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iiPunch - Monk Guide
Leviathan.Andret
Server: Leviathan
Game: FFXI
Posts: 1,040
By Leviathan.Andret 2018-10-13 00:18:08
Does Shukuyu sune-ate Footwork effect stay after swapping in for activation? Or do we loose it if we change to something else?
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-10-13 00:23:03
Quote: Shukuyu Sune-Ate Increases Footwork's Attack modifier by 15% if worn during JA activation.
Bonus stays on
[+]
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-10-13 16:34:55
Inner Strength.
Used during Azi Dahaka to counteract his Hundred Fists
He used Absolute Terror
Frozen for 15 seconds
Every one of his swings dealt zero damage (facing front) despite being frozen
All of his additional effects still went through
I did not have stoneskin up.
I know it's a one-trick pony SP2, but any idea why physical hits dealt zero damage despite me not actually countering? Do we know if this also boosts guard rate to 100% possible? Would make sense (doubles HP, caps counter rate, caps guard rate).
30 seconds isn't long enough
Odin.Horu
Server: Odin
Game: FFXI
Posts: 180
By Odin.Horu 2018-10-13 23:53:58
perhaps Azi's melee attacks are WSs? or perhaps during hundred fist its considered WSs, guard would negate the first hit of a WS so would make sense like that.
If that's the case,since bg wiki says inner strength has 100% perfect counter then perhaps its not 100% perfect counter alone, but Perfect counter and/or perfect guard(If thats what it'd be called?) where if perfect counter wouldn't land (Because of a WS for example) then a perfect guard would take its place.
Asura.Eiryl
By Asura.Eiryl 2018-10-13 23:57:11
If you are terrored, you cannot Guard (at least I don't think you can). So, that's got nothing to do with anything.
However, there's a better than 0% chance you have vorseals that negate damage, and may or may not have had a lucky string of those.
Odin.Horu
Server: Odin
Game: FFXI
Posts: 180
By Odin.Horu 2018-10-14 00:00:16
guard works during petrified, terror,stun anything really
Asura.Eiryl
By Asura.Eiryl 2018-10-14 00:01:42
If you're "disabled" like that, it certainly shouldn't... you can't move your arms to block/parry/guard.
Odin.Horu
Server: Odin
Game: FFXI
Posts: 180
By Odin.Horu 2018-10-14 00:02:05
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-10-14 00:03:36
That's not SE logic. You can guard while disabled.
Odin.Horu
Server: Odin
Game: FFXI
Posts: 180
By Odin.Horu 2018-10-14 00:04:00
testing on guard was done back at level 75 where it was shown to work during status effects
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-10-14 00:07:21
I'm willing to believe Inner Strength does give you 100% counter rate, 100% guard rate. Which is kind of unbelievable, since it gives massive (double) hp boost? Not entirely sure what the logic in giving an ability that does both of those, plus the HP, unless it's to perfect-guard TP moves, for 30 seconds. You'd have to telegraph a terror in order to get use out of it
I started loooking into counter/guard pieces. There aren't a lot ofgood ones. They even took the guarding skill from relic feet off of the reforged versions, which is odd. There's only a AF leg that gives guard. Count's cuffs gives it, but those are arguable garbage as well.
Asura.Eiryl
By Asura.Eiryl 2018-10-14 00:11:23
How the *** you gonna guard attacks while you're literally turned to stone or unconscious.... logic.
Anyway... in that case, check tp returns. You get more tp from a tactical guard than just getting hit. Easy enough to test (though the window is pretty small)
A guard does not zero damage out either, btw
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-10-14 00:16:36
Not likely you get a lucky vorseal proc, 7 times in a row for only the phsyical portion, but not the magical additional effect.
Odin.Horu
Server: Odin
Game: FFXI
Posts: 180
By Odin.Horu 2018-10-14 00:19:20
I'm willing to believe Inner Strength does give you 100% counter rate, 100% guard rate. Which is kind of unbelievable, since it gives massive (double) hp boost? Not entirely sure what the logic in giving an ability that does both of those, plus the HP, unless it's to perfect-guard TP moves, for 30 seconds. You'd have to telegraph a terror in order to get use out of it
I started loooking into counter/guard pieces. There aren't a lot ofgood ones. They even took the guarding skill from relic feet off of the reforged versions, which is odd. There's only a AF leg that gives guard. Count's cuffs gives it, but those are arguable garbage as well.
It would explain a bit on why SE builds monk towards counter sets, pretty much a 30 second clutch for if your tank dies to getting him back up and buffed, you can tank and hold melee NMs while also having massive hp (Which is also healed at the time of activating inner strength) to buy time for healer to raise/heal/buff (Which is also not something new).
Since monk has extremely high subtle blow, that'd keep all tp fed to minimum while boosting dmg delt if you have a counter set.
Having said that, its only a little bit of a boost to monk, but its a 30 second useage in a 1hr window which is pretty much nothing sadly.
[+]
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-10-14 00:21:16
Extend that to 3 minutes and you have a deal.
Odin.Horu
Server: Odin
Game: FFXI
Posts: 180
By Odin.Horu 2018-10-14 00:42:22
I wonder if theres a counter% -> guard% much like seigan% -> counter% for samurai? however since counter is mostly tested with counterstance, perhaps counterstance negates the guard boost?
Or perhaps SE never ment to negate the guard value (If it exists) with counterstance and it was broken without us knowing, that would explain why counterstance has the defense penalty.
only way to know is if someone with high counter gear without using counterstance tests guard at the same time against apex frogs with filters only allowing your dmg received.
I tested guard a few months ago, however I mainly aimed to have low acc to allow the mobs attacks to go thru and didn't test with low acc and counter gear
By Ruaumoko 2018-10-14 03:27:05
Well, my record lasted less than a week.
Odin.Horu
Server: Odin
Game: FFXI
Posts: 180
By Odin.Horu 2018-10-14 04:36:17
Well, my record lasted less than a week. Or it takes you as a bard to boost the one who breaks your record?
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-10-14 09:15:47
Kin is so weak at this point, you can drop the tank and go 2x MNK and steamroll him. Wilt for midboss, assuming no Gorger absorbing mechanics, can destroy Kin/Gin/Kyou. Don't even need a tank anymore, given MNK's naturally high Counter and Guard rate, and magic resistance from Kendatsuba+1.
MNK can also contribute by starting fights off with Shell Crusher.
Server: Sylph
Game: FFXI
Posts: 230
By Sylph.Darkside 2018-10-14 10:03:12
Well, my record lasted less than a week. Oh wow. I thought that was your TK you out did.
Guess I should read more closely. Nicely done.
By Ruaumoko 2018-10-18 02:13:11
I've been toying around with VS lately and have been getting some decent damage from it, all things considered. This is the set I'm working towards.
ItemSet 362248
Cape has STR+30 ACC/ATT+20 WSD+10%
Feet are on D Path (STR+12 ATT+25 CRIT RATE+4%)
Anything I'm missing I can use to upgrade?
Asura.Psylo
Server: Asura
Game: FFXI
Posts: 455
By Asura.Psylo 2018-10-18 04:59:13
Ryo hands maybe for te critcal dmg ++ ? (dunno if wsd beat this)
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10,596
By Asura.Sechs 2018-10-18 05:12:52
With the current status of WSD on gear I think it's quite likely they beat Ryou+1.
If that ever gets reverted I dunno, Ryuo+1 will win probably
Server: Asura
Game: FFXI
Posts: 12
By Asura.Elflegolas 2018-10-18 07:04:55
If WSD is the trump card right now, then Epaminondas's ring is worth testing vs regal (if you don't need the acc of course). Kariyeh+1 ring worthing test in high acc situations as well.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-10-18 07:05:36
According to Byrth's sets, that's the set I use.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10,596
By Asura.Sechs 2018-10-18 07:15:56
If WSD is the trump card right now, then Epaminondas's ring is worth testing vs regal (if you don't need the acc of course). Kariyeh+1 ring worthing test in high acc situations as well. At att/acc uncapped I'm afraid Regal will win over Epaminonda.
At acc/att capped I dunno, Regal still got something to say on WS with really high mods.
On Vsmite for Instance it helps with WS mod, STR tiers and, last but not least, dDEX to possibly slightly increase Crit Chance.
Not sure Epaminonda can win over that, if it does I bet it's gonna be so close that, in a real and non spreadsheet-theoretical situation, you might still want to use Regal regardless.
Just a hunch anyway, I could be very wrong, haven't tested this.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-10-18 08:06:34
Actually, I lied. I use that set, but I periodically swap between
DM Herculean WSD body/Anchorite +3
I use Hesychast's Hose+3 over WSD+7 legs, but periodically swap between the two.
There's an argument to be made for adhemar bonnet+1...
but witht he current wsd mechanics, unless you have something like +7~10 WSD in a slot, it's probably best to use crit hit/damage pieces. Unless you're going for an Impetus Up/Down set, then I could see you alternating sets for the buff, but I don't have time for that, Final Heaven when Impetus/Focus is down.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2018-10-18 08:21:24
Well, my record lasted less than a week. Oh wow. I thought that was your TK you out did.
Guess I should read more closely. Nicely done.
I have told people before Tornado Kick was insanely powerful, even before the WSD heist. Kind of crazy people never really prioritized it much in sets, given all the gear that was still out at the time. The WSD mechanic change surely changed it to the top of the list for sure. I knew something was up with this WS when I could hit 35k with just trusts before WSD with mediocre gear. At this point, screenshots like the one above are probably at the high point of spike damage (perhaps a DA/QA proc in set), but shows the potential for Monk in a zerg scenario. And I love it.
What's also being ignored in this screenshot is the several-thousand damage attack rounds (not battlemod so I can't see the split), but assuming 2-3 attacks per round, this monk was hitting Kin for 2-3k damage per 1~ seconds, which is really strong. I've seen melee cycles that hit for upwards of 10k a round, making something like HF in a zerg scenario almost a necessary component to even attempt to keep up with other DDs. The white damage is less impressive for zergs, but for dot fights like Kin, it's incredibly useful and noticeable. A monk not even exploiting TK can still steal hate very quickly just casually using WS and melee strikes, it's that powerful.
Notice: Some of the current sets involve proposed/DAT-mined additions to the items and may be up for revision.
iiPunch - MNK 101
I'm a fan of simplicity in naming. No three word titles for me. I wouldn't want to run the risk of nose-diving my way into the depths of the THF and DRK thread titles, anyways.
 ★ Table of Contents ★
I. Introduction
II. Combat Skills
a. Hand-to-Hand
b. Guard
III. Merits, Job Abilities, Job Points and Job Traits
a. Merits
b. Job Abilities
c. Job Points
d. Job Traits
IV. Weapons and Weaponskills
a. Weapons
b. Weaponskills
V. Equipment
a. High-End Gear
b. (Mid)High-End Gear
c. Decent Gear
d. I Beat Abyssea! Gear
e. Misc. Gear
VI. Progression
a. Abyssea Era
b. Voidwatch, Dynamis, Etc.
c. Neo-Nyzul, Salvage II, and Beyond
VII. Miscellaneous
a. Resources
b. Spellcast
c. Updates
d. Notes
I. Introduction ►
I tend to talk too much, so I have taken the liberty of emphasizing the important parts of wordy sections.
I was incredibly hesitant to write this - and in the process of doing so, I still am. I'm not really a fan of job guides given the ever-changing nature of jobs in terms of equipment and usefulness in MMOs. However, I get countless questions directed to me regarding Monk quite often, so perhaps this can serve to answer those as well as educate those who are unsure about the job.
If played correctly, Monk can serve as an excellent powerhouse that competes very well with the other high-end damage dealers. Not only does pretty much all of Monk's equipment provide easy access to Haste (in excessive amounts), Attack, Accuracy, multi-attacks, and STR, the Job Abilities you have access to proficiently complement Monk's prowess. Although one of Monk's greatest drawbacks lies in the lower attack cap that all other one-handed damage dealers face combined with level correction, this is not a significant deterrent in almost all available content. This problem will not prominently persist through newer content if Square Enix holds true to their plans for newer mobs.
Monk's proficiency also extends to longevity in the battlefield due to their exceptionally high HP, high evasion, access to damage reduction gear, guard and Counter.
To add to Monk's convenience, it has access to all but one of the Blunt window  procs in Abyssea, if you ever find yourself needing that gear.
II. Combat Skills ►
Hand-to-Hand ►
Monk's Hand-to-Hand skill is A+ and caps at 424 at level 99.
Unlike normal weapons, which list their own independent damage and delay, Hand-to-Hand damage and delay is determined differently. Base hand-to-hand damage is determined by combat skill using the formula, floor(Skill*.11)+3. The damage listed on your weapon is added (hence the +) to this number to determine your weapon's damage. Note that this is affected by gear and merits, making Hand-to-Hand skill merits exceptionally appealing with respect to other combat merits.
*Note that when examining Weapon Rank to determine fSTR caps, Hand-to-Hand Skill is not included!
Hand-to-Hand delay is set to an initial value of 480. This means that without any weapon equipped, 480 is to be considered your base delay. Weapons add to your base delay. This is important because your maximum delay reduction is determined from this value! The minimum delay for Hand-to-Hand combat is therefore 96. The delay for Hand-to-Hand weapons is significantly reduced by Martial Arts traits, but this is included in your maximum delay reduction. Gear haste, Magic haste, and Job ability haste are all applied after the martial arts reduction. Because Martial Arts is not applied as a percentage reduction, this can tend to make delay reduction calculations slightly more tedious than usual.
Guard ►
Monk's Guard skill is A and caps at 417 at level 99.
You are unable to parry when you have a Hand-to-Hand weapon equipped. Instead, you have a small chance to Guard that increases with your guard skill. Evaded attacks and attacks blocked by shadows do not have a chance to be guarded, but Countered attacks do if the Countered attack misses the enemy (and therefore) fails.
When guarding, the attackers pDIF is lowered by 1.0, significantly reducing the damage you take. Guard can also activate on physical TP moves.
III. Merits, Job Abilities, Job Points & Job Traits ►
There is a lot that could be talked about here, but I'm only going to go into detail where necessary. For example, most Job Traits should be self-explanatory, but I'll still list them just so the information is all here.
Merits ►
Category I
►Counter Rate : Increase counter attack rate by 1 percent.
You should be capping this. It is a direct improvement to your performance almost everywhere, and allows you to push your Counter rate to the cap fairly easily when you have Counterstance active.
►Kick Attack Rate : Increase kick attack rate by 1 percent.
You should be capping this. Again, a direct improvement to your damage capability. Though kicks don't do as much damage as your normal hits, they're still a good amount of your overall damage.
►Focus Recast : Shorten recast time by 10 seconds per merit.
Not ideal, but if you are only using Monk for high-end Voidwatch things that you can't counter I suppose it's not a terrible choice (read: it's a pretty bad choice). However, Monk can already alternate Focus and Aggressor with no down-time.
►Dodge Recast : Shorten recast time by 10 seconds per merit.
Almost useless. If your survival depends on a shorter Dodge recast, you may want to change something up. Dodge is more a helpful bonus than something to be relied on.
►Chakra Recast : Shorten recast time by 10 seconds per merit.
See Dodge. I don't advise meriting this at all.
Category II
►Mantra : Increases the max. HP of party members within area of effect. Recast: 10min. Increase effect by 4 percent.
Some people swear by this, and to be fair, it can have its uses. It plays on one of Monk's natural strengths and makes them even harder to kill. This raises your maximum HP by 20% when fully merited, or 30% if used with augmented Hesychast's Gaiters +1. It should be noted that it doesn't stack with other forms of HP enhancement status effects, though it remains to be seen if this will apply to Monk's upcoming new SP Ability.
Its greatest drawback lies in the fact that the duration is only three minutes. There are relatively few situations where you need higher HP 3/10 of the time. I'd say pass on this one, but to each their own, as none of Monk's Category II merits are particularly fascinating.
Note: Mantra is currently used in Delve boss strategies, and should likely be prioritized if you plan to be on Monk.
►Formless Strikes : While in effect, melee attacks will not be considered physical damage. No effect on weapon skills. Recast: 10min. Increase effect by 5 percent per merit after the first.
This also lasts for three minutes, but can be extended to up three minutes thirty seconds with augmented Hesychast's Cyclas +1. You won't use this often, but in the situations that allow it, it really shines and you will be thankful you have it merited. With only one merit, your attacks will do 60% of your normal damage in non-elemental damage. Maxed out, your attacks will do 80% of normal damage. If you don't foresee yourself using Monk in scenarios involving mobs that take significantly reduced physical damage (a situation that has become increasingly plentiful lately), you can pass on this. However, if you do, you will want to max this.
Note: This is exceedingly useful in EVERY Delve zone, and should likely be prioritized if you plan to be on Monk.
Do note that countered attacks will still deal physical damage of your weapon type as well while under the effect of Formless Strikes.
►Invigorate : Adds a Regen effect when using Chakra. Increase duration of effect by 24 seconds.
The Regen effect is 10HP/tick, but can be increased to up to 20HP/tick with augmented Hesychast's Gloves +1. Maxed out, this lasts two minutes for up to a total of up to 800 HP restored. If you aren't planning on maxing it, it's really not worth it. This is nice if you find yourself soloing (or otherwise without a healer) a great deal, but otherwise isn't too fantastic.
►Penance : Adds an effect to Chi Blast that inhibits an enemy's TP accumulation. Increase duration of effect by 20 seconds.
The base reduction on Penance is 25% and can be increased to 35% with max merits and Hesychast's Crown +1. It lasts up to one minute forty seconds with full merits, which means it can be kept on for more than half the time (if the mob lives that long). The reduction term is separate from Subtle Blow and dAGI, and fairly noticeable if you only have a small number of people attacking a mob.
Job Abilities ►
►Hundred Fists - Level 1 | Recast: 60 Minutes | Duration : 45 Seconds
This reduces your attack speed by 75% after Martial Arts and Weapon Delay are calculated. This allows you to slightly bypass the normal delay reduction which otherwise takes Martial Arts into account while determining the cap. You will not benefit from Haste gear, but will benefit from Martial Arts gear while this is active.
Hundred Fists attack speed = ((480-[MartialArts])+[WeaponDelay])*.25
Although hand-to-hand weapons normally has a minimum delay of 96 (480*.2=96), Hundred Fists allows for a minimum delay of 70. Assuming otherwise capped delay: with Verethragna, this means moving your minimum from 106.2 to 82.75 (without martial arts gear) for the duration; with Spharai from 113.2 to 91.5 (without martial arts gear) for the duration.
Any action that is performed will "reset" Hundred Fists, causing one attack round to occur with normal delay calculations before it is resumed.
►Boost - Level 5 | Recast: 15 Seconds | Duration : 3 Minutes
Boost raises your attack by 12.5%, or 18.75% with Temple Gloves. This effect stacks with subsequent use for up to three minutes, but will wear off after any attack, Weapon Skill, or Chi Blast use. Unless you are not receiving Haste buffs, it will most likely be detrimental to use Boost. However, stacking Boost can provide for some amusing Chi Blast numbers.
►Dodge - Level 15 | Recast: 5 Minutes | Duration : 2 Minutes
Dodge raises your evasion by 20, or 30 with Temple Gaiters. This ability is particularly useful on lower and mid-level content due to Monk's naturally high evasion skill. It is fairly simple to cap your evasion rate on nearly all older content, and get a decent evasion rate on newer things.
►Focus - Level 25 | Recast: 5 Minutes | Duration : 2 Minutes
Focus raises your accuracy by 20, or 30 with Temple Crown. This ability is particularly useful on higher level content, especially when alternated (or combined for shorter fights) with Aggressor when subbing Warrior for higher-end fights. Effective use allows Monk to cap accuracy on most content (exceptions include higher tier Voidwatch, Legion, and certain THF mobs in Salvage II) without making any sacrifices to TP gear. This is, in part, due to the fact that large amounts of accuracy are on so many of Monk's best TP options.
►Chakra - Level 35 | Recast: 5 Minutes | Duration : Instant
Chakra cures your HP by a small amount (and can provide a moderate Regen effect if Penance is merited) and removes Blind and Poison. The amount cured is affected by Vitality as well as a modifier which can be adjusted with gear. The formula is simply VIT * Modifer. The base modifier value is 2.0, but can be increased by 1.0 with Temple Cyclas, .6 with Melee Gloves, and .8 with Melee Gloves +2.
Notably, Temple Cyclas also allow the removal of Paralysis (hidden effect you'll swear exists: increase rate of Chakra being Paralyzed by 300%!), while Melee Gloves allows the removal of disease, and Melee Gloves +2 allows the removal of disease or plague.
►Chi Blast - Level 41 | Recast: 5 Minutes | Duration : Instant
Chi Blast does a moderate amount of Spirit Damage to the target that cannot be resisted under normal circumstances. However, certain monsters, like Hydra (and variants) resist Spirit Damage. No TP is gained by the target from this ability.
Chi Blast damage is largely determined by MND and Boost usage. The formula is floor[ floor( MND * [Random Number Between .5 and 1] ) * ( (# of Boost * BoostIncrease%) + 1 ) ]. The BoostIncrease% term is always four times greater than the attack % granted by Boost. Therefore, it is naturally 50%; using Boost with Temple Gloves increases this to 75%. Making maximum use of Boost can yield really high Chi Blast numbers, though this is now a dated form of damage.
Instead, Chi Blast is mostly used for the merit that enhances it, Penance.
►Counterstance - Level 45 | Recast: 5 Minutes | Duration : 5 Minutes
This ability, probably Monk's trademark, increases your Counter rate by 45% but alters your Defense calculation so that it is exceptionally low. While Counterstance is in effect, you only receive defense from the VIT calculation (VIT/2), Minne, and the Defense Bonus job trait. All other Defense bonuses, including those from gear and Protect, are not counted. The damage done from a counter is based on your stats, not your attackers. Furthermore, you can only counter while engaged and facing the mob.
Keep in mind that you cannot counter while asleep, petrified, terrorized, or stunned. You also cannot counter mob area attacks, such as those from Ironclads and Mantis mobs, nor can you counter TP moves.
Counterstance can be further enhanced through Melee Gaiters (5% Counter) or Melee Gaiters +2 (10% Counter). They do not need to remain equipped, only upon activation of the ability. This, combined with your base Counter rate (12%) and Merits (5%), allows you a potential 72% Counter rate before other gear (Note that after the accuracy check, this results in a 68% rate). It is important to have capped accuracy if you are using Counterstance - any Countered hit that "misses" means the Counter does not occur and you take the damage!
Counterstance really shines on higher level hard-hitting monsters, since you won't have to deal with a majority of their attacks. However, the attacks that do hit you will hit you hard, so if the mob is hitting fast or has a high multi-attack rate, it may be hard for the healer to keep up. A mob is significantly more Counterstance friendly when enfeebled, though it will reduce the damage you do. It may be unwise to use Counterstance if the mob has powerful TP Moves (especially multiple hit TP moves). It should be noted that Countered attacks prevent spell interruption, so combined with Utsusemi, Monk makes a fantastic tank. However, this greatly reduces your damage potential and is very often unnecessary.
Over the course of a battle against something the difficulty of a Salvage II boss, Counterstance will lower your overall damage taken by about 15% (but greatly increase the damage you can take in a short period of time) and increase your overall damage by about 10%. If your healer is unfamiliar with content that has the potential to deal large amounts of damage in a short period of time, it may be unwise to use Counterstance.
It is not particularly useful to use Counterstance on lower-end content both due to the fact that you will likely be evading the monster anyways, as well as the fact that their pDIF on you will most likely be floored, meaning you won't take much damage to begin with. However, if you have a healer with you, Counterstance can still marginally increase your damage on such targets, potentially making it worthwhile if you aren't trying to be lazy.
Counterstance may also be helpful for dealing with a large amount of monsters at a time, especially if you're able to position the mobs in a corner or against a wall. Anything that has the potential to change your position may make Counterstance a bad idea, though, as the mobs may move in such a way that they attack you from the side, making you unable to counter and dealing a large amount of damage.
►Footwork - Level 65 | Recast: 5 Minutes | Duration : 5 Minutes
This makes it so that your normal attack is a kick rather than punches. Note that you only kick once normally, though this is modified by multi-attack equipment. It also sets your base delay to 480 and increases base damage by 18. Your attack is also raised by 10%. Note that if you use Hundred Fists while this is in effect, you will punch instead.
Don't use this. Ever. Seriously.
►Perfect Counter - Level 79 | Recast: 1 Minute | Duration : 30 Seconds
This ability guarantees a Counter on the next counter-able attack directed at you, but will only occur if Counter does not occur or fails. Perfect Counter can miss, but you will not take damage as you would if a normal Counter missed. Furthermore, the counterattack has a 100% critical hit rate. Although this is good in a pinch, and nice to use before engaging something, job ability delay makes continuous use impractical unless you're tanking something difficult.
►Impetus - Level 86 | Recast: 5 Minutes | Duration : 3 Minutes
Attack is increased by 2 and Critical Hit Rate is increased by 1% with every successive attack landed. The value resets upon a miss, including during Counters and Weaponskills.
This is one of Monk's greatest advantages in terms of damage potential, and it allows MNK to keep up with and pull ahead of other top damage dealers. It is exceptionally important that you keep accuracy capped to maintain maximum use out of this job ability (sort of redundant, since it's always important to cap accuracy). If you are subbing Warrior (as you usually are on Monk), it is most effective to alternate the use of this and Berserk (with a 1 minute overlap) to maximize the effects of the attack boost. Unless your fight only lasts three minutes, using the two together may not allow you to fully utilize the attack bonuses.
Job Points ►
►Hundred Fists Effect : Increases physical accuracy while under the effects of Hundred Fists. Increase physical accuracy by 2.
►Inner Strength Effect : Increases the amount of HP recovered while under the effects of Inner Strength. Increase amount of HP recovered by 2%.
►Dodge Effect : Increases evasion while under the effects of Dodge. Increase evasion by 2.
►Focus Effect : Increases accuracy while under the effects of Focus. Increase accuracy by 1.
►Chakra Effect : Increases the amount of HP recovered when Chakra is activated. Increase amount recovered by 10.
►Counterstance Effect : Increases attack power of counterattacks while under the effects of Counterstance. Increase DEX bonus by 2%.
►Footwork Effect : Increases the damage of kick attacks while under the effects of Footwork. Increase damage by 1.
►Perfect Counter Effect : Increases the VIT bonus of Perfect Counter. Increase VIT bonus by 1.
Job Traits ►
►Martial Arts - Reduces attack speed.
Level | Effect |
1 | -80 Delay |
16 | -100 Delay |
31 | -120 Delay |
46 | -140 Delay |
61 | -160 Delay |
75 | -180 Delay |
82 | -200 Delay |
99 (100 JP Gift) | -205 Delay |
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At 99, Monk will attack at a delay of 280 with no weapon equipped. However, as previously mentioned, the base delay for Hand-to-Hand weapons is 480. This, combined with weapon delay is the number to be used in determining your maximum attack speed (up to 80% reduction). Other delay calculations (Gear Haste, Magic Haste, etc.) are performed after Martial Arts is applied; this tends to make delay calculations for Monk a tad strange. Also, since Martial Arts directly alters your delay, it also affects your TP gain.
►Subtle Blow - Reduces amount of TP gained by enemies when striking them.
Level | Effect |
5 | 5% |
25 | 10% |
45 | 15% |
65 | 20% |
91 | 25% |
99 (125 JP Gift) | 27% |
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Subtle Blow is a separate term that is applied last in enemy TP gain calculation. It is affected by a great deal of equipment.
►Counter - May cancel target's attack with an attack of your own.
Level | Effect |
10 | 10% Rate |
81 | 12% Rate |
99 (150 JP Gift) | 14% Rate |
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A counterattack cannot occur if the player evades, parries or absorbs the attack with a shadow (note that you cannot parry with Hand-to-Hand weapons). Counter is subject to an accuracy check; if you miss the counter, the attack will hit you normally despite the fact that the trait proc'd. Counter rate can be increased by several pieces of equipment, as well as merits and Counterstance. The cap for this trait is 80% before accuracy checks.
►Max HP Boost - Increases your maximum HP.
Level | Effect |
15 | +30 HP |
35 | +60 HP |
55 | +120 HP |
70 | +180 HP |
86 | +240 HP |
96 | +280 HP |
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►Kick Attacks - Occasionally adds kick attacks.
Level | Effect |
51 | 10% Rate |
71 | 13% Rate |
96 | 15% Rate |
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A Kick Attack has to a chance to occur on any melee round only when using Hand-to-Hand weapons. The base damage for kick attacks is determined by hand-to-hand base damage and can be increased by various pieces of equipment. The rate can also be increased by equipment as well as merits.
►Tactical Guard - Grants bonus TP when guarding against an attack.
Level | Effect |
77 | 3 TP |
87 | 4.5 TP |
97 | 6 TP |
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This is not affected by Store TP.
►Skillchain Bonus - Improves skillchain damage.
Level | Effect |
77 | +8% Skillchain Damage |
87 | +12% Skillchain Damage |
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