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View Full Version : Please address Monk's usefulness of Weaponskills



camaroz
05-31-2017, 12:58 AM
Monk has literally been shoved in a closet and so are my Godhands. Monks WS are horrible and I mean on a scale of 1-10 it's in the negative. For some odd reason SE keeps adjusting the TP phase which is great but when your weaponskills do less than your tp phase there is a huge issue. I don't want an adjustment to blow other jobs away but just be competitive. I would like to be able to enjoy the job again and it is impossible to do so with the current WS status.

I appreciate any time you give to this consideration.

Thanks

saevel
05-31-2017, 02:18 AM
Making Victory Smite transfer Damage bonus like CDC, Vorpal Blade and Resolution do would be a huge step in this direction. Is it possible to have a SE rep chime in on this?

Songen
05-31-2017, 07:21 PM
its dmg is seriously wrong, i mean in the sense that i had to file a bug report because its WS dmg was going from7-8k down over time then would drop to 2-3k consistantly for a while, then change up again to a different value even tho my attack and tp useage remained the same. i even tried gearing the job as best i could going as far to make store tp sets along side triple attack, acc, double attack, WS, stats etc etc etc, only for it to be a total dumpfest

Jblauh
06-01-2017, 03:46 AM
Yeah I have to agree. I made a thread about Great Axe not having much power to their weapons skills and some explained to me how you can make awesome 5 step light skill chains that do loads of dmg and they can I've tested that right afterwards, but it isn't that simple. Not easy building TP like a Sam. It can be tough closing so yeah I think other jobs also need a good boost of some sort. I'd like to make a Chango to help correct this issue, but for a lot of us I think the reality is we won't get all those clears to make a Aeonic. The best I can do is attempt a relic GA. Even then it will take me a long long time to make. A lot of us don't have the time ppl who still play this do to make all these crazy ass weapons. It's no ones fault but it's the reality. In the time it takes for me to make a weapon to make my job serviceable for tough fights I'll be playing something else. Boom on less player and it is that way for a lot of ppl. I don't want the game to be easier but a little power boost to Victory Smite or Ukko's Fury might go a long way. I mean this person who made the thread had the Godhands. Ppl like me are screwed. lmfao

Songen
06-01-2017, 05:49 PM
Yeah I have to agree. I made a thread about Great Axe not having much power to their weapons skills and some explained to me how you can make awesome 5 step light skill chains that do loads of dmg and they can I've tested that right afterwards, but it isn't that simple. Not easy building TP like a Sam. It can be tough closing so yeah I think other jobs also need a good boost of some sort. I'd like to make a Chango to help correct this issue, but for a lot of us I think the reality is we won't get all those clears to make a Aeonic. The best I can do is attempt a relic GA. Even then it will take me a long long time to make. A lot of us don't have the time ppl who still play this do to make all these crazy ass weapons. It's no ones fault but it's the reality. In the time it takes for me to make a weapon to make my job serviceable for tough fights I'll be playing something else. Boom on less player and it is that way for a lot of ppl. I don't want the game to be easier but a little power boost to Victory Smite or Ukko's Fury might go a long way. I mean this person who made the thread had the Godhands. Ppl like me are screwed. lmfao

if your aiming for building tp fast and massive amounts of power, go for mythic Gaxe if you can't get aeonic, the aftermath is occ attack 2-3 times while also boosting attack and acc and its ability boost is berserk for more power. so you'll build tp faster than a sam unless he too has a mythic or HQ Soboro (Which dmg is less tho) and deal massive amounts of dmg with higher attack and acc, not to mention the faster tp build means your WSs will scale to higher dmg

saevel
06-01-2017, 10:09 PM
if your aiming for building tp fast and massive amounts of power, go for mythic Gaxe if you can't get aeonic, the aftermath is occ attack 2-3 times while also boosting attack and acc and its ability boost is berserk for more power. so you'll build tp faster than a sam unless he too has a mythic or HQ Soboro (Which dmg is less tho) and deal massive amounts of dmg with higher attack and acc, not to mention the faster tp build means your WSs will scale to higher dmg

Mythics AM3 is great for everything, except Warrior. Mythic AM3 can only proc on rounds where no other Multi-Attack has proced and WAR gets ridiculous amounts of natural Multi-Attack. In my Chango set I'm at 3% QA, 6% TA, 90% (yes 90%) DA. Conq's barely moves the TP meter. The real advantage is the increased power to Berserk and the 30% increase on King's Justice makes it work a lot more like Resolution. For offensive power Chango is the best, it really boosts Great Axe WS's.

camaroz
06-02-2017, 12:39 AM
While I certainly appreciate War would like a response from the dev team or SE rep @Sicycre

Songen
06-02-2017, 05:21 PM
file a bug report then (Altho you won't get a reply but they'll actually look into it someday),

Don't complain here on the EVERYONE CAN REPLY part of the forum that you want only officials to reply, hard enough to get them to reply for confirmation of other things

anyways, our responce to Gaxe has nothing to do with you (camaroz), we were replying to Jblauh

camaroz
06-02-2017, 09:34 PM
Thanks for letting me know Songen you're the best. At any rate would certainly like to hear from the SE Rep @Sicycre

Songen
06-02-2017, 10:44 PM
indeed, would be good if they let us know whats happening with hand to hand WSs, if it being this weak is intended or a bug or something

Zuidar
06-03-2017, 03:41 AM
I have a feeling they would reply on the idea of monk being specialized in pure white damage outside of weaponskills and that one of the weapon skills like Shijin Spiral is utility because of plague effect (which of course doesn't work on NMs).

camaroz
06-04-2017, 11:20 AM
Checking on this so bumping

camaroz
06-06-2017, 09:53 AM
Checking on this so bumping

camaroz
06-08-2017, 09:42 AM
Since update over, bumping again.

Raydeus
06-08-2017, 10:57 AM
I'm just glad my Auto and trusts don't mind me leeching JPs when we are out leveling up.

camaroz
06-10-2017, 01:30 AM
Checking on this so bumping

camaroz
06-11-2017, 12:20 AM
Make Monk Great Again!

camaroz
06-12-2017, 07:39 PM
http://i761.photobucket.com/albums/xx260/dxh8471/Glanzfaust_zpsv3j9u5ae.jpg

Remember us, pepperidge farm remembers.

Songen
06-12-2017, 10:32 PM
Will you be quit already, day in day out looking at this sh%t, I'm one of those monks that want it fixed since i went and geared it like no tomorrow then found it to be weak even with awesome gear,

STOP SPAMMING, wait a fortnight then bump it

camaroz
06-13-2017, 12:31 AM
I only understand the English language, also since you want to be smart:

"Don't complain here on the EVERYONE CAN REPLY part of the forum that you want only officials to reply, hard enough to get them to reply for confirmation of other things

anyways, our responce to Gaxe has nothing to do with you (camaroz)"

Vashkoda
06-13-2017, 11:05 AM
Songren has a point - spamming this thread isn't necessarily going to get you more attention from the devs. You can tell by how rarely we get any feedback from Sicycre that there is a bottleneck somewhere down the pipeline of: player complaints being recorded by the EN community team > EN team checking if the complaint meets some kind of standard (maybe based on how many people report it; especially if JPs complain too) or how feasible it is to fix by the small number of devs still working on FFXI > complaints translated to Japanese > complaints passed over to the JP devs > devs deciding if the issue is a priority > devs bothering to tell EN community team anything about their decision > EN community team reporting back to the playerbase.

The "bugs" part of the forum seems to use a different pipeline (a different dev decides if the report is written in enough detail to go to the "accepted bugs" folder, and then it's sent off to someone else to look at). Since those bug posts have to meet stricter guidelines than just regular forum posts, they may bypass some of the steps of the regular pipeline and improve your chances of a fix. For example, right now in the bug forum there's a very detailed complaint about PUP automaton ws's not working the way devs told us they should.

The problem with MNK, however, is that we can't actually prove that it's not working as intended. Yes, it's weaker compared to other melee jobs, but that's because it's designed for steady rapid "white" damage over time (consider what 'impetus' and 'subtle blow' are meant for). This was fine back in the day when other jobs had a hard time reaching haste/dual wield caps, since you were balancing the low-damage but rapid hits of MNK with the medium-damage but slow hits of heavy dds (who at least had high-damage WS's to round them out). However, with new gear and spell buffs, capping haste is no longer an issue, and the high delay of 2H weapons isn't even noticed when you're riding high levels of multi-attack and is actually a *good* thing for gaining TP faster so you can WS more often. In fact, MNKs now have the *opposite* issue, and low delay weapons (and especially 'martial arts traits') actually make you risk gaining TP *slower* than other jobs. The other rapid-melee jobs (THF, DNC) would normally be in the same sinking boat as MNK, but instead of martial arts, they have dual wield, which is much easier to fine-tune so that your TP gain isn't an issue. *And* those jobs have WS's that when paired with crit ja's, do damage on par with heavy melee jobs. MNK was not given similar treatment, probably because the devs wanted it to be more of a hybrid dd/tank (consider its HP traits, 'counter', 'dodge' and 'chakra'), which was indeed what we used it for in Abyssea and early Delve. There is simply no demand for that now, especially after enmity was fixed so that real tank jobs could actually hold hate off dds.

So you might have a hard time convincing Matsui that MNK is "broken" if it is still capable of filling the role he and the other devs have envisioned for it (similar to BST being 'nerfed' to try and force them to play the way he wants them to). Of course, the real issue here is that the game has simply advanced beyond the need for anything MNK can offer over other jobs. The solution is either to 1) introduce new content where MNK's advantages (HP level, formless strikes, subtle blow, blunt damage) are useful again (although the irony is that all of those except formless strikes can be given to other jobs through gear or spells), or 2) abandon the devs' vision for MNK as a unique damage dealer type, and turn it into another zerg job whose white damage attacks only serve to reach 100 TP so they can unleash all their power in a WS. I suppose a third option might be to increase MNK white damage (maybe an upgraded form of impetus that isn't wiped by misses) and nerf their WS's even further (due to impetus, maybe they won't even want to WS, which would also make their store TP issue a moot point). But that would mean having to be able to do something on the order of several thousand damage points per hit, multiple hits per second, in order to match the output heavy dd jobs can do using WS spam. And with SC and MB damage being such a big part of the current meta, you might still have to offer MNKs another perk to make it fair for them.

Either way, fixing MNK would either require the devs to abandon its unique damage style and change it from a dot job to a ws-zerg job (which I don't see them doing) or require a huge overhaul of how the job is played (which I don't see them having the programming staff to manage any more).

Nyarlko
06-13-2017, 04:18 PM
They should change Boost into a percent based buff instead of a painfully low static value. As is, I'm pretty sure it's a damage LOSS to use it during combat in all situations.

Songen
06-13-2017, 05:40 PM
I only understand the English language, also since you want to be smart:

"Don't complain here on the EVERYONE CAN REPLY part of the forum that you want only officials to reply, hard enough to get them to reply for confirmation of other things

anyways, our responce to Gaxe has nothing to do with you (camaroz)"

my issue is not the thread itself, my issue is you spaming

camaroz
06-13-2017, 08:03 PM
my issue is not the thread itself, my issue is you spaming

Thanks for the bump

Omittchi
07-04-2017, 06:38 AM
Any changes to Monk have to carefully tread to not overpower pup. If it were my choice I would add a sub weapon that mods kick attacks. Something like shoe spikes that make kicks do piercing damage and then add a new merit weaponskill for monk only that is a kick instead of a punch and does a damage curve putting them in line with other DDs

Hawklaser
07-04-2017, 10:43 AM
Any changes to Monk have to carefully tread to not overpower pup. If it were my choice I would add a sub weapon that mods kick attacks. Something like shoe spikes that make kicks do piercing damage and then add a new merit weaponskill for monk only that is a kick instead of a punch and does a damage curve putting them in line with other DDs

Wouldn't adding a simple trait to monk post Lv 50 or in the Job Point area that improves the base damage of their H2H attacks work for all of this? Improve monk, and not overpower pup. After all, H2H weapons already work differently than other weapons by taking H2H skill into account for their base damage. Maybe call it something like Martial Mastery, and it maybe adds a set amount to the base damage, or increases the H2H Skill multiplier, either way resulting in an increased base damage. Which would help offset most DD jobs also being able to hit the attack delay caps.