Four versions:In all versions:Version 1 - Consolidated Weaponskills (only the 3 available are shown; Perfect Balance makes Form Shift oGCD and shortens its animation time to nearly nothing) and Standard Mechanics.
Version 2 - Open Weaponskills (gains benefits per "cycle" each time all three stances are used, the frequency of which will be important even when not edging GL duration, but skills can now be used for nearly full effect out of order, giving a true choice of 9 weaponskills at all times) and Standard Mechanics.
Version 3 - Consolidated Weaponskills and Analog Resource (dealing, buffing, absorbing, and healing damage converts mana into Chakra, which can be spent on additional skills varying from precise raid support to increased personal DPS). Tremendous Versatility.
Version 4 - Open Weaponskills and Analog Resource.
- TP Refresh now generates 50 TP per GCD. Monk TP costs increased to compensate. They now have the same relative TP regeneration as previous when at 0 bonus Skill Speed, but that regeneration increases as Skill Speed does, removing its negative effect on regeneration.
- Tornado Kick potency has been increased to a value capable of allowing it to be viably (optimally if in need of TP) used at the end of a maximized Internal Release even without use of Perfect Balance to quickly regenerate stacks. Cooldown set to 10 seconds to prevent two uses per Perfect Balance, which would otherwise imbalance its regular usage, while still allowing rotational use shortly before the end of a fight.
- Riddle of Earth removed. Tornado Kick and Form Shift are already sufficient mechanics for handling downtime. Moreover, of all current trials and raids, only about a tenth actually offer a triggering attack during downtime that could reset and thereby maintain GL3 via RoE without taking unnecessary damage, making it generally a bloated and ineffective skill in terms of handling the GL mechanic. (One can also argue that any skill made necessary just to handle a given mechanic during a specific portion of a fight would better fill its function through revision of the fight (e.g. keeping downtime to GL-duration-minus-1-seconds or less) or mechanic itself.) It also requires that one is first hit in order to provide mitigation, making it useful only against sequential attacks, of which DPS are hit only when purposely taking threat or being cleaved. That effect, too, is raid-ineffective.
- Riddle of Fire removed. More interesting ways of varying gameplay than merely couching one's strikes for 20s per 90s by reducing attack rate to increase damage (shifting percentile power from weaponskills to abilities, increasing effective per-execute potency deviation, and adding ~18% net DPS) as an obligatory, rotationally unheld CD have been added in its place. (See Prime Conflict below, which allows control of Light and Dark Chakra.)
- Meditation recast time has been reduced to 50% GCD (e.g. 1.25s base, 1s at a 2.00 GCD with GL).
- Form Shift has been reduced to 67% of a GCD. Animation has been revised.
- Touch of Death remains (revised heavily in the Analog Resource version), and Double Tap (Haymaker's double-kick but increased to 180 potency and given triple slow duration on dodge rather than requiring a dodge generally) effectively replaces Fracture/Impulse Drive as the second stanceless skill. This thereby retains control over cycling under regular weaponskill mechanics where their removal would have removed all control over duration sync.
- Monk stances are now more significant, varying the effects of Internal Release, Steel Peak, Shoulder Tackle, Elixir Field, and Howling Fist, and generating additional mechanical benefits over use. Their cooldown has been reduced to 50% GCD, and their animation time has been decreased.
- Perfect Balance has been reduced to a 90-second cooldown, syncing with PB every other PB.
- Deep Meditation has been removed. Its only contribution to gameplay was to devalue True Strike and Tornado Kick during IR-PB overlap, by making Bootshine consistently the superior choice, and to add the maintenance concept of avoiding overcap of Chakra, thereby increasing the latency opportunity cost of animation lock on weaponskills and oGCDs near to any Chakra cap by potentially wasting Chakra stacks to be gained before TFC could be cast. Apart from the last, which is alike in simultaneous annoyance and slightly increased skill-cap to high Rain of Blood procs in the middle of rotational oGCD spending (e.g. on Blunt, Repel, Sidewinder, Flaming Arrow, and Battle Voice), these are primarily gameplay-diminishing changes that follow the opposite of alleged goals for 4.0 (by increasing skill-gap, introducing artificial difficulty, increasing opportunity cost from latency, reducing output control, and reducing possible options / diminishing internal balance).
- In its place, Monk gains the trait Prime Conflict (tbr). In Heavensward, the Monk was able to benefit from both Light and Dark Chakra, but made use of them in the same fashion. In Stormsblood, the Monk can pick and choose which it wishes to advance, changing effects. In the Standard Mechanics system: upon learning the trait, Coeurl skills also generate "Motes of Aether" extractable or destructable from the targets of those skills. Twin Snakes absorbs these, temporarily increasing attack power by a further amount and generating Light Chakra, while the revised One-Ilm Punch implodes these for direct damage and the generation of Dark Chakra. In the Analog resource system, this allows one to convert mana into either Light or Dark Chakra.
- Between level 62 and 70, additional means of making use of these two Chakra forms, by priority or synergy, are added with the purpose of increasing internal balance and gameplay depth (i.e. creating more, distinct tactical options). I believe these added options to be a deeper, more fluid, and more satisfying way to extend and improve upon previous Monk gameplay than Deep Meditation and Riddle of Fire.
Weaponskill Consolidation:Open Weaponskills:The Monk uses a single slot for stanced skills until the addition of a second skill in any one stance, at which point a second is added (e.g. upon the addition of Twin Snakes at level 18). Upon gaining the third (e.g. Rockbreaker), a third slot is added. In short, the Monk sees only as many choices as are actually available.
By default, the first slot will cycle through the first skill gained in each stance—Bootshine, True Strike, and Snap Punch—the second the second of each—Arm, Twin, and Demolish—and the third the third of each—Dragon, One-Ilm, and Rockbreaker.
However, these may be rearranged in any fashion.
I'd personally make these Dragon, Twin, and Demolish [1]; Boot, True, and Snap [2]; and Arm, One-Ilm, and Rockbreaker [3].
By Form that would be: {Opo-opo} Dragon [1], Boot [2], Arm [3]; {Raptor} Twin [1], True [2], One-Ilm [3]; {Coeurl} Demolish [1], Snap [2], Rockbreaker [3].
Under this system, Form Shift is moved to level 46 and a much-improved variant of Mantra to 52. Perfect Balance now removes the recast cost and uses an alternate, far shorter animation for Form Shift for 12 seconds, to a maximum of 5 weaponskills cast (or simply for 10 seconds, forgoing the slight QoL improvement). Stance changes under this effect are made client-side as with Ninja Mudras, and as instantly as the generation of Greased Lightning (at the start of cast). Players should be capable of lossless double-weaving at as low as a 1.5 GCD.Standard Mechanics:In this system, all 9 weapon skills are open to the Monk at all times. The value of Dragon Kick, Twin Snakes, and Demolish even while already applied have been increased by adjusting their effects. One-Ilm Punch has been revised to see greater usability both after and before the advent of the level 62 Prime Conflict trait. In the Standard Mechanics system, Form lockouts are instead replaced with an uninterruptible combo bonus, of sorts, which increases effectiveness (direct potency, DoT potency, and effect duration) by 33% and allowing for the generation of Greased Lightning. Coeurl skills will generate Greased Lightning only if embonused (by Raptor form having been used in the last 10 seconds, while under the bonus of an Opo-opo form having been used in the last 10 seconds). At its base, the resultant gameplay works as normal except that you can throw in skills of the wrong Form (which are essentially just combo tiers) at will for a far lesser penalty than faced by other classes. However, specific added bonuses woven into Fists of Fire, Earth, and Wind can make certain departures from standard cycles optimal even in single-target, on-modular rotation. Optimal rotation becomes far more complex and situational, dependent on intuitive understanding of the fight and one's uptime across targets rather than being broadly set or copy-able verbatim.Analog Resource:Chakra and Greased Lightning still work in relatively few, distinct steps as per their current iterations.Chakra and Greased Lightning instead work in more numerous, granular steps. Chakra works as an analog resource (converting mana into Chakra) shared between more functions than merely TFC and Purification, making it a more intergral part of gameplay and giving the Monk access to extreme amounts of versatility without overpowering its combined output.
[To be continued...]


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