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iiPunch - Monk Guide
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10,776
By Asura.Sechs 2023-08-27 16:20:07
Edit:
Fixed it by Austar's following post
Ramuh.Austar
Server: Ramuh
Game: FFXI
Posts: 10,483
By Ramuh.Austar 2023-08-27 16:31:05
body is retroactive you can wear only on ws and get full benefit
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Bahamut.Skald
Server: Bahamut
Game: FFXI
Posts: 93
By Bahamut.Skald 2023-08-27 16:31:47
Very much a casual monk not miffed with pushing to the vary last dps and have pared down sets accordingly. With that I really like Bhikku crown as it solves any haste issues and brings you to 74% SB without auspice should you find yourself in that situation, DT also not being a problem in and out of Impetus.
This two are plenty well rounded enough for me.
ItemSet 392753
ItemSet 392752
By Felgarr 2023-08-27 16:51:07
body is retroactive you can wear only on ws and get full benefit
Seriously? Is this true? o_o
Asura.Eiryl
By Asura.Eiryl 2023-08-27 16:52:57
It's true but why would you ever use it in that way
Unless you're absolutely gonna die by not having a turtle set on
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By Nariont 2023-08-27 17:00:47
Quetzalcoatl.Xilkk said: »In general, I do not priority white damage on most my jobs. Its all about weaponskill damage. IN the past I know this wasn't quite true for Monk, but I don't know the ratio, so I don't know which is more valuable, but I suspect its weaponskill damage.
mnk indeed is skewed more to ws like every other job, but its still in the nin/thf department of having a longer tp phase than most of the other jobs due to tp/hit on fists, and the desire on some WS to save TP til you hit the 2000~2250 eff TP range. What that split looks like nowadys im not sure but unlike the other 2 jobs(namely thf and its ta dmg gear) the things given up for mnk white dmg are pretty negligible for what boosts they provide sucgh as +1~50 crit dmg and 2~100 acc and +10 KA rate, though as you say with FW you're overcapped, and +120 base dmg on basically your 3rd fist that's already getting something like +40~ dmg from neck/cape
EDIT: got my TP ranges wrong
By Seun 2023-08-27 17:48:59
body is retroactive you can wear only on ws and get full benefit
Seriously? Is this true? o_o
Yes. Impetus keeps your stack total. Wearing the body adds the 2acc and 1 crit damage per stack to any attacks you make.
Most of the time people are over-buffed, but there is a case to be made for a separate impetus gear set with higher accuracy to ensure that you're building up stacks. After your stacks are up you've got that additional 100 acc to rely on so you could back off the accuracy for more damage.
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By SimonSes 2023-08-28 14:51:50
Quetzalcoatl.Xilkk said: »In general, I do not priority white damage on most my jobs. Its all about weaponskill damage. IN the past I know this wasn't quite true for Monk, but I don't know the ratio, so I don't know which is more valuable, but I suspect its weaponskill damage.
yes, the Kick attack +120 will increase the white damage.. but is that really significant enough? I rather think that faster tp and more tp for the weaponskill is going to matter more. so the factors I'm looking at in the feet are the kick attack +10%, haste 4% and accuracy +46.
I would LIKE to use different feet for tp, because kick attack rate is already near cap (overcapped if footwork active) and the returns on 10% kick attack rate are pretty low compared to the multihit and store tp on the other options i've mentioned.
HOWEVER, I drop from haste cap if I do this. ;.;
Bhikku body provides so much boost to white damage, that it's bis DPS option in most cases. The only situations where you would drop it, would be for greater survivability (but its better to make a trade for that somewhere else still) or for WS frequency if you do 3-4step light for example and you are missing samurai roll.
AF+3 feet aren't silly for DPS. Again they provide high enough white damage boost alongside of good 10%KA rate, that they usually lead for DPS in many setups.
That being said I wouldn't use it, unless for fun. Dropping meva on so many gear on MNK is imo a terrible idea. Tatenashi are imo a bad idea too. They provide very low gain and are a giant drop in meva.
There is also another factor for Veret. With +3 bhikku body, you cap delay with only 24% haste in gear (with capped magic haste).
Personally for feet, hands and head I would use mix of Kendatsuba+1 and Malignance. For example Kenda head/feet and Malignance hands. It keeps your meva at a good level, caps SBI without Auspice and provides good mix of TA/sTP. From DPS point of view it's still one of the best option too. It's a win win for me.
Hybrid would be Bhikku+3 head and Malignance feet and hands.
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By Heghmoh 2023-09-21 11:56:58
I picked up my first +2 sortie earring last night . Shockingly (and face value disappointingly) for my main job: MNK.
Seeing as I generally full time sherida/schere, is there any use for this aside from town-idle and a meme counter build with spharai?
Asura.Eiryl
By Asura.Eiryl 2023-09-21 12:00:00
Staff/Club Accuracy
Super high acc option only really
Carbuncle.Maletaru
Server: Carbuncle
Game: FFXI
Posts: 3,645
By Carbuncle.Maletaru 2023-09-21 12:07:51
Depending on your roll, it could have less accuracy for staff/club than Dominance Earring+1.
I think 8 STP on a max roll is competitive with Sherida, if you don't mind losing SB II. Might be a good idea to run it through the simulator to see if it does better.
15 STR/15 DEX could possibly be competitive for Dragon Kick/Raging?
With a min-mid roll, I'd say it's pretty much max accuracy or counter builds.
Server: Shiva
Game: FFXI
Posts: 463
By Shiva.Cerderic 2023-09-21 12:11:11
Random thought, is dropping as much haste as possible and going 100% counter an option to tanking Albumen? Theoretically seems like that would kick his stupid pink ***.
Carbuncle.Maletaru
Server: Carbuncle
Game: FFXI
Posts: 3,645
By Carbuncle.Maletaru 2023-09-21 12:14:41
How are you going to hold hate as a MNK who isn't punching anything? Is there anyone else in the alliance taking actions on him?
Server: Shiva
Game: FFXI
Posts: 463
By Shiva.Cerderic 2023-09-21 12:18:06
I would say no right? From my experience usually only 1 person sits on Albumen, but I've only fought him a few times. Maybe a low-man option, though I'm not totally sure how the adds works. Maybe you have a bard prepared to die on the lullaby.
Asura.Eiryl
By Asura.Eiryl 2023-09-21 12:29:14
Counter caps at 80, and is effectively a bit lower due to acc check.
Nothing stopping you from countertanking. It's not especially great but for a giggle. Really don't even have to sacrifice much to get there either.
By Heghmoh 2023-09-21 14:14:05
mid roll for sure.
STR/DEX 9
Acc 17
STP 6
Bhikku vs Sherida I would basically be trading:
STR/DEX +4
STP +1
Accuracy +17
Hand-to-Hand Skill +12
Double Attack -5%
Subtle Blow II -5
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3,865
By Phoenix.Capuchin 2023-09-21 16:34:08
There is also another factor for Veret. With +3 bhikku body, you cap delay with only 24% haste in gear (with capped magic haste).
Personally for feet, hands and head I would use mix of Kendatsuba+1 and Malignance. For example Kenda head/feet and Malignance hands. It keeps your meva at a good level, caps SBI without Auspice and provides good mix of TA/sTP. From DPS point of view it's still one of the best option too. It's a win win for me.
Hybrid would be Bhikku+3 head and Malignance feet and hands.
I'll follow up on that several week old post to also note that for Verethragna in particular, I'm pretty fond of the combo of TA and strong Crit rate on both Kendatsuba +1 and Mpaca gear. Those Impetus-enhanced Empy AM crit procs are very, very good...
They're both also solid for certain defensive purposes. Ken+1 with good Meva (but low physical damage mitigation) so I'll use that in settings where the threat is primarily magic damage/enfeebles. Mpaca with worse Meva, but PDT- means I'm pretty comfortable with that in settings facing mostly physical damage. And if I want to pull out a more full coverage hybrid/defensive set, I'll swap into Malignance stuff.
Always lock that Empy body though unless it's absolutely necessary to use Malignance for defense, it's too good not to.
Server: Asura
Game: FFXI
Posts: 18
By Asura.Sonsuken 2023-09-27 17:03:41
Ok odd question. I have been searching for a newer lua just to update as mine is from like a long while back but my question is this.
I've seen a lot of newer luas but none have a AM set for VS. It can't be the same as a normal tp set can it?
If so does anyone have a lua with am sets in it? I found a good one i thought it had multiple weapons with toggles but that was just for weapons the tp sets are the same in this one for all weapons.
Thanks all
Asura.Eiryl
By Asura.Eiryl 2023-09-27 17:13:29
There's no AM sets for MNK in general.
Server: Asura
Game: FFXI
Posts: 18
By Asura.Sonsuken 2023-09-27 17:18:02
ugh so undervalued
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10,776
By Asura.Sechs 2023-09-27 17:29:28
I've seen a lot of newer luas but none have a AM set for VS. An AfterMath set for Victory Smite? Wut?
What are you trying to pull off here exactly lol?
By Nariont 2023-09-27 17:47:55
h2h AMs are pretty lackluster compared to other weapon types(only procs once, on the off-fist) if you mean an empy AM set
Server: Asura
Game: FFXI
Posts: 18
By Asura.Sonsuken 2023-09-27 17:56:59
why is it so hard to imagine? Maybe stack a multihit set even on mythic.. IDK I'm just thinking out loud on how this neglected favorite job of mine can be brought back to life.
Server: Asura
Game: FFXI
Posts: 18
By Asura.Sonsuken 2023-09-27 18:00:45
I was doing Kei today and I was saddened to see mnk fall so low. True the 4 step dmg was ok but I've seen like every other job totally destroy mnk on damage. I want to believe there is something more for it. We used to be a power house now we a crack house.
Sad mnk is sad
I was going to make mythic h2h then I saw one in use and I was even saddened more. Are we missing something or has it fallen so low?
Siren.Kyte
Server: Siren
Game: FFXI
Posts: 3,339
By Siren.Kyte 2023-09-27 23:14:47
that sounds like a you issue
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By Lili 2023-09-28 04:38:34
I was doing Kei today and I was saddened to see mnk fall so low.
Kei is absolutely the worst target to compare dps-peen on, its gimmick means that 50% of the time you deal completely shitty damage on it - shield only goes down after an SC happens, then you have like a 5 second window to do some serious damage and not all jobs can fit two more WS in there. MNK's best dps happens if you ride white damage and ws at 2000 TP, and you can't do that on Kei.
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By Nariont 2023-09-28 05:03:25
I was going to make mythic h2h then I saw one in use and I was even saddened more. Are we missing something or has it fallen so low?
It's not terrible but theres other easier to acquire weapons that are comparable/better and the ws tied to it is just off-brand VS with an atk boost, you could mostly mirror a thfs, (or nins since more gear overlap) mythic AM set build wise if you wanted to build around it but glanz simply isnt something many mnks build for
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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