. It is also clear that their go-to for helping MNK is to boost (ha!) its Critical Hit Rate. I take this as they want it to be dependable damage rather than high damage. Even the way all of H2H's weapon skills are designed seem to support this--they are all very consistent(ly lackluster). The problem with this is the severe accuracy deficiency that MNK suffers. No other DPS job has it worse. How can a job be consistent and dependable if you can't even count on it to hit well outside of every 30 seconds of each 2min interval? SE really needs to do some soul-searching and decide what they want MNK to be. If it is some kind of Counter/TP Gain tank, it needs hate tools. In this case, Counterstance needs some kind of Crusade+Sentinel enmity effect and removal of the Defense reduction. If it is a DPS, it needs WS DMG(for things like Asuran Fists) and Critcal Hit DMG (for white DMG and Victory Smite) increases. Up the wazoo. It needs something to make up for the missing off-hand/grip whether it be a stance-like JA or a recalculation of Gifts or a recalculation of H2H skill so that it not only increases weapon DMG but also accuracy, in that weird way only H2H skill does. If they did this stuff, increasing the accuracy cap wouldn't be as important, but it really should still be increased to 99% to keep up with the other jobs in its class. If it is something else... It needs more AOE buffs for the party than just Mantra. And it needs more debuffs than Chi/Penace and Formless Strikes. I also agree that the JAs attached to a mythic shouldn't have their durations reduced. WTF. If they fix how the increased damage works on Spharai and Ver, they will have to take another look at Godhands. They will probably never do this. Added bonuses would include looks at MNK's available skill chain elements and the viability of other sub jobs than only /WAR. Make /SAM work for H2H if SE wants to keep the 95% accuracy cap? /PLD, /BLU and /NIN could all be made to work if Counterstance were changed to make MNK more tanky... Though, the addition of more Guard chance to Dodge, with its reduced duration, is laughable. It would need something more like Foil, even if without the enmity bonus Foil provides. And if MNK were to be some kind of wierd something else, /RUN would be okay, I guess. I don't know what SE will do. I'm genuinely afraid that they don't have any ideas when it comes to MNK. So counter -is- kinda super OP.... It's better than shadows, it's better than blocks it's debatably better than retaliations.
... To bad it doesn't work on anything worth working on. Everything else is pretty accurate. When MNK (can) be tank, on things it (can) counter, it can be crazy broken. While I think it's a creative idea to talk about a potential counter tank archetype, I find that extremely unrealistic since so many actually dangerous moves are not counter-able.
Fenrir.Cherrywine said: »
I almost feel like their intent with Boost was to say MNK doesn't need to have WS damage on par with other jobs, because their plan was to (1) make Boost improve MNK white damage enough to close the gap there with these occasional "extra" superpowered melee strikes, and (2) still improve WS to some extent with H2H DMG increases (throwing a bone to PUP here too) and Focus/Footwork changes (which help on WS in their short uptime much more than the Boost change does, even if it is annoying to lose the consistent lower-uptime Acc+ from Focus/Aggressor). The boosted normal hits just serve as what can be viewed as sort of a super-WS that is gated by 1min timer rather than TP. I honestly don't find that a completely insane premise, but my *feeling* from messing with it a little bit is that the Boost change as-is hasn't worked for that purpose and the added delay (and resulting decrease in TP gain/WS frequency) doesn't justify using Boost, which doesn't seem to add enough reliable damage. Maybe if every Boosted hit was a triple damage relic proc? However, I've not yet seen math to back that up. Anyone have any actual testing to compare the gap between (1) using Boost on normal TP strikes versus (2) ignoring Boost and just using WS when you can (and not suffering the Boost delay)? Preferably, actually using a heavy STR set on the Boosted hits too - much like dumping on DEX/AGI for SA/TA without WS. Fenrir.Cherrywine
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By and large, MNK's go-to gear is already high in STR. I'm not sure there would be a need to swap out whatever anyone is wearing whether it is Adhemar, Kendatsuba or Anchorite +3. Even most TP rings have STR on them, the exception being Epona's. Moonbow belt is perfect. Maybe change the earrings and swap into a different JSE cape? And a different neck?
Looking at the output of a relic proc + crit, I can't say I believe the DMG potential for the new Boost has a chance in hell to make up for the lost white damage/better TP gain/possibly another WS given MNK's high multi-attack rate. I'm not sure what the number would need to be to make up for standing idle with a blank stare into space for 13 seconds (JA delay + weapon delay). Not only is it boring, but it effectively locks the player out from reacting/staying interested in the fight for 1/6th of every minute. That said, there are two interesting properties of the new Boost. One, is that it prevents multi-attacks for that round. That's sad. But two is that it has 100% accuracy. So, if a MNK were to have low accuracy for 90 seconds of every 2min, at least you might be able to force two hits during that 90s for a good round of damage... Sad again. And yeah, I'm just theory-crafting Counter into a tank build, not because the job at present can support it, but because it could work... But everything about MNK fights itself. It the pieces worked together, like you can make BLU work together. Or RUN work together. Or SAM work together. Or any other bloody job in the game work together. I think it could find a place, and have a few, not ideal, but fillable roles. If MNK could become a tank, Boost would be kind of cool. Once per minute, surely all other tools would be on cooldown for 13s. So pop that once a minute, big, 100% accurate hit because you can! It'd be like a bigger Shield Bash on a shorter cooldown! #mindblown But, back to reality... Primex, have any booze left? Offline
You can actually effect the delay with haste and ma and such so you aren't standing around quite as long (or could go other way and make it much longer) but there caps on it so with h2h lowest probably be able to do is 5-6 seconds for a hit that gives ~4x dmg and tp. With capped magical, gear haste and jps most the time your attack rounds will come at about 2 seconds chances are you are just going to hit more than 4 times in that 5-6 second wait even without multi attack procs.
But I guess maybe this might give the mob less tp than those 4 hits would be... so yay on that? Guess would kind of be like footwork used to be in that regard only a one shot deal instead of a stance and no way to break it like we did with Oat weapons Offline
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Fenrir.Cherrywine said: » Same. Stances would have seemed like the best solution. Obviously, we can't see the obstacles, real or imagined, that SE has to overcome. But the direction they took for adjustments was just... Wow. Ill-conceived and horribly implemented. And that was what they had to show for 1-3 months of effort. It is clear to me that they over-value Counter. MNK has no inherent hate tools, so it mostly behaves like any other DPS and doesn't tank. If their position is that MNK is like a SAM, but it gets to have Seigan up full-time while still doing everything else, it would be easy to counter (ha!) that they should look into how often SAMs even ride Seigan. It is also clear that their go-to for helping MNK is to boost (ha!) its Critical Hit Rate. I take this as they want it to be dependable damage rather than high damage. Even the way all of H2H's weapon skills are designed seem to support this--they are all very consistent(ly lackluster). The problem with this is the severe accuracy deficiency that MNK suffers. No other DPS job has it worse. How can a job be consistent and dependable if you can't even count on it to hit well outside of every 30 seconds of each 2min interval? SE really needs to do some soul-searching and decide what they want MNK to be. If it is some kind of Counter/TP Gain tank, it needs hate tools. In this case, Counterstance needs some kind of Crusade+Sentinel enmity effect and removal of the Defense reduction. If it is a DPS, it needs WS DMG(for things like Asuran Fists) and Critcal Hit DMG (for white DMG and Victory Smite) increases. Up the wazoo. It needs something to make up for the missing off-hand/grip whether it be a stance-like JA or a recalculation of Gifts or a recalculation of H2H skill so that it not only increases weapon DMG but also accuracy, in that weird way only H2H skill does. If they did this stuff, increasing the accuracy cap wouldn't be as important, but it really should still be increased to 99% to keep up with the other jobs in its class. If it is something else... It needs more AOE buffs for the party than just Mantra. And it needs more debuffs than Chi/Penace and Formless Strikes. I also agree that the JAs attached to a mythic shouldn't have their durations reduced. WTF. If they fix how the increased damage works on Spharai and Ver, they will have to take another look at Godhands. They will probably never do this. Added bonuses would include looks at MNK's available skill chain elements and the viability of other sub jobs than only /WAR. Make /SAM work for H2H if SE wants to keep the 95% accuracy cap? /PLD, /BLU and /NIN could all be made to work if Counterstance were changed to make MNK more tanky... Though, the addition of more Guard chance to Dodge, with its reduced duration, is laughable. It would need something more like Foil, even if without the enmity bonus Foil provides. And if MNK were to be some kind of wierd something else, /RUN would be okay, I guess. I don't know what SE will do. I'm genuinely afraid that they don't have any ideas when it comes to MNK. I agree. They've been going about it all wrong. There is a way to make MNK effective and not OP, while still keeping counterstance fun. Counterstance should increase defense, reduce dmg taken while also reducing dmg output. Counters should provide enough VE/CE to hold enemy's attention. So make MNK capable of tanking anything that doesn't spam WS's/magic.. which at this point in the game, isn't much.. but it is something at least. Offline
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Fenrir.Cherrywine said: » I'm not sure what the number would need to be to make up for standing idle with a blank stare into space for 13 seconds Blazed1979 said: » Fenrir.Cherrywine said: » I'm not sure what the number would need to be to make up for standing idle with a blank stare into space for 13 seconds I am not a mad man asking for super power. Just a simple 5min of +100 Store TP will do. Offline
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clearlyamule said: » You can actually effect the delay with haste and ma and such so you aren't standing around quite as long Offline
Blazed1979 said: » clearlyamule said: » You can actually effect the delay with haste and ma and such so you aren't standing around quite as long Edit: For view pleasure Quote: Monk Main: Your current attack delay is tripled, with a minimum of your weapon's original delay, and reset. When your delay is up, you make one attack, which has 100% accuracy and cannot multi-attack. Offline
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clearlyamule said: » The attack happens after the countdown finishes. YOu can lower or raise the count down timer Of course, i stopped recording once I plugged in my new keyboard. Old keyboard having been obliterated and smashed against the hard surface of my face after realizing what the "new mnk " was - utter garbage. Here's the video of my tests YouTube Video Placeholder Asura.Avallon
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Blazed1979 said: » clearlyamule said: » The attack happens after the countdown finishes. YOu can lower or raise the count down timer Of course, i stopped recording once I plugged in my new keyboard. Old keyboard having been obliterated and smashed against the hard surface of my face after realizing what the "new mnk " was - utter garbage. Violence and technology doesn't mix well! Offline
Side note try equipping a 999 delay weapon with some kind of attack speed lowering stuff like slow or velocity shot. You can actually get the timer to start at higher than 1 minute lol. Not sure if they stack though given you have to engage first not sure what would be the point in trying to stack them as such
Fenrir.Cherrywine
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clearlyamule said: » Side note try equipping a 999 delay weapon with some kind of attack speed lowering stuff like slow or velocity shot. You can actually get the timer to start at higher than 1 minute lol. Not sure if they stack though given you have to engage first not sure what would be the point in trying to stack them as such ! lol! The point would be to make an awesome video to send to SE. Title it: Will these MNKs attack before you really, truly fix the job? Offline
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Fenrir.Cherrywine said: » send to SE Someone organize a mass protest, across all servers - spam in towns for 1 hour everyday "fix mnk". Give SE hell. |
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