Vishwambhari said: »
Empyrean AM3 looks broken to me on that updated spreadsheet
Do you know how to propely set/use empyrean on the sheet?
Spoiler: it's a little un-intuitive, you don't click empyrean AG
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Vishwambhari said: » Empyrean AM3 looks broken to me on that updated spreadsheet Do you know how to propely set/use empyrean on the sheet? Spoiler: it's a little un-intuitive, you don't click empyrean AG Offline
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Nothing was changed with AM3. Also be more specific lol
The moonshade earing on set 2 is actually messed up though, 25000% tp
Doesn't seem to actually do anything wrong, just displays the wrong % Offline
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Well, it's just that numbers don't feel right: same exact set (except weapons, which is GH vs Vere), 50% ODT set (yes i know how to set empy AM) and what i get is: 6080/white dmg per attack round for GH and 6878/white dmg per attack round for Vere. Is AM really worth that little? But then again, eyeballing =/= math, so it must be that way.
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Vishwambhari said: » Well, it's just that numbers don't feel right: same exact set (except weapons, which is GH vs Vere), 50% ODT set (yes i know how to set empy AM) and what i get is: 6080/white dmg per attack round for GH and 6878/white dmg per attack round for Vere. Is AM really worth that little? Yes it is. First of all damage per attack round is misleading. Godhands has 43 damage more per hand (221 vs 178), so that already makes it closer damage per attack round to Veret. Now Empy AM3 is very weak on hand to hand (compared to other empy weapons, especially 2h weapons). It only adds like 20% to white damage. It can only proc once per attack round on one punch hit. Do we know what white damage would look like for vere AM3 if it wasn't so restricted?
Just curious. I'd imagine it would be a large gap and that's probably the reason they'll never update it to be like other empyreans. It would get pretty wild and crazy... like if it's 10k dps now... it would be upwards of what, 13k if it worked on all hits, one hand. 16k if it worked all hits, both hands? that's probably lowballing it lol.
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Asura.Eiryl said: » It would get pretty wild and crazy... like if it's 10k dps now... it would be upwards of what, 13k if it worked on all hits, one hand. 16k if it worked all hits, both hands? that's probably lowballing it lol. Actually no. Assumin 10k dps now, it would be 11500 if it was working for all hits on both hands. Nothing really broken. SimonSes said: » Asura.Eiryl said: » It would get pretty wild and crazy... like if it's 10k dps now... it would be upwards of what, 13k if it worked on all hits, one hand. 16k if it worked all hits, both hands? that's probably lowballing it lol. Actually no. Assumin 10k dps now, it would be 11500 if it was working for all hits on both hands. Nothing really broken. 11500 is a pretty big jump. Definitely not broken. Well had they fixed it they would have done it by now. Oh well. Feels like it would be a lot higher than that. if it's 800 dps for 1 punch on one hand then it should be 800 per possible attack of which there are up to 7
While it shouldn't be 5k I guess, ~1.5k seems awful low... I guess that sounds about right though 2~5 attacks @ 800 50% of the time. (changed it while you were typing) Offline
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Asura.Eiryl said: » Feels like it would be a lot higher than that. if it's 800 dps for 1 punch on one hand then it should be 800 per possible attack of which there are up to 7 While it shouldn't be 5k I guess, ~1.5k seems awful low I just changed sheet to check it. Its 4300 more white damage per round which converts to that 1500 more dps overall. Another thing that's off somewhere is the kick attack rate.
negligible but relic AM isn't giving the 15% kicks, on Spharai 119 (aug) it works on Spharai 119 zero kick+ has base 20% instead of 19 (I only noticed because I was curious if tantra earring could find it's way into filling that 100% for luls) Offline
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Are you sure about that Spharai? Just checked an it works on both sides >.>
Im sure, turn on relic AM and use Spharai, then use Spharai (aug)
Melee tab: Spharai kick rate 99% Spharai (aug) kick rate 84% It should be the same (but 98% not 99) Exact Steps how to replicate; Offline
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Actually the problem was that "Spharai (Aug) 119" on both side was working with Relic toggle from right side. Fixed now, let me know if that works for you.
EDIT: Haha. I see now, that you wrote me the exact same thing on PM XD Thanks for fixing it, did you bump kicks down by 1% too? Minimum should be 19 but its set to 20
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Asura.Eiryl said: » Thanks for fixing it, did you bump kicks down by 1% too? Minimum should be 19 but its set to 20 I'm pretty sure I did lol, but maybe in the wrong place? :D I changed L12 in Data from Code =13%+IF(B1>=96,2%,0)+(Setup!B14/100) to Code =12%+IF(B1>=96,2%,0)+(Setup!B14/100) So what’s everyone doing for Merits?
Currently I’m using 5/5 Kick and Counter And 5/5 Mantra and Penance. Used to have Formless up there but it was really only useful in Delve so I feel like it’s out of rotation right now? Lakshmi.Buukki
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There is only one good choice for merits and its not even close.
Counter5 KA5 Mantra5 Penance5 Formless Strikes are such garbage since they don't affect WS (would be nice if this was their way of giving Monk a unique h2h-based "spirit/breath" dmg ws(s)). I would have even taken Formless Strikes if it could bypass straight damage immunity moves like Alexander's Perfect Defense. Or vs Ouryu/Domain Invasion flying monsters. But it sucks. Even putting one merit into it is kind of useless. I have 1 in FS, and I never, ever use it, even on monsters that use PD/Invinc in dynamis etc, because someone with magic kills it before it matters. I don't think it works well even on MT fights, and the effect is too weak. I guess if you need it you could put 1 merit into it (domain invasion its helpful when they spam Invinc back to back, but whatever). Invigorate is rubbish as well. Would be nice if they bumped that up to scale with HP, so that it would make sense with Mantra's high HP bonus. Focus/Dodge merits would be nice if it was duration and not recast; It might not seem like much but getting 20 extra seconds from it (and maybe even changing Anchorite +3 improvements to duration) would make it nicer not having to constantly re-apply the move. As they are, they are nothing important. Chakra is such a bad idea to merit since its not AOE (shrugs). I tried testing it on the caturae in ru'aun and its trash. But FS does hurt that white pudding in ru'aun pretty well (for the luls)
Bahamut.Eternallight
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I thought that was basically the only reason for FS was mobs that gain physical immunity or damage shield since it doesnt take too much to pop them, and then you go back to normal. (Granted, you dont need it for invinc if you have mages.)
Except occasionally the pld mobs in Dyna D who use it when they are still at high HP. Lakshmi.Buukki
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Simple change to Formless Strikes: Make melee strikes feed zero TP and extend it to WS. (I've never tested if it actually DOES feed TP though, wiki says it does). You sacrifice melee DPS for Safety
(this will never happen) Bahamut.Eternallight
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Id totally go with that. Even if the penalty was capped at dealing only half damage lol.
Lakshmi.Buukki
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That would be the trade-off. You can stack up on Penance/Formless Strikes for 5(?) minutes or so, but the mob gains nearly no TP in the process. Your damage would suck though, lol.
Bahamut.Eternallight
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Low damage is preferable to death :p
Make Formless Strikes magic damage, not Breath Damage.... And then it would be worth meriting it more often.
I tried Formless Strikes in Sealed Fate on Omega, a mob which ONLY takes Magic damage, and it hits for 0-5, similar to melee attacks, so it is not useful on anything except that fat pudding in Escha-Ru'aun. Lakshmi.Buukki
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It would be funny watching Monks gear like RDMs with Acc/MA/Macc if Formless Strikes operated like Enspells.
By the way, what the hell modifies Formless Strikes damage besides merits? Any stats actually improve that ability (like macc, mdmg) or is it just a flat bonus? Not sure, but would be easy to test. I'll give it a go soon and see.
Yeah. Don't even need to test for long, it isn't modified by anything. Swapped some pieces out for Mab/Macc and didn't improve damage at all, if anything, melee attacks went lower.
Edit: also tested with and without malaise. No damage improvement. |
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