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iiPunch - Monk Guide
Valefor.Madranta
Server: Valefor
Game: FFXI
Posts: 89
By Valefor.Madranta 2016-04-25 03:29:28
Hi,
does anyone know if Verethragna aftermath Occ Double/triple Damage can activate in the following:
1. Off hand attack
2. Double attack or Triple attack
3. Kick attack
thanks,
Sadly, Verethragna's Aftermath is the weakest of the Empyrean weapons that I am aware of.
It can ONLY proc on the first offhand hit of any attack round. Not on mainhand, not on multiattacks, not on kicks and not on counters.
Source: I have Verethrage 119III.
Here's a link to an average damage log screenshot illustrating what I said. Notice that 1: The 2nd hit (offhand) in the first attack round of each fight is where the triple damage procs. 2: That with AM3 up (50% triple damage proc rate) I am not triple damage procing nearly that often, indicating that multiattacks cannot proc it.
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Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10065
By Asura.Sechs 2016-04-25 05:22:17
It's the same for all H2H RME guys D:
Mythic AM3 works on one hand only.
Relic's occasionally double damage works on one hand only.
Vere's AM works on one hand only.
Neither of them proc on Kick Attacks or during WS (well Mythic AM3 can, actually)
The problem lies in the fact that H2H is a weapon category treated as a 1hand, but it occupies both hands like a 2H weapon.
SE never bothered to "solve" this situation.
I can understand their reasoning though. 1H special effects only proc on their related weapon, they do not proc on the OH weapon you decide to equip.
So it's kinda "fair" it's the same for H2H. But at the same time it's not because with H2H you don't have the freedom to pick whichever OH you want.
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By Bamboom 2016-05-16 23:52:24
Hey guys, I recently came back and since I hadn't leveled monk on my new char I figured it would be a good choice for some nostalgia(mnk was my first 75 ever). Just have a few questions:
During the wanted campaign, I managed to get both the body and the h2h from 119 PW. Are these great for use?
One of the things I've always wanted was a pair of spharai. How do they fair nowadays?
Otherwise what are some sets I could strive for? It seems like all of the sets from the guides were removed :<
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10065
By Asura.Sechs 2016-05-17 06:08:41
Hands+1 from PW are the best non-RME weapon MNK can use.
I guess perf aug SR ones might still hold a place under certain situations/buffs (Capuchin has more details on that regard) but overall I seem to recall what I said, i.e. Comeuppance +1 are the best non-RME weapon for MNK.
Before the 119v3 version of RME came out you could've said that Comeuppance+1 were arguably better than some RME tbf, but now with the new 269 skill I doubt there's a challenge anymore.
As for the body uh, it's ok but I don't think it's anything special?
It has slightly different stats from Abnoba's Kaftan (more att/acc, +1% crit, +STP, no CritDmg) and AF3 body (which I'm not even sure it's still worth to use it over other options with Impetus up, has anybody mathed it out?).
You could probably get better stats on Herculean Body, but that would require luck. Until then Tatenashi+1 can give nice results I suppose.
Server: Asura
Game: FFXI
Posts: 426
By Asura.Slugman 2016-05-18 11:50:24
Would str aug ryuo hands beat taeon with ws dmg +3 for VS? seems like taeon would be more consistent, but ryuo would give bigger spikes.
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-05-18 12:27:47
Taeon is significantly worse. WSD is a useless augment for VS as it's multistrikes. The crit dmg and rate should help VS dmg very significantly.
Alternatively, Herc gloves with crit dmg augment can be used but I'm certain it's also worse
By Blazed1979 2016-05-18 12:32:00
MNK is in a really poor state at the moment in general. But its always been the case that the off-hand doesnt act like dualwield.
Hi,
does anyone know if Verethragna aftermath Occ Double/triple Damage can activate in the following:
1. Off hand attack
2. Double attack or Triple attack
3. Kick attack
thanks,
Sadly, Verethragna's Aftermath is the weakest of the Empyrean weapons that I am aware of.
It can ONLY proc on the first offhand hit of any attack round. Not on mainhand, not on multiattacks, not on kicks and not on counters.
Source: I have Verethrage 119III.
Here's a link to an average damage log screenshot illustrating what I said. Notice that 1: The 2nd hit (offhand) in the first attack round of each fight is where the triple damage procs. 2: That with AM3 up (50% triple damage proc rate) I am not triple damage procing nearly that often, indicating that multiattacks cannot proc it.
I have vere and glaz both AG'ed. Kinda sat that a hybrid job like DNC and BLU melee dmg will ***all over a melee specialist like MNK.
Server: Asura
Game: FFXI
Posts: 426
By Asura.Slugman 2016-05-18 12:41:18
Sadly, That's about the state of mnk right now.
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-05-22 02:47:00
moderately interested in MNK again so I'm going to update the guide quickly. almost seems pointless though when the answer to everything is "look at every other light dd job" for equipment choices
edit: finished TP/VS/Ascetics highest tier sets. will work on rest tomorrow
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Bismarck.Dubai
Server: Bismarck
Game: FFXI
Posts: 500
By Bismarck.Dubai 2016-05-22 04:34:10
moderately interested in MNK again so I'm going to update the guide quickly. almost seems pointless though when the answer to everything is "look at every other light dd job" for equipment choices
edit: finished TP/VS/Ascetics highest tier sets. will work on rest tomorrow
Thank you dear
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-05-22 12:36:12
Merry christmas, sets are fully updated.
I wouldn't count on me to fix all the text though!
Sylph.Braden
Server: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2016-05-22 14:33:28
I get a kick out of seeing really outdated text in guides, figure most people don't read it anyway. Sets are great though, many thank.
Are Godhands really top dog?
Server: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2016-05-22 14:55:29
Thank you! I am looking at making a 2nd relic and I have high hopes mnk steals me haha. Was my main back in 2003-2009 before i quit. I am hoping for a revival of this job.
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-05-22 15:20:17
Haven't done the math, don't care enough to do the math but they are free vs 300m+ for every other RME whose aftermaths are all greatly nerfed. Would be completely unsurprised if Godhands annihilates RME. I just used Sequence as a reference since they are very close to Tizona in damage, and Tizona is actually good
Sylph.Braden
Server: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2016-05-22 15:35:53
Ok good, I figured the same thing for the exact same reasons. Aeonic quest 4eva
Server: Odin
Game: FFXI
Posts: 136
By Odin.Brocovich 2016-05-22 16:23:53
Good job!
MNK can't wear thereoid greaves tho. (in usable gear VS set)
Server: Siren
Game: FFXI
Posts: 6
By Siren.Blnasty 2016-05-25 16:43:39
Can someone give me an overview of how to calculate delay reduction with H2H. More specifically, I'm wondering if its possible to cap delay without capped magic haste if I'm wearing the ambuscade head (MA +10) and empy body (MA +6).
Similar to how this is broken down: http://www.ffxiah.com/forum/topic/46248/max-dual-wield-question/ for X amount of haste you need Y amount of DW or vice versa, would be nice if someone could do the same for MA.
Before you flame me, I have looked at https://www.bg-wiki.com/bg/Attack_speed and tried to follow their H2H example and I don't understand where they are coming up with their 'MA delay' variable. 480 (base delay) + 86 (wpn delay) -200 (martial arts delay)... Where does this -200 come from, and how does this variable change when I add in the ambuscade head and empy body, and job gift?
So specifically if I'm using Denouements (96 delay), ambuscade head (MA +10), empy body +1 (MA+6), and have the 100 JP bonus (MA +5), how much magic haste do I need to cap delay? Can I get there with just haste2? haste2 and haste samba from /dnc?
Asura.Chiaia
VIP
Server: Asura
Game: FFXI
Posts: 1656
By Asura.Chiaia 2016-05-25 17:22:40
Monk @ 82 has Martial Art VII which is -200. You just add to it with gear and gift. So AMB head would make it -210.
Sylph.Braden
Server: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2016-05-25 17:38:50
Base H2H Delay is 480.
Being level 99 gives Martial Arts VII, which is -200 delay (280).
Lose 10 delay from the head, 6 from the shirt, 5 from the gift (259).
Add 96 from Denouements (355).
Minimum delay is 20% of Base+Weapon, so (480+96)*0.2, which is 115.2.
Divide the minimum (115.2) by your modified delay (355) to get a number (0.324). This number represents the percentage of your delay that won't be affected by Haste.
Flip that number into a percentage (32.45%) and subtract it from 100%. That's how much Haste your MNK needs to reach the delay cap (67.55%). With capped gear haste at 25%, you'll need either 42.55% magic haste (just shy of the cap) or 37.55% with Haste Samba.
edit: to find out the Martial Arts value you'd need to cap a pair of knucks with whatever Haste you want:
MA Needed = (480+Delay) - ( (480+Delay) / ( (100-Haste) * 0.05 ) )
By Darkvlade 2016-05-25 19:51:25
Hello can anyone outline what's hierarchy of non RME hand to hand weapons and your opinions on hizamaru set, I haven't played MNK since Oatixur days and would like to get a little understanding of what to aim for regarding to gear, thanks in advance.
I just found Capuchin post in page 105, ty sir.
Server: Odin
Game: FFXI
Posts: 2255
By Odin.Llewelyn 2016-05-25 20:00:05
Good job!
MNK can't wear thereoid greaves tho. (in usable gear VS set) MNK also can't wear Ainia Collar in the low acc TP set!
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-05-25 20:56:28
What the hell what a garbage job
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Necro Bump Detected!
[36 days between previous and next post]
Server: Odin
Game: FFXI
Posts: 228
By Odin.Skeero 2016-06-30 09:58:13
I love mnk as well, but even with top notch gear right now, it just cant compete. I do like your enthusiasm though
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Quetzalcoatl.Trulusia
Server: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-30 10:23:26
What irks me is that they aren't addressing the real issue with H2H. Compared to everyone else, H2H WS just suck. Victory Smite is the ONLY good one, Howling Fist could be good if you aren't skillchaining and using Godhands(Defeats the point of using Godhands...)
What they excel at are Auto attacks, which in the meta right now are almost just a way to get TP to perform WS and skillchains, considering how absolutely absurd the damage from those are right now.
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Server: Odin
Game: FFXI
Posts: 136
By Odin.Brocovich 2016-06-30 11:10:28
You should really look up how WS-Damage works before posting stuff like this. There is more than just FTP to calculate the damage and crits don't add +1 to FTP either.
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Server: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2016-06-30 11:47:35
Raging fist should be another way to have a strong WS but
God hands TP bonus 500 work on all weapon skill or just on Shijin spiral?
If the 500 TP bonus work on all WS and paired with Moonshade ear we should Tp at 1250% TP with a potency of 2000%.
Raging first should turn into an apocalpitic beast.
First hit 4.6 second hit 5.6 third hit 6.6 four hit 7.6, five hit 8.6 and double attack proc 9.6
Victory smite should have 25% Critical hit attack chances instead of 10% but yeah. I need know if godhands TP bonus work in all ws!
I like MNK a lot and its just so sad the last pages of this topic =(
has for any other job......
Server: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2016-06-30 12:04:01
MNK is at the point where my day 1, aegis, no gear swaps PLD was more desired for events.
Considering I was a day 1 MNK, and had R/E/M 119, it was time to put the game down for good once I beat Rhapsodies. The only part of the game that was still fun was being on discord and bullshitting w/ my linkshell; not the game itself
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Valefor.Susake
Server: Valefor
Game: FFXI
Posts: 30
By Valefor.Susake 2016-06-30 12:05:10
I'm sure I'm just echoing someone else's ideas, but there are 4 avenues that could be taken to make MNK somewhat relevant again.
1) allow them to equip a fist in offhand for stat boost. The mechanic of the REMs only working on 1 hand is already in place.
1b) if not, allow REMs bonus to work on both fists.
2) fix Job Pointt category bonuses and gifts. They are far inferior to other DPS jobs.
3) adjust Martial Arts
4) adjust h2h weaponskills/sc properties
I'm usually not the one to entertain "heart of the cards" talk, in fact I hate it. I also realize MNK had its time in the spotlight for a long time, but nowadays it is beyond inferior and deserves to be at least quasi relevant. I'm not expecting any or all of these to be entertained either, just contributing to discussion.
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