I am happy lalafell now, final Levi farming run and the other monk had to bail so I joined the group and this drop:)
https://fbcdn-sphotos-a-a.akamaihd.n...97928135_n.jpg
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I am happy lalafell now, final Levi farming run and the other monk had to bail so I joined the group and this drop:)
https://fbcdn-sphotos-a-a.akamaihd.n...97928135_n.jpg
Ooo, grats valho!
I'm currently waiting for a FATE to pop so I can continue on with this book for the atma. Reminder all, you have to complete the entire book for the stats, not each section. So the skill speed is an underwhelming +2, not a +8 if you thought it was per part completed (meaning don't get the skill speed book, like I unfortunately did).
Does anyone have a table with the stats of all the new Monk gear?
http://ffxiv.ariyala.com/ has all the updated gear.
If that is what you mean.
Hmm ... close enough, I can probably use that. Thanks.
I'm too lazy to go open each item and transcribe from xivdb for classes I don't play.
Edit:
Actually I can't highlight copy-paste the data, or print to PDF and export into a convenient format. What an annoying site.
Edit2:
Apparently Adobe Acrobat is smart enough to be able to export into an excel format and interpret the table printed from the website. I am a genius.
Monk stat weights based on a "just below i110/115" baseline:
WD 8.730
STR 1.000
DET 0.332
CRT 0.187
SS 0.187
(SS is slightly lower than CRT, but similar when rounded)
Note: the prior stat weights are still effective for the i90-i95 gear level. The main shift in weights occurs from the spike in Strength with the new gear. This STR spike has a different impact on Determination compared to Crit/SS.
BiS with the new gear for a 470 accuracy target (may not be the correct target) probably close to:
H-Allagan Belt
H-Allagan Boots
H-Allagan Bracelet Slaying
H-Allagan Earring Slaying
H-Allagan Helm
H-Allagan Ring Slaying
H-Allagan Weapon
Gloam Chest
Gloam Gloves
Gloam Leggings
Gloam Necklace
Gloam Ring
Definitely not the cap, there are already reports that the acc cap is a bit higher in SCoB. Especially if you want that High Allagan weapon, I'd look at getting everything 110 and shoot for a 500-515 acc (just my guess for T9) IMO it would look something like this:
http://ffxiv.ariyala.com/M3WE
Or if you don't want to check out the link:
Weapon: Glanzfaust
Head: High Allagan Headgear of Striking
Body: Gloam Tabard
Hands: High Allagan Gauntlets of Striking
Belt: Gloam Belt
Legs: High Allagan Trousers of Striking
Feet: High Allagan Boots of Striking
Neck: Gloam Choker
Ears: High Allagan Earrings of Slaying
Wrist: High Allagan Bracelets of Striking
Ring 1: Gloam Ring
Ring 2: High Allagan Ring of Slaying
This setup gives the projected higher accuracy, maintains the 425ish Skill Speed "cap" for fitting 5 GCD skills into one Perfect Balance, and prioritizes the next highest weighted skill in Determination.
Obviously, I'm not perfect and this is all theorycrafting on my part, so any additional input is always welcome.
*afternote: this takes food into consideration*
I was missing with 501 accuracy from the back and flank on turn 9, after having to resort to putting on atma weapon (barf) to gain accuracy, @ 514 and didn't miss unless striking from the front (lolwut), I'd take a random guess and say accuracy needed for turn 9 to be anywhere from 520-530's
But as a mnk, hitting from the front is ONLY a last resort, so we're looking for a number between 501 and 515.
Wow, that's a pretty big acc jump. Thought it'd be 490's at most.
Good to see we finally have a number to base on. Now to see were the rest of the gears drop at :P
What is this Skill Speed cap you speak of?
The BiS setup for pre-2.2 puts MNK at 356 skill speed, and having used that setup regularly I can assure you one does not require to even remotely get close to "425" to fit 5 skills into PB.
Also, can I just say that although the stats leave a lot to be desired, the Sphairai Atma look awesome.
http://i.gyazo.com/72ea3e5105929d510a48e71c75a1b914.png
Amen to that Noctis. Speaking of which, I got my first book completed! I'm not going to go out of my way to get all the myths needed for the next book when I can just save up on a daily basis and use the time for more creative things, like all those attempts at a successful Titan EM run, or just playing some of my console games...because all these Remastered games are taking up my time.
Well, last I've heard from EVERY source ever, you need to reach a minimum of 400 skill speed to optimize your combos. The previous best in slot setup was over that mark as well.
This is definitely not the case.
Twin Snakes is 15 seconds now not the 12 seconds it used to be.
You never needed 400+ GCD to get 6 GCD in 12 seconds for buffs because of the delay between skill activation, skill animation and skill application.
The BiS gearsets never took into account a minimum Skill Speed.
I know right? People still think you need skill speed to get 5 weaponskills in Perfect balance? I have skill speed on only my allagan boots of striking, leaving me at 356 skill speed, and in any fight I do I can easily fit 5 weaponskills into PB. I even made a video, I was bored. http://youtu.be/-zx77TbS2zE
You just need to start with a GL builder (coerl move - Snap Punch, Rockbreaker, Demolish) for you to fit in the 5 moves at low skill speed.
So I'm looking to make the hard transition from DRG to MNK permanently. I've been scouring places like Reddit and other fan sites for decent rotations but I soon discovered unlike DRG, MNK doesn't necessarily have a universally accepted rotation. I'm very confused in particular on what most people consider an optimum opener when using "Perfect Balance". Some people say x3 "Snap Punch", others open with "Touch of Death" and others seem to open with "Demolish"? Basically, I understand that the point of Perfect Balance is to gain x3 Greased Lightning stacks as soon as possible but the exact skills to use and in which order is what I don't have a firm grasp on. And then there is the whole debate about whether using "Bootshine" is even worth it over spamming "Dragon Kick". I guess it wasn't until 2.1 that people actually started using "True Strike" in the rotation due to its potency increase? Any seasoned MNK's who could throw some advice my way would be greatly appreciated!
I'll let other people talk about starting rotations.
My PB (which I stole from here) - Demolish + Snap Punch + Twin Snakes + Snap Punch + Dragon Kick (end)
In general, I us Dragon Kick + Twin Snakes + Snap Punch/Demolish(if it needs refreshing). Then use Bootshine + True Strike + Snap Punch/Demolish.
Basically the flank and rear (non-coerl stance) moves alternate with one another.
Keep up Demolish, keep up Touch of Death. ToD lasts 30s, and Internal Release has a 1min cd. So basically every other touch of death should get +30% crit.
Use Steel Peak and Howling Fist on CD, unless you have to stun for some reason or there's a burst aoe very soon.
Shoulder Tackle is your friend. It's really good for keeping GL3 in some circumstances or just improving uptime on the boss.
Mantra is helpful when you find a place the healers need it.
Generally, monk is pretty neat and straight forward. There are tricks to be sure, but rotation-wise it's less situational that most of the other classes.
Excellent, thank you for the advice! Now, off to a dummy~
Well, here I am telling you that it is definitely not the case. I don't even remember the last time I had more than 400 skill speed. I also don't remember the last time I fit less than 5 skills into PB unless the target moved or something.
Same.
I open with perfect balance, and i can only fit 4 GCD skills into it if my skill speed is anything less than 430. It usually goes Demolish, Blood for Blood, Twin Snakes, Internal Release, Snap Punch, Steel Peak, Demolish, Howling fist (PB ends here) Touch of Death, Rotation. I can fit in a Dragon Kick between the Snap Punch and Demolish ONLY, as I said, if my speed is over 430-ish.
If you've already got GL3, sure, thats not a problem, but it is best used to quickly get to GL3 in the beginning. With anything lower, you can only fit 4 moves in on a stationary target.
I'm sitting at 388 SS and I manage the 5 skills in one PB. I do start with getting GL 3 asap, Demo, SP, SP, Twin, DK. Works everytime, although I did find that at 377 I could only do 4.
I can see that working, i just like to guarantee that GL and Demolish don't drop off, so i alternate Coeurl form moves with others to ensure that. I could probably go the same route and be ok, its just become such a habit anymore that I stick with what I do. I'll have to try that out tonight and see how it goes.
Are you saying you pop PB and do "Demolish, Blood for Blood, Twin Snakes, Internal Release, Snap Punch, Steel Peak, Demolish, Howling fist (PB ends here) Touch of Death"?
If so that is why you are only able to fit 4 into it, If you used B4B/IR then use PB you could fit 5 skills in before you lose PB. Even then putting Steel Peak and Howling Fist in that rotation you still might not be able to get 5 skills in. Everyone does stuff their own way, But I can get 5 skills in and I have very low skill speed.
I've been at 356 or whatever forever and had 0 issues fitting in 5 during PB, all this 'mandatory 430+' garbage is awful. My skill speed is even lower now and I still fit in 5... just always open with a GL builder and you should be fine.
Side note, Arkista, where did you get your signature?
Is there an accuracy requirement for Leviathan X? And if so, what is it?
Well there's your problem, your opener is horrible. There is no reason to prioritize Twin Snakes over getting to GL3. If you don't hit GL3 in 3 GCDs then you won't fit 5 skills.
Demo BfB Snap IR Snap Steel DK Howl Snap
I do this every day. Always get all 5. Only +15 skill speed on my gear set.
Note: You can find the extended opener (how to follow up when PB ends) in an earlier post of mine and the whole reasoning behind why this opener is optimal as well.
Accuracy is incorrect.
Accuracy requirements for T5 is 458 for Flank/Back and 482 from front. This has been tested thoroughly in this thread.
Spelling doesn't really matter but "treshold" is a mispelling
Priority's is the same thing as weightings - if you check the calculations by EasyModeX in this thread and other dps simulators Det is significantly higher weighted then Crit. Det should always be priority over other secondary stats (apart from accuracy). As you see all the people who have responded you do not need 400SS+ to add an extra hit for PB unless you are not using your first 3 abilities to put up GLx3.
The "explanation" on which secondary stats to pick is because Determination is a flat linear increase in damage, this doesn't explain anything, crit also increase your damage linearly and so does STR.
I don't think you'll find a single person here who will tell you Myth Body is superior to Allagan body in any way.
Enil, do you live in your own world? The accuracy cap for t5 is a resounding 472 around the community. It is lower on twin and wyverns, but the snakes have very high requirements. I've done extensive research in the monk job. When I put something here, it is not just personal opinion, but fact backed observations from multiple sources. I will admit that i may have been a bit off by the skill speed cap, but that was, again, based on many different sources stating the same number. I get now that it is not necessary, but i enjoy my skill speed being well over 400, there is a noticeable increase in the reduction of global cooldowns and i fly through dps like it's nothing. Det. may be better to invest in, but when I'm back-to-back criting 700s, it doesn't seem to matter near as much.
Arkista: No, I weave them in between GCD abilities during PB. My problem was that i was alternating GL producing moves with buffing/debuffing moves, instead of just building all 3 at the beginning.
During your extensive research you must have missed the part where the community discovered that accuracy requirements are lower when attacking targets from their flanks, and even lower from their rears. Since melee DPS stick to flank and rear in a vast majority of their time, the flank cap is wholly sufficient.
Furthermore, you are incorrect with the 472 for T5 even then. The 472 cap was discovered for Caduceus, and allowed for capped accuracy throughout coil for tanks (who typically attack from the front) until Turn 5, at which point the Scourges and the Asclepius + Hygaia packs capped at 482 (not sure if the Scourges go as high as 482). These values were widely accepted until it was discovered that position actually matters.
The moment the discovery was made and confirmed, I ran Turns 1-5 with 458 accuracy exactly for weeks and never missed (except on snakes when stacked for divebombs and BRD did not use Rain of Death).
That number IS FOR MELEE DPS. I don't understand how the other millions of people know this information, yet a select few on this board argue is so vehemently.