remove boost as a job ability and make it a passive trait that increases attack based on monks main level and when subbing monk its effect is halved. talking 1% @level 30 - 5% @ 99 kinda thing.
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remove boost as a job ability and make it a passive trait that increases attack based on monks main level and when subbing monk its effect is halved. talking 1% @level 30 - 5% @ 99 kinda thing.
The most rewarding experience I ever got from Boost.
Back when I used to do Limbus - with like 15 other melee - I stood back and just Chi cannoned Proto-Ultima.
There was this SAM in the group who I really disliked. After landing a Chi Blast, I Boosted again and pulled hate, moving Proto-Ultima and causing the SAM to mis-Gekko and lose her TP. She started flipping out and told me to stop using Boost.
I replied "No. :D" - then went on to blow all my MP on spamming cures on the tank.
I really disliked that SAM.
Would be nice if Monks could get a hand to hand weaponskill that gives amber.
Monk is one of only a couple jobs that has native access to Cataclysm, which is an extremely powerful Amber tool. I'm not sure if we really need to waste a new h2h WS on it =/
I have a massive amount of math worked out, but only going to post the summary here:
While standard H2H gives 65% more TP to the mob per unit time, the fact that Footwork takes 43% longer to kill largely negates that advantage, leaving standard H2H giving just 22% more TP over the course of the fight; perhaps a single extra TP move per 100k damage done (not counting TP the mob gains from regain or hitting the player). Does not appear to be a good trade-off.
Each of the four stances in the game are designed to enhance something:
Hasso - Enhance attack speed, with a slight str/acc edge
Seigan - Enhance defenses, blocking more attacks per move, and readying defense more often
Innin - Enhance attack: crits and MAB
Yonin - Enhance tanking: evasion and enmity
There are a few trade offs for each, but the important thing is what they enhance.
So what does Footwork enhance? It minimizes TP given to the mob. (While it gives a boost to Att, that's a mechanism, not a purpose. Put another way, it's a "how", not a "why".) So what do you gain from it?
Better survivability? Not really; since the fights take longer you'll end up taking more damage per fight anyway.
Better attack? No; you do significantly less damage with Footwork than standard H2H.
Better tanking? No, there is no real gain in any tanking stats (evasion, counter, guard, enmity, damage reduction, etc).
Better hate control? Maybe, kinda. You do less damage so you're less likely to take hate, but there's really no difference between that and just turning away from the mob.
The problem is that, for anything we might want, we already have JAs for it. Speed? Hundred Fists (granted, short-term). Accuracy? Focus. Evasion? Dodge. Healing? Chakra. Counter rate? Counterstance/Perfect Counter. Reduced TP? Penance. Crit rate/damage? Impetus. Enmity? Damage.
While we no longer have the crown in terms of gear haste, I don't know that I'd go with any attempt to give us 'bonus' haste like drk gets with Desperate Blows.
What else could we possibly want to do that Footwork would help us with?
Ok, I can think of one thing: enfeebling. Perhaps consider it a way of striking joints, or otherwise making it difficult for the mob to attack us. Maybe give small, short-term effects like Attack/Defense Down, Magic Att/Def Down, or similar. Don't think I could quite justify things like Paralysis or Gravity, but maybe a higher-than-average spell interruption rate.
Those three things together might be sufficient. Footwork stance opens up two JAs: one to cause Att/Def Down (Kneebreaker), the other to cause M.Att/M.Def Down (Boot to the Head). Maybe 30 second duration, 1 minute recast, shared timer. And Footwork in general has a higher chance to interrupt spells than standard melee.
Along with that, from my other calculations, I'd also suggest putting the bonus base damage that Footwork gives at something like Vit/4 instead of a flat +18. +18 is ok around when we first get Footwork, but obviously doesn't scale at all with higher levels.
If there will be no more powerful buffs like in Abyssea, won't Monk go back to being a sidelined job cuz their base damage is so low? 2 hits for 50 damage each from a Monk or a hit for 200 damage from a Samurai; the monster would more or less gain the same TP from either attack so it wasn't efficient to use Monks.
So how about giving Monks an ability to ignore half of a monster's Defense, but when used you cannot gain any TP through any means and any TP you have is reset to 0?
You could also buff Footwork to give higher attack at the same time too, so we're given even more options. People who like to kick will use Footwork, people who prefer to punch will use this new ability.
This would hopefully make it so they deal the same damage as the Samurai or another "heavy" Damage Dealer in the end.
Monk has always been one of the best DDs in the game (if not the best at multiple points in the game's history).
TP feed is also a null issue when Monk can cap Subtle Blow and inflict Penance on mobs, they give significantly less TP than Wars, Sams, and Drks.