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  1. #1
    Player
    Kaonis's Avatar
    Join Date
    Apr 2012
    Posts
    297
    Character
    Vayne Kaonis
    World
    Adamantoise
    Main Class
    Armorer Lv 70
    I'm no MNK master, but I played with it a bit through HW as I found it to be more enjoyable to play compared to other DPS. But 4.0 is looking to be no fun. I was hoping they would change and expand on the chakra system. Make it so you earn it through the general course of a fight, instead of hitting a button for any few seconds of off time you have. And maybe having more abilities to use through it. Or something more interesting then "Here's a CD that nets you some stacks while fighting".
    (0)

  2. #2
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    i will be honest fist of wind and earth, need to be removed. they are skill in our tool that can be replaced by much more accurate skill. they can even make it a trait like we always run faster, what will be more logical since we are normally a jobs that have 0 ranged attack.

    like i have said, it's a rest of the V1 like was haymaker. they are skill that was junk and had no reason to be keept. outside the lack of idea on how make the monk evolve. soo far the monk have a huge trouble, they did wanted our dps to be coming from out auto attack, that why we did get soo much boost of damage and skill that have the potency soo low. but by doing this, they have make hard to balance it, worth add anything enjoying for the player, since the dps is coming not from our action, but from the auto attack, yes we have a % of the damage that come from the skill... but the auto attack deal insane damage.

    the idea i had offer have the advantage to not change this but just to make us more active. Shoulder tackle must'nt be a focus of our tool, none of the dps or melee class have soo much attention on them charge skill... why that? a charge have only one goal allows us to come back to melee...

    worst when you look at the one of the samurai you find it more interesting and involving. one charge, one step back skill and if you use the ranged attack after you have synergie between the skill... brillant.
    monk have the less synergy with the group and with his skill. leading to our situation.

    we can try to offer them any advice, or a way to make they idea work, in the end it will be detrimental for the monk since it will not be fun nor an evolution. the 4.0 change are bad in way too many way and need to be scrapped and rework. since seriously it's not even an evolution, more a de-evolution of the jobs. less action, less fun... less all... for only get more number? no, simply no.

    in the alpha and beta and even v1 we had poll for know our thought, they really need to ask monk player with a poll what we feel is needed instead to try to guess what we are saying or wanting. they are disconnected of our main concern...
    about the situation of the monk in HW they are directly responsible of this.
    the dragoon was already more interesting in term of raid utility because of the piercing debuff and his damage, they did decide to throws another insane group buff while giving nothing to compete to the monk. brotherhood is not what we have asked for, we have asked for a synergy... since the start the reduction of defense against the blunt, piercing and slashing is the source of a loooooot of trouble. leading to a situation where some jobs are more wanted since they wil buff the raid damage.

    it's not different of the elemental wheel in a sense... and they have scrap it... for the same reason for not make a jobs mandatory to a raid because of his gain of dps because of the elemental advantage, here the dragoon is prefered to the monk because of the piercing debuff... and brotherhood will solve nothing.
    dragoon still have the piercing debuff (bard/mch buff of damage and probably red mage)... and the battle litany
    ninja have the +10% damage takent every minute and slash debuff... (tank damage buff and sam)
    monk.... have brotherhood +5% damage (only a melee range) and blunt debuff.... only use by himself!

    don't need to do long study for understand the trouble.
    (0)
    Last edited by silentwindfr; 06-09-2017 at 04:53 AM.

  3. #3
    Player
    alex4815162342's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    511
    Character
    E'galyne Ulbik
    World
    Cerberus
    Main Class
    Monk Lv 91
    Quote Originally Posted by silentwindfr View Post
    i will be honest fist of wind and earth, need to be removed. they are skill in our tool that can be replaced by much more accurate skill. they can even make it a trait like we always run faster, what will be more logical since we are normally a jobs that have 0 ranged attack.
    They need to be rework not remove. Earth is very specific, but wind can be save if it reduce our GCD. I made some big post in the french forum with some idea, I'll try to translate them to put them here.
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  4. #4
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by alex4815162342 View Post
    They need to be rework not remove. Earth is very specific, but wind can be save if it reduce our GCD. I made some big post in the french forum with some idea, I'll try to translate them to put them here.
    If you want to fix the Fist Stances, making one also be a DPS increase isn't going to do it. If Wind's GCD increase results in a greater DPS gain than Fire's 5% outgoing potency buff, then you'll just sit in Wind all the time, and if it isn't you still just sit in Fire all the time. You'd have to take the 5% off of Fists of Fire first and then change the effects so either they all increase damage in some way (an increase in Skill Speed, Determination, and Crit Rate depending on stancethat are all balanced such to increase your damage by the exact same percentage for example), or just add that 5% damage from Fists of Fire to Twin Snakes and make Fire's effect something else.
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  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    If you want to fix the Fist Stances, making one also be a DPS increase isn't going to do it. If Wind's GCD increase results in a greater DPS gain than Fire's 5% outgoing potency buff, then you'll just sit in Wind all the time, and if it isn't you still just sit in Fire all the time.
    So long as you're able to swap between them with low opportunity cost, those swaps become obligatory, rather than limited to one stance or another. For instance, if Fists of Wind were to grant 8% attack rate and Fists of Fire only 5% damage, and assuming one had sufficient TP, one would use Fists of Fire only for high per-execute potency GCDs (including same-global oGCD use), and Fists of Wind for the rest.

    The decision-making this would cause would be based on uptime lost and your attack speed (essentially, counting modulars as your upcoming Coeurl nearest to Demolish as to make it take as long as possible before you're forced to clip or neglect a global tick, which would result in opportunity cost or lost potential tick damage), wherein the 5 potency lost from not buffing Shoulder Tackle with Fists of Fire, for instance, would be weighed against the rotational benefits of the 8% faster recast on that global allowing your DK to affect your next DK or your Demolish not to neglect a global tick. This would mean high skill-cap, but would still likely fail to interest most Monks, as far as I can guess from the three 4.0-related Monk threads.

    Quote Originally Posted by Deithwen View Post
    Unless you stack all the speedskill you can, which is not a good idea, you can't skip a DK/TS refresh. It's a DPS loss. And even if you do have enough SKS, the amount of crit and det you lose is so big it will still be inferior. Theory is nice, but numbers speak for themselves.
    It's not merely theory. I use it daily.

    Due to server leniency, wherein buffs are checked as a skill is released from queue, rather than at end of animation (which is when the duration is applied), the effective duration ends up a little over a half-second longer than stated. Similar to how Iron Jaws can refresh DoTs even after they've disappeared, a debuff like Dragon Kick will still apply to a skill's calculations as long as it was present when the action began, even if it falls off for the animation's duration before being reapplied. In my experience, I can lose DK/Twin on only the DK/Twin with as much as a 1.96s GCD. That's a trade of 150 potency for 29, or a net gain of 119 potency per 3 cycles.

    Now, I can't guarantee that even then this would be a net DPS gain given the nearly 500 extra SS necessary, none of which will affect oGCD or AA damage, as I don't have equal item levels within SS and non-SS choices, but I can say that plateau makes a significant increase to DPS upon changing rotations, rather than clipping DK/Twin 2.2 GCDs short. Having spoken to a few top world/server Monks, they suspect that these means of increasing damage over time are not currently fully weighted for, and that, should TP issues be fixed, Skill Speed would otherwise be more viable than its given credit for.

    Personally, I'd still guess that for Skill Speed to be balanced, it would need to increase attack speed (also affecting AA frequency) and all periodic damage (taking that to mean both DoTs and damage dealt by (oG)CDs), that it would have to be changed from reducing the GCD by a set amount per a hundredth-of-a-second (although this number does apparently vary beyond what decimals would entail) to reducing the remaining recast time by a specific percentage (such that it does not gradually come to scale exponentially, even if that's a far, far, far distant future), and that the TP refresh rate would have to be changed from 60 per 3s to 50 per GCD (MNK and NIN base TP costs increased to compensate).
    (0)
    Last edited by Shurrikhan; 06-09-2017 at 08:59 AM.

  6. #6
    Player
    Deithwen's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    317
    Character
    Deithwen Feainnewedd
    World
    Phoenix
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Shurrikhan View Post
    snip
    Unless you stack all the speedskill you can, which is not a good idea, you can't skip a DK/TS refresh. It's a DPS loss. And even if you do have enough SKS, the amount of crit and det you lose is so big it will still be inferior. Theory is nice, but numbers speak for themselves.
    (0)

  7. #7
    Player
    Black_Starr's Avatar
    Join Date
    Jun 2017
    Posts
    12
    Character
    Blackstarr Leonhart
    World
    Exodus
    Main Class
    Monk Lv 60
    GL4 lowers TP consumption and gives small atk spd boost; additionally, it allows TK (now an aoe) to be used as 4th attack off of rock breaker. Tk cost 2 chakra. FC also 4th combo single target attack that cost 2 chakra only available in GL4. GL4 is gone if you lose all chakra. Brotherhood is now desirable.
    (0)

  8. #8
    Player
    RhaegarFFXIFenrir's Avatar
    Join Date
    Apr 2014
    Posts
    254
    Character
    Asagiri Shirogane
    World
    Excalibur
    Main Class
    Samurai Lv 80
    Deleted. Sorry, couldn't resist xD
    (0)

  9. #9
    Player
    Shayuki's Avatar
    Join Date
    Oct 2013
    Posts
    48
    Character
    Shayuki Kasumi
    World
    Spriggan
    Main Class
    Arcanist Lv 60
    "Originally with monks it was enough to get used to the fixed rotation, but when you enter a new battle with the associated uncertainty, you need to make quick decisions about things like whether to use Chakra or whether to keep going with the DPS rotation. Your DPS will grow if you excel at that, so I think monk should be rather interesting."

    That quote still puzzles me. Could someone explain it to me?

    How on earth do you need to make a decision between using Chakra or going with the DPS rotation? Isn't Forbidden Chakra an oGCD ability that you'd use regardless? Or does he actually think that using Meditation mid-combat is a good idea? I just feel like they have no idea what they are doing when it comes to Monk, and comments like these give me the impression that I wonder if this kind of a person should be designing the job changes in the first place. So what on earth is the point of this statement and how exactly is a rotation consisting entirely of 1-2-3s "rather interesting", anyway?


    As for what they should have done with Monk, heck, why not give Monks something that doesn't require them to do or give up something else? Tornado Kick? Lose Greased Lightning. Riddle of Fire? Makes weaponskill recast worse. Forbidden Chakra(Meditation)? Requires charging during jump / losing GCD. Greased Lightning? The amount of abilities Monks have that are designed purely to maintain Greased Lightning "Sometimes" is completely absurd. It's not like it's anything special, just a maintenance buff that allows Monk to be on par with the other classes. How about giving Monk something that just is GOOD, without massive trade offs or conditionals every single time? Why waste half of Monk's available additional skill slots on abilities just to make Greased Lightning less trash, and instead make it not be a pain and give them a lot of new, fun skills to use?
    (1)
    Last edited by Shayuki; 06-11-2017 at 01:04 PM.

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shayuki View Post
    As for what they should have done with Monk, heck, why not give Monks something that doesn't require them to do or give up something else? Tornado Kick? Lose Greased Lightning. Riddle of Fire? Makes weaponskill recast worse. Forbidden Chakra(Meditation)? Requires charging during jump / losing GCD. Greased Lightning? The amount of abilities Monks have that are designed purely to maintain Greased Lightning "Sometimes" is completely absurd. It's not like it's anything special, just a maintenance buff that allows Monk to be on par with the other classes. How about giving Monk something that just is GOOD, without massive trade offs or conditionals every single time? Why waste half of Monk's available additional skill slots on abilities just to make Greased Lightning less trash, and instead make it not be a pain and give them a lot of new, fun skills to use?
    To everything prior to the quoted portion, I can only agree. Unless a means is developed to create viable choice between weaponskill progression (which is not constant in weight, which means there is no overall "choice" save but to specific globals or a number of globals per a given window, such as of Demolish) and Meditation, the decisions being touted still won't exist.

    The closest I can see to this is trying to have a higher percentage of Bootshine casts now that their relative weight has been increased by Deep Meditation. But this, too, is not really a choice. One either creates a GCD that allows for a rotation that uses a higher proportion of Bootshines, or the "choice" remains a false one. Granted, math will most likely side with DK being dropped rather than Bootshine being used "too frequently" up to x GCDs so long as no oGCDs are to be used over the interval and depending on how many auto-attacks fall into it. Now that Bootshine no longer wastes damage contribution from Critical Strike stat (only towards Deep Meditation chance), and it guarantees one's 30% chance at generating a Chakra stack (sadly now down to 50 potency value from 64) and itself deals a relative 75 more potency than Dragon Kick, it seems possible that DK may best not be used for significant portions of time depending on one's Crit rate. But still the math is simply done in advance, best synced to, guidelines set for best performance given one's stats (accounting for when they vary from raid buffs), and then basically forgotten. For most things to be "interesting" they need to be both situational and rotational, both reactive and preemptive (given x change in y interval, how do I salvage or maximize the next occurrence at y+1?).

    For the portion quoted, however, I can only offer a similar bit of advice: any added skill that is purely GOOD makes refuse of the rest. All skills at present come with trade-offs, even if one hits the edge of their balance rarely in normal rotation. In other words, their impact tends to be more negative than positive after a mere few hours of play. If it has no synergy, it becomes a redundancy and offers nothing meaningful(ly new). If it has synergy, it has dependence. It's hard to find something outright good that doesn't fall onto one side or the other. I'd offer that the best enter first as fixes or excuses but become far more than that. These are skills like Bane (ffs I don't want to have to DoT up all of these individually when anyone else could simply nuke them at the same time), or alike to Form Shift (especially were it just buffed in some manner), or to which Meditation approached through TFC and Purification, but, I'd argue, didn't quite make the mark. The skills that, as you said, "waste half of Monk's available additional skill slots on abilities just to make Greased Lightning less trash," on the other hand, seem to me more failure than success. They don't extend beyond salvaging or, worse, circumvention. They admit error rather than tout design and, rather than fix the error directly, bloat the whole construction with skills that would make the core mechanics look even worse in retrospect (or when down-synced).
    (0)

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