Universal Changes
- Positional skills will now show a mark on their floating damage numbers to indicate that they struck from the correct position. You may also optionally include a successful positional SFX or sound-filter ("weighty", "resounding", "cracking") and/or failed positional SFX or sound-filter ("tinny", "muted", "glancing") from Character Settings.
- Positional actions now uniquely check relative position (Rear, Flank, Front) an additional time 0.25 seconds before their actions' normal actuation. The better of the two checks is used. (If either the normal actuation or pre-snapshot succeeded, the positional counts as a success).
- Bosses jumping to the edge of the arena become temporarily 'full-ring', guaranteeing positional checks against them. During certain mechanics (casts, etc.), bosses may also become 'full-ring', guaranteeing positional checks against them.
Monk Changes
- Dragon Kick potency reduced by 20 and Twin Snakes potencies reduced by 40. True Strike, Snap Punch, and Demolish (initial hit) potencies increased by 30. This helps makes True Strike actually worth using and future-proofs the context immediately below.
- Skills no longer require specific forms (to use nor for additional effects) and Form Shift has been removed. Instead, the direct damage of all Form-based weaponskills have been nerfed by 20% but each Form-based weaponskill grants a "Flow" that increases the direct damage of the other forms by 10%, stacking (up to 20%); you may carry up to two Flows at a time, from your last two form-based weaponskills. Opo-opo skills grant Flow: Simian Speed, Raptor skills grant Flow: Raptor's Reach, and Coeurl skills grant Flow: Coeurl's Clash. Each Flow lasts as long as a combo (currently 30s).
I.e., if I open with Dragon Kick, it will grant Leaden Fist without my having to use Form Shift and will cause my Raptor and Coeurl skills to deal 10% increased direct damage. If I then use Twin Snakes, my Raptor and Opo-opo skills will be buffed by 10% while my Coeurl skills are buffed by 20% (Simian Speed and Raptor's Reach together). If I then use Demolish, Coeurl's Clash will replace the least recent Flow, Simian Speed, such that Coeurl and Raptor skills are buffed by 10% while Opo-opo skills are buffed by 20%. If I then Bootshine, Raptor is the +20% (from buffs from Opo-opo and Coeurl). True Strike and Coeurl is again the +20% (from Opo and Raptor). So on and so forth.
In this way, you are still obliged to rotate between your forms as before, but there are no lockouts nor awkward bits of confusion as to whether one is in Opo-opo Form or in {No Form yet}, nor do we need the bloat of Form Shift, and there may be some small new use-cases for repeated forms just before downtime of 30 seconds or more.
While this will allow the occasional over-extension at the tail of raid-windows into a Leaden Fist immediately after a Dragon Kick, the 10% damage loss to it and the following GCD will mostly keep DK-LF spam limited to within Perfect Balance windows.
- Your job UI now shows which Form is fully buffed (e.g., if you have Flow: Opo-opo and Flow: Raptor, then only Coeurl has +20% damage, while the others have only +10% damage) and which Form was most recently used is now tracked by the repurposed Beast Chakra gauge. (During Perfect Balance, this instead tracks your Form inputs, as before.)
- Perfect Balance skills grant Flow: Fluid Form, which buffs all forms. As such, you'll always exit Perfect Balance with a fully buffed skill ready. Even pre-Blitz, therefore, Perfect Balance can't leave you with an unprepped GCD.
- A new optional job gauge element by which to track Leaden Fist has been added.
- A new optional job gauge element by which to track the duration of Twin Snake has been added.
- Meditation removed. Every half-GCD's time spent off the global cooldown automatically generates a Chakra. Partial progress is retained. (If you have a bit of clipping amounting to 10% of a GCD between two weaponskills and later waste 40% of a GCD away from the boss, that totals 50% of a GCD and nets a Chakra.) Yes, they generate out of combat, too. A subtle, unintrusive element now tracks progress towards next Chakra.
- You can now hold up to 7 Chakra. Now that Meditation no longer shares a key with The Forbidden Chakra, Enlightenment and TFC can burn variable amount of Chakra (3-7 at a time) for potency-per-Chakra. (As before, you'll want to bank them for burst, but not so long as to overcap. The trick is having some idea of how long before RoF you'll need to purge Chakra to just barely hit 7 as RoF comes back up.)
- Positionals returned to all Form weaponskills at 50 potency (note that due to Flows [10|20%] and Twin Snakes [10%], that is 65 effective potency), except for Demolish, which has a potency modifier of only 30 (effectively 39). As before, Dragon Kick and Twin Snakes requires a Flank attack for full damage, True Strike and Demolish a Rear attack.
- Bootshine now always crits and simply gains 50 additional potency (97.5 effective potency, due to the auto-crit and Monk's native damage buffs) when attacking from the Rear, which is still high relative to other actions but not nearly as disproportionate as the positional crit guarantee on Leaden Fist.
- All skills now resolve their attacks earlier in their animation, nearer a more consistent and immediate time, thereby providing more consistent timing to their Chakra generation. This should be especially noticeable on Demolish, which will now begin ticking earlier and thereby has a shorter time-to-kill threshold and no longer needs to be refreshed so early compared to its visible timer in order to keep it active.
- Riddle of Wind now provides two buffs, Windstep and Galeforce, each for 10 seconds. Windstep triples the cooling speed of Sprint and Thunderclap while increasing movement speed by 20%. Galeforce doubles your auto-attack speed and auto-attack damage and allows auto-attack critical strikes to generate Chakra.
- Anatman has been taken off the GCD and now has two charges. Rather than refreshing Disciplined Fist directly, it now instead generates 1s of Disciplined Fist and Windstep every second you channel it, stacking up to their normal maximum durations (15 and 10s, respectively). Durations of either do not fade while channeling if in combat.
- Six-Sided Star is no longer locked out by the global cooldown but instead now adds 1.5 GCDs' time to your current GCD, rather than being a true GCD action of 2 GCDs' length in global recast time. The bonus movement speed granted has been increased to 30%, equal to Sprint. Damage reduced proportionately for the 25% lower uptime cost (from 2 GCDs to 1.5 GCDs).
You can weave in SSS as an oGCD as little as .5s after another GCD skill (well, assuming 0 ping), but would then have to wait {2.5 GCDs - 0.5s} before using another GCD action. As such, its uptime cost would remain identical (if not for being reduced from 1.5 to 2s) but it is far more flexible. This reduces the skill ceiling involved in knowing whether you can get in one more GCD before using SSS as you pull out in favor of fluidity, but offers new skill ceiling in their place, especially in snapshotting damage modifiers. Effectively, it's kind of like the 'skill ceiling' 'lost' by allowing skills to queue, if the feature involved also gave it new use cases.