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Thread: The Monk Temple

  1. #2141
    Player
    enil's Avatar
    Join Date
    Sep 2013
    Posts
    162
    Character
    Mirri Weatherlight
    World
    Tonberry
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by williamthegoat View Post
    Hey guys, relatively new 50 Monk here. So far my ilvl is sitting around 58 and I've got my relic. I've been running Brayflox hard over and over trying to get the gear there, but half the time we just get crafting items. Is it better to use the Myth tomes for gear, or should I save those to upgrade my relic, and just hope for drops?
    Depends.
    Can you do Levi EX for the weapon?
    Can you do XM Primals for the weapon?

    If you can don't bother spending Myth for weapon since both of these are considerably better. Otherwise the weapon is probably the single biggest upgrade to your DPS you can get for the cost of Myth, you'll eventually want to get it sooner or later anyway so you can progress with the Relic questline.
    (0)

  2. #2142
    Player
    T1M0N's Avatar
    Join Date
    Feb 2014
    Posts
    104
    Character
    Timon Krynos
    World
    Cerberus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by RyuDragnier View Post
    I actually like the GCD being that low, it makes burn phases in the endgame fights absolutely trivial for me.
    You want to loose your TP on T8?Because that's how you loose your TP on T8.
    (0)

  3. #2143
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by T1M0N View Post
    You want to loose your TP on T8?Because that's how you loose your TP on T8.
    Sorry dude, not past T5 yet. Everytime we get a group, we get a bad healer. Plus, this is from i90 gear (not including the few Weathered Gloam pieces I got).
    (0)

  4. #2144
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Kitfox View Post
    The only option for Demo clipping (without fracture or forced disconnect) is Snap+Demo rotation instead of Snap+Snap+Demo rotation, so pitting Demo potency against a single Snap would be incorrect imo. From personal testing, while clipping Demo at around 4 sec left with Snap+Demo rotation isn't a huge loss, Snap+Snap+Demo will pull ahead in overtime potency even if you drop the demo effect occasionally. Personally the only time I would clip Demo is when I refresh ToD in the same cycle, as that makes the Demo run a GCD longer and be in better clipping range.
    That scenario is pretty much the typical way to have your finisher GCD come up as Demolish has <6s left on the target. If you just do a Demo + Snap rotation, you'll be clipping Demo earlier than that, which would be a DPS loss yes.

    The use of ToD or Fracture, or any situation requiring time away from the target can lead to situations where you offset the timing of Demolish, and my analysis has shown me to simply decide whether or not to clip it based on if it has more or less (or equal to) 6 seconds left on the target as the GCD becomes available.
    (0)

  5. #2145
    Player
    Krypkins's Avatar
    Join Date
    Feb 2014
    Posts
    16
    Character
    Krypikins Avelisa
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by NoctisUmbra View Post
    That scenario is pretty much the typical way to have your finisher GCD come up as Demolish has <6s left on the target. If you just do a Demo + Snap rotation, you'll be clipping Demo earlier than that, which would be a DPS loss yes.

    The use of ToD or Fracture, or any situation requiring time away from the target can lead to situations where you offset the timing of Demolish, and my analysis has shown me to simply decide whether or not to clip it based on if it has more or less (or equal to) 6 seconds left on the target as the GCD becomes available.
    That basically sums it up, if demo has >6 secs left, you are safe to go through another set of forms to refresh it. If it has <6 secs its best to use another skills, namely ToD or fracture, to clip it as least as possible and prevent it from dropping entirely
    (0)

  6. #2146
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Krypkins View Post
    That basically sums it up, if demo has >6 secs left, you are safe to go through another set of forms to refresh it. If it has <6 secs its best to use another skills, namely ToD or fracture, to clip it as least as possible and prevent it from dropping entirely
    Yup! Agreed.
    (0)

  7. #2147
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Calling all "Monks With MATLAB"

    Got bored after playing with the BLM rotation, and decided to build a so-so monk rotation simulation.
    No IR or BfB. And Autoattacks, as well as Steel Peak and Howling Fist are calculated at the end of each cycle... Though you will want to run this for 1,000,000 cycles to get a proper reading.
    The upside is that you can, if you want to poke through the code a bit, adjust the rotation to see the overall effects of different ones.

    So without further adieu...

    clc;
    clear all;
    % Enter Stats Into Script %
    WD = 47;
    Main = 505;
    Det = 324;
    Crit = 484;
    Speed = 352;
    Weapon_Delay = 2.72; % Enter 0 for Casters

    % Calculate DPS Statistics %

    Potency = ( WD*0.2714745 + Main*0.1006032 + (Det-202)*0.0241327 + WD*Main*0.0036167 + WD*(Det-202)*0.0010800 - 1 )/100;
    Autoattack = ( WD*0.2714745 + Main*0.1006032 + (Det-202)*0.0241327 + WD*Main*0.0036167 + WD*(Det-202)*0.0022597 - 1 ) * (Weapon_Delay/3);
    Crit_Rate = Crit*0.0697 - 18.437;
    Speed_Mod = 2610/(2951-Speed);

    fprintf('Potency: %0.3f \n', Potency)
    fprintf('Crit Rate: %0.3f \n', Crit_Rate)
    fprintf('GCD: %0.3f \n', 2.5/Speed_Mod)
    fprintf('AA Low: %0.3f \n', Autoattack*0.95)
    fprintf('AA Avg: %0.3f \n', Autoattack)
    fprintf('AA High: %0.3f \n', Autoattack*1.05)
    fprintf('Full Mod Pot: %0.3f \n\n', (1+Crit_Rate*0.5/100)*Speed_Mod*Potency)

    % Calculate Weights vs 1 Main Stat %

    FullModPot = (1+Crit_Rate*0.5/100)*Speed_Mod*Potency;
    PotMainPlus1 = ( WD*0.2714745 + (Main+1)*0.1006032 + (Det-202)*0.0241327 + WD*(Main+1)*0.0036167 + WD*(Det-202)*0.0010800 - 1 )/100*(1+Crit_Rate*0.5/100)*Speed_Mod;
    PotWDPlus1 = ( (WD+1)*0.2714745 + Main*0.1006032 + (Det-202)*0.0241327 + (WD+1)*Main*0.0036167 + (WD+1)*(Det-202)*0.0010800 - 1 )/100*(1+Crit_Rate*0.5/100)*Speed_Mod;
    PotDetPlus1 = ( WD*0.2714745 + Main*0.1006032 + (Det-202+1)*0.0241327 + WD*Main*0.0036167 + WD*(Det-202+1)*0.0010800 - 1 )/100*(1+Crit_Rate*0.5/100)*Speed_Mod;
    PotCritPlus1 = ( WD*0.2714745 + Main*0.1006032 + (Det-202)*0.0241327 + WD*Main*0.0036167 + WD*(Det-202)*0.0010800 - 1 )/100*(1+((Crit+1)*0.0697 - 18.437)*0.5/100)*Speed_Mod;
    PotSpeedPlus1 = ( WD*0.2714745 + Main*0.1006032 + (Det-202)*0.0241327 + WD*Main*0.0036167 + WD*(Det-202)*0.0010800 - 1 )/100*(1+(Crit_Rate)*0.5/100)*2610/(2951-(Speed+1));

    % Print Weights %

    fprintf('1 WD = %0.3f Main \n', (PotWDPlus1-FullModPot)/(PotMainPlus1-FullModPot))
    fprintf('1 Main = %0.3f Main \n', (PotMainPlus1-FullModPot)/(PotMainPlus1-FullModPot))
    fprintf('1 Det = %0.3f Main \n', (PotDetPlus1-FullModPot)/(PotMainPlus1-FullModPot))
    fprintf('1 Crit = %0.3f Main \n', (PotCritPlus1-FullModPot)/(PotMainPlus1-FullModPot))
    fprintf('1 Speed = %0.3f Main \n', (PotSpeedPlus1-FullModPot)/(PotMainPlus1-FullModPot))

    % Monk Stuff %
    % Rotation assuming ideal positioning, using OGCD's on cooldown, and ignoring TP %
    % Boot True Demo Fract, Drag Twin Snap ToD, Boot True Snap, Drag Twin Snap %
    % Mods: Fists of Fire: 5%, Twin Snakes: 15%, GL3: 27% all additive, DK: 10%
    % multiplicative for initial hits, not for dot parts.
    Boot = 150*Potency*1.42*1.1*(1.5); % Always crits
    True = 190*Potency*1.42*1.1;
    Demo = 317*Potency*1.42; % DK buff factoring in already
    Fract = 230*Potency*1.42;
    ToD = 272*Potency*1.42;
    Drag = 150*Potency*1.42*1.1;
    Twin = 140*Potency*1.42*1.1;
    Snap = 180*Potency*1.42*1.1;
    % GL3 reduces the GCD by effectively multiplying it by 0.85 %
    GCD = 2.5/Speed_Mod*0.85;

    Damage = 0;
    Time = 0;

    % Lets make secondary variables for this set %

    for N=0:1:1000000; % Many MANY loops %

    RDamage = 0; % Round damage %
    RTime = 0; % Round time %

    % Single Round %
    RDamage = RDamage + Boot*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + True*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + Demo*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + Fract*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + Drag*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + Twin*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + Snap*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + ToD*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + Boot*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + True*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + Snap*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + Drag*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + Twin*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    RDamage = RDamage + Snap*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RTime = RTime + GCD;
    % Now we factor in Autoattack and OGCD's %
    RDamage = RDamage + RTime / Weapon_Delay * Autoattack*1.42*1.1*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1);
    RDamage = RDamage + RTime * (150*Potency/40*1.42*1.1*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1) + 170*Potency/60*1.42*1.1*(1+(100*rand<=Crit_Rate)*.5)*(0.95+rand*.1));

    Damage = Damage + RDamage;
    Time = Time + RTime;
    end
    % Round looping is complete %

    fprintf('\n Monk')
    fprintf('\n Damage = %0.0f' , Damage)
    fprintf('\n DPS = %0.1f\n' , Damage/Time)
    (1)

  8. #2148
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    That's a whole lot of work there, and it's cool. The "rotation" though... well let's just say it leaves a lot to be desired.

    That's the typical issue with simulations though - they often times get a subpar series of skills together to favor a shorter loop, whereas in actuality there really is no standard rotation to speak of with MNK. Entirely a priority system. It's more so a constant series of conditional branches:

    if (condition == true) then execute <skill1>, else execute <skill2>

    Optimal performance on MNK depends on knowing what the conditions to look for are, and what skill to select based on the answer. The obvious ones are obvious, while some not so much.
    (0)

  9. #2149
    Player
    Eardstapa's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    389
    Character
    Edward Volcdegen
    World
    Adamantoise
    Main Class
    Marauder Lv 60
    Quote Originally Posted by NoctisUmbra View Post
    Obviously. Nothing to even recall there. The less you clip, the better. However, since Demolish comes around once every 3 hits at best in a combo rotation, it's better to clip at <6s than to use a Snap Punch and go another combo. If it just so happens Demo is at <3 when you get around to the finisher, even better.
    While demolish does take around 2 seconds to apply, and at 6 seconds would leave it just a hair above the 3 second mark, it takes 7 full drops of demolish for it to really impact your DPS. As Kit said, you can use Snap -> Snap -> Demolish, but you risk hitting that net loss.
    (0)

  10. #2150
    Player
    Alpal's Avatar
    Join Date
    Sep 2013
    Posts
    75
    Character
    Al Pal
    World
    Excalibur
    Main Class
    Lancer Lv 60
    Hey guys I'm pretty new to Monk but I'm not understanding something about almost every single BiS list for Monk. I keep seeing High Allagan Boots over the Gloam boots as BiS. Unless I'm missing something every stat is the same and we're trading 12 Det for 18 Crit, With Easymode's stat weights. My math says 12 x .332 = 3.984 > 18 x .187 = 3.366. Obviously it's not a huge difference but since I'll be purchasing Monk gear going forward with my Soldiery I just wanted to ask before I purchased the boots. Sadly as this is the class I'll be playing the 3rd most High Allagan drops aren't really an option until we start seeing multiple duplicates so I plan on purchasing all the BiS Monk pieces and waiting for the rest.
    (0)
    http://na.finalfantasyxiv.com/lodestone/character/3172350/

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