View Full Version : Hand to Hand damage
Stamos
07-26-2016, 12:50 AM
Really needs a big overhaul, especially in the weaponskill department. Every job can now cap haste, gets tp quickly, and hits hard. Damage dealing is all about how can you get your ideal TP for your weaponskill the quickest, and do the most damage with it. As it stands H2H weaponskill damage across the board is very weak. Even with Godhands on high level mobs you will average around 3-6k damage. My white mage does more weaponskill damage than that.
So, can you please look into this.
Thank you.
Stamos
03-01-2017, 12:34 PM
Any hope on this? Really in terms on the the Weaponskill front. As it stands right now, hand to hand jobs are the weakest DDs in the game. Every weaponskill is very weak compared to every other weapon class.
Would also help if you allowed MNKs and PUPs to equip a grip of some sort, since even though you attack with both hands, hand to hand functions like a two handed job.
Ataraxia
03-02-2017, 01:49 PM
Any hope on this? Really in terms on the the Weaponskill front. As it stands right now, hand to hand jobs are the weakest DDs in the game. Every weaponskill is very weak compared to every other weapon class.
Would also help if you allowed MNKs and PUPs to equip a grip of some sort, since even though you attack with both hands, hand to hand functions like a two handed job.
SE did raise the damage of Hand to hand about a few month back. Hand to hand weapon melee for a lot of damage per punch but weapon skill for a low dmg. So it's difficult to tell if MNK is strong or weak at this point.
Domille
03-02-2017, 07:30 PM
SE did raise the damage of Hand to hand about a few month back. Hand to hand weapon melee for a lot of damage per punch but weapon skill for a low dmg. So it's difficult to tell if MNK is strong or weak at this point.
There's nothing difficult about it lol. It's universally agreed that MNK is at it's lowest point ever. It is literally useless.
Not for it's higher hp. Not for it's counter-tank. Not for it's damage. Not for it's magic-damage mode. Not for it's tp inhibit chi-blast.
It's white damage is pretty decent if you fight something that you can counter. But that's about it.
Nyarlko
03-03-2017, 04:47 AM
SE did raise the damage of Hand to hand about a few month back. Hand to hand weapon melee for a lot of damage per punch but weapon skill for a low dmg. So it's difficult to tell if MNK is strong or weak at this point.
Actually, the did NOT "raise the damage" of H2H, they raised the damage cap for it. It basically did nothing to help MNKs outside of GEO-backed groups since you are not going to be able to cap atk/def or fSTR ratios without one, and still falls behind everyone else in that situation. There is no logical basis to argue that MNK does not need help.
Songen
03-03-2017, 06:04 PM
they probably need to fix atleast one hand to hand weaponskill with damage varies with tp and boost its base ftp damage across all teirs, atm only tornado kick is a higher teir WS which really isn't saying much since you get that automaticly, however victory smite needs something done to be more stronger if they want to make monk a good DD again,
monks abilitys need a overhaul. lower recast and raise the attack boost of "Boost" ability. adjust the impetus ability so it doesn't completely wipe the enhancements it gives when you miss making you have to build it again. those 2 abilitys alone won't fix monk all together, but if they are adjusted would make its over all power far more better
Domille
03-03-2017, 06:23 PM
I honestly think all they really need to do, is revert the Vsmite nerf from 2012ish. Raise ftp just a little bit. and Change the relationship of martial arts to tp gain. All the other ws don't really matter as long as smite is really good again, quick fix, that isn't really a fix, just a revision.
Though, I'm gonna say that every single ja mnk has needs to be worked on too though.
(and making h2h officially use both hands, as in no more main hand only effects, and 99% acc)
Songen
03-03-2017, 06:28 PM
how about just make it higher value down right, even higher than the previous values, its odvious they probably won't touch monks abilitys for another few years (If the game lasts that long)
Stamos
03-04-2017, 04:35 AM
Martial Arts is very meh with how it is designed compared to dual wield. There is an abundance amount of DW gear where you can cap your delay perfectly. Whereas Martial Arts suffers from gear being scattered and how it is designed.
Just hoping for H2H weaponskills to be buffed, the majority of damage is WS now. Everyone caps delay now.
Nyarlko
03-05-2017, 07:10 AM
Martial Arts is very meh with how it is designed compared to dual wield. There is an abundance amount of DW gear where you can cap your delay perfectly. Whereas Martial Arts suffers from gear being scattered and how it is designed.
Just hoping for H2H weaponskills to be buffed, the majority of damage is WS now. Everyone caps delay now.
I've heard PUPs complain about KKK causing them to overcap MA to the point that they are actually losing overall damage output due to the excessive loss of TP... I'm pretty sure that MNK can cap MA just fine..
Boost needs a MNK-only buff to give a much higher attack bonus.. Last I checked, the damage lost from the JA lock outweighs the boost in the next hit. Maybe percentage based instead of static value?
BBWallace
03-05-2017, 08:34 AM
Mnk caps MA with pretty much next to no gear.
Some things I would like to add
-Get rid of the -def on counterstance. It was nice back in the day when mobs didn't one shot you or spam AoE ablities.
-Fix Impetus
-Lower time on Boost cooldown
-Make Footwork useful... Only time I ever use it is when I need to use Tornado Kick... And I hardly ever use that WS.
-Why do we have a 2nd 1hr ability version of Mantra? Makes no sense.
Stamos
08-19-2017, 01:17 AM
The recent changes helped a little. But, MNK and PUP are still pretty far behind solely on their weaponskill damage. Damage now is 80% to 85% weaponskill damage, and 15-20% white damage.