
Just out of curiosity how about Quick Arm V vs. Savage Might V?Just some additional info for those MNKs using tier IV materia until they can upgrade to Vs. From a damage perspective, DET falls behind SS for tier IV materia, so if you're using 4's as a filler, SS is the way to go. However, if you're using V's, DET definitely pulls ahead. Napkin math below:

That is the second half of my post. You're asking to compare SS V vs DET V materia. DET wins on tier V, SS wins on tier IV.
I guess a way to simplify this (comparing both IVs and Vs) would be:
DET IV < SS IV < SS V < CRIT IV < DET V < CRIT V
Added that to my original post.
Last edited by Jekyll; 03-19-2016 at 12:13 AM.
The only reason Savage Might IV is behind Quick Arm IV is because rank IV materia was tuned prior to 3.0 so there was only +6 Det due to item budget vs +9 Acc/Crit/SS. Since Det was adjusted in 3.0 it's item budget is the same as the other stats which with the rank V materia also reflects. Savage Might I-IV not being adjusted so far is an oversight by SE. I keep hoping they fix it, but as they release new ranks of materia it will become a nonissue.
So long story short, Savage Might IV being worth less than Quick Arm IV is just a special case. When rank V materia is concerned it will follow the standard Crit > Det > SS when getting full value out of each since the budget is the same +12 for each.
Last edited by Ricdeau; 03-19-2016 at 12:17 AM.

Yeah it's personally an option I'd avoid just because I like having TP, but Quickarm IV has a really cheap, low-effort source (10% chance from Hinterlands Perch desynthesis, geared up lv 60 fisher retainer can bring back 10 / hr, frequent bycatch from blue scrip fishing). Sold a Savage Aim V for 4M after transmuting a bunch a few months ago, but never got another V again lol.
٩( ʘᆺʘ )۶ Qiqirns never skip egg day!
Thought about it, and this is what I came up with, let me know what you think.
PB > B4B > Demo > Snap > Snap > Steel Peak* > Dragon Kick > X-Pot > Twin > IR > ToD > Elixir > Bootshine > Howling > True > Forbidden > Demo > ST > Fracture > Dragon Kick
* : Couldn't find a better place to put the skill so I put it here.
Edit : Just tried it a few times, don't like the opener too much. Idk
Last edited by Ossom; 03-19-2016 at 12:45 AM.

Your basically using the early 3.0 opener which i believe still in the 1st post. Like i said before the main idea of your opener is to make sure you get 3 stacks of gl. However you want to align your buffs is up to you. However, the damage of your opener will not change much no matter how you flip it all around. Sure you might get a bigger spike on 1 opener for 1 sec but sustain damage is our main attribute. Eventually, your opener will not matter because every monk will go back to the same roatation therefore doing the same damage as every monk with same ilvl and skill.
If i have to say something probably aligning your buffs is more interesting than anything else. Bfb and IR are the only two. Aligning them will probably net you that higher dps you want to see. Then once its finished its back to being a norm monk agen![]()
Recently I just started experimenting with various openers and I'm just looking for something "comfortable". I tried the two suggested in the 1st post, but I'm still curious if there are any other "popular" openers I can play with.
The opener you suggested is fine. Just shift b4b and IR down one gcd and use a pot after twin snakes instead of elixir and you're on your way to some great deeps
Anyone here beat A6s Swindler? I'm wondering how peeps are faring against the second set of adds, the ranged ones that one shot peeps if they stay up too long. Right now I hold a Forbidden Chakra to ensure I can kill mine before it starts oneshotting peeps but I would rather use the FC when I have more buffs up for the gains. Anyone else doing something differently?
Nothing to serious, just wondering if any other Monks are holding FC for it or doubling up on an add or what.
Take the 2.0 Opener (don't use form shift at the start), if you start with PB > Snap > Snap > Demo, then before you reapply demo do a fracture. Otherwise if you do Demo > Snap > Snap then after you apply Demo and before you do Dragon Kick, do a Fracture. These are two rotations that I think most people are using. I personally do the former.
This will lower your burst a bit because you are changing an Early Snap (The last skill you use in PB) into an extremely late Fracture, but it should be a higher DPS plateau and you don't need to do 3 Form Shifts before every pull.
Last edited by Ossom; 03-21-2016 at 05:48 AM.
It dies quickly enough that I don't demolish it; I just snap punch. Internal Release lines up with its spawn for me.Anyone here beat A6s Swindler? I'm wondering how peeps are faring against the second set of adds, the ranged ones that one shot peeps if they stay up too long. Right now I hold a Forbidden Chakra to ensure I can kill mine before it starts oneshotting peeps but I would rather use the FC when I have more buffs up for the gains. Anyone else doing something differently?
Are your healers helping with DPS?
I only use FC on Swindler; if group DPS is high enough on it, you can actually skip double bio-atrithmetics
Last edited by CGMidlander; 03-21-2016 at 06:09 AM.
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