IiPunch - Monk Guide

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iiPunch - Monk Guide
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By pchan 2013-06-01 13:23:29
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If the gear provided on dark is correct and upgraded towards the acc/dex/att paths the following rk15 MNK gear will cap you while maintaining capped mdt, 31% pdt HP boost from AF2+2 gear.

rigor

honed tathlum
whirlpool
twilight
bladeborn
steelflash
manibozho
Melee +2
defending
dark
mollusca
Black
Manibozho
Usukane +1

(acc buffs would be boost-dex, madrigalsx2 from GH, some dex from brd songs AF3+2 bonus, focus agressor). The gear is actually overshooting acc by 10. Can probably unassume both focus and agressor if you input a cor in there.
 Shiva.Alistrianna
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By Shiva.Alistrianna 2013-06-01 13:35:19
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Asura.Jem said: »
This set-up with Madrigals, Hunters and Sushi caps out Acc against Tojil on DRK so whatever that translates to in MNK terms

Does this set assume capped accuracy using the Geomancer debuff?
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By pchan 2013-06-01 13:56:47
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only acc buffs are madrigalsx2 / sushi /hunter. Noone sane would use geo.
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By Shiva.Alistrianna 2013-06-01 13:58:13
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pchan said: »
only acc buffs are madrigalsx2 / sushi

The Geomancer debuff is -evasion pchan. If they are capping their accuracy because of that, it would need to be accounted for especially since the proposed MNK strategy for Tojil does not use it.
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By Odin.Eikechi 2013-06-01 13:58:47
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pchan said: »
only acc buffs are madrigalsx2 / sushi /hunter. Noone sane would use geo.

Why do you always sound like a pretentious and condescending douche when you comment here? There is nothing wrong with using alternative jobs other than "omfg I always deal the most dmg!"
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 Asura.Ccl
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By Asura.Ccl 2013-06-01 14:17:44
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You need 2-3GEO to do the supposed mnk strat....
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By pchan 2013-06-01 14:21:41
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Shiva.Alistrianna said: »
pchan said: »
only acc buffs are madrigalsx2 / sushi

The Geomancer debuff is -evasion pchan. If they are capping their accuracy because of that, it would need to be accounted for especially since the proposed MNK strategy for Tojil does not use it.

The jp strat used that but the set provided earlier shows that it's not needed for hitrate. The only reason they seem to require it is because of mac resist on stun which is probably easily fixed by using mac gear from delve I think (basically use less job with better mac gear instead). I doubt geo spell do something superawesome. If a whm can't cast boostedx w/o dying twice in the fight I don't see how GEO could...
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By Shiva.Alistrianna 2013-06-01 14:35:07
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The set provided earlier also requires a drop from the shark Mega boss, so its not exactly realistic to use atm until you can kill the shark, either.
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By Asura.Ccl 2013-06-01 14:38:44
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pchan said: »
If a whm can't cast boostedx w/o dying twice in the fight I don't see how GEO could...


The big difference is, if the whm die, you're really in trouble, if the geo die, he can just get up and keep 1 debuff up till he unweak, do you really not know anything beside mnk?
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By pchan 2013-06-01 14:41:34
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If geo dies nothing changes because it's useless anyway, got it.
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By pchan 2013-06-01 14:44:32
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Shiva.Alistrianna said: »
The set provided earlier also requires a drop from the shark Mega boss, so its not exactly realistic to use atm until you can kill the shark, either.

It doesn't require anything. You just need equivalent accuracy. The delve headgear is fine. If you don't have rk 15 equip you can always use acc gear in place of them as I doubt 30% pdt makes or breaks the fight.
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By Asura.Jem 2013-06-01 14:44:34
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We do use a GEO so you'll need to account for that in the set I posted. Looks like you could cover that with Hunter's though?
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By Shiva.Alistrianna 2013-06-01 14:48:12
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Asura.Jem said: »
We do use a GEO so you'll need to account for that in the set I posted. Looks like you could cover that with Hunter's though?

Thank you, Jem.

@pchan: Geo/Indi-Torpor debuffs can give the mob -41 evasion.
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By pchan 2013-06-01 14:57:15
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Honestly 41 evasion is not a reason to bring GEO ><. But I supposed it's required if you did not upgrade to rk 15 yet. I'm sure 80% acc DD would do fine. Honestly if acc matters to the point that you consider bring geo, you might as well rotate thfs.
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By Asura.Jem 2013-06-01 14:59:03
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It's not just the -EVA, the DEF down is pretty useful too.
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By Asura.Ccl 2013-06-01 15:07:19
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pchan said: »
Honestly 41 evasion is not a reason to bring GEO ><. But I supposed it's required if you did not upgrade to rk 15 yet. I'm sure 80% acc DD would do fine. Honestly if acc matters to the point that you consider bring geo, you might as well rotate thfs.


Yeah rotating 4 thf is a better option than GEO, you should do that.


edit: thf can also acid bolt for def down and /dnc for step so that's clear better than geo.
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By pchan 2013-06-01 15:09:18
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relax, I'd rather melee at 80% hit rate than rotate thfs or bring geo
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 Cerberus.Taint
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By Cerberus.Taint 2013-06-01 15:22:52
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pchan said: »
relax, I'd rather melee at 80% hit rate than rotate thfs or bring geo


I would think you of all people would like Geo. Easy to multibox GEO while you puppet other jobs.
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By Fenrir.Motenten 2013-06-01 16:19:20
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Mnk using pchan's set:

base skill: 424+16
base dex: 91+12

simple acc: 116
simple dex: 47

Augments, assuming rank 15 str on Manibozho body/legs, rank 15 dex on Rigors: 35 acc, 10 dex

Focus: 30 / Aggressor: 25

Dex from brd af3 March/Mad: 20
Dex from sushi: 6
Dex from Boost-dex: 25

Acc from 2x Madrigal: 81
Acc from 11 Hunter's: 50 (+15 if rng in this party)

Totals --
skill: 440
dex: 186/211 >> 139/158 acc
acc: 257-262; 307-312 w/Hunter's
sushi: 72 cap if sole, 76 cap if bream (not using in overall)

Overall: 884 w/Aggressor, no Hunter's or Boost-dex; 903 w/Boost-dex; 908 w/Focus; to 958 w/Focus, Hunter's (no rng)

Note: add 7 dex for Mithra, which is another 5 acc; that puts it on par with Jem's drk, not counting Hunter's Roll.

If Jem's group needed Geo, then so will pchan's setup, unless you add in Hunter's Roll.
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By pchan 2013-06-01 16:27:36
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What's hunter's accuracy if you roll a 5 ?
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By Cerberus.Taint 2013-06-01 16:34:11
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pchan said: »
What's hunter's accuracy if you roll a 5 ?


IV roll(lucky) is 40 acc
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By Asura.Jem 2013-06-01 16:48:31
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I use Bream Sushi fwiw
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By Fenrir.Sylow 2013-06-01 17:18:06
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If the MNK strat was using 3 GEO they were probably forgoing some ACC and abusing Bolster rotation, ***is potent.
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By Fenrir.Magi 2013-06-01 17:27:18
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Sylow, go change your name to Geodude please so you Cubone and Hitmonchan can be my bestest Pokepals forever!
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By Sylph.Tigerwoods 2013-06-04 04:51:15
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Asura.Jem said: »
I use Bream Sushi fwiw
Crab+1 in this ***!
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By Sylph.Ice 2013-06-04 12:10:31
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Crab +1 too expensive. NQ for the win.
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By Sylph.Tigerwoods 2013-06-04 12:37:44
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Hate having to use 2 per run; so opted for the cheapest food that'd last the entire run so I don't have to waste as much inventory xD or have to make as many AH trips!

Though, now that I've adjusted my acc build. I've been using bison steak and hitting fine with fogressor
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By kenshynofshiva 2013-06-04 15:20:56
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Ugh nerf before it even got out the gate:

Camate;442042 said:
Greetings,

There has been a variety of feedback both for and against these changes, especially in regards to how it will affect those that dual wield and use hand-to-hand weapons. The development team's goal is to make adjustments so that there is balance between two-handed weapons and one-handed weapons.

In regards to hand-to-hand weapons, we'd like to go about these adjustments carefully or else there may be too big of a jump in power, so we will be making some slight adjustments during the next Test Server update. The 75% STR modifier that is currently only applied to the right hand will be slightly reduced to 62.5% and we will be applying it to both hands. (The 75% DEX modifier for both hands will not change.)

We'll continue to update you on any planned changes!
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By Fenrir.Motenten 2013-06-04 15:38:46
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Eh, doesn't sound that bad. Dual wield gets 75% str on mainhand and 50% on offhand. H2H gets 62.5% on both hands. Makes sense to have the same mod on both hands for H2H, at least, and the net effect is the same.

Also means I don't have to do stupid number juggling for H2H in the spreadsheets.
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By kenshynofshiva 2013-06-04 15:46:05
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Fenrir.Motenten said: »
Eh, doesn't sound that bad. Dual wield gets 75% str on mainhand and 50% on offhand. H2H gets 62.5% on both hands. Makes sense to have the same mod on both hands for H2H, at least, and the net effect is the same.

Also means I don't have to do stupid number juggling for H2H in the spreadsheets.

Yeah I just hate the N word lol. On another note you wouldn't happen to know around what the evasion is on the delve NMs? I think the raptor is reported around 700-730 from reading trying to make gear sets for low manning em mnk style.
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