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1  Monk Discussion / Monk General / Re: Im sorry I need proof Fusoya on: May 11, 2008, 09:17:11 PM
Last time I checked turgin mitigation reduction attack didn't stack?

Regardless of anything else people are correct who feel that its messed up for one dps class to be twice or moreso powerful than another.

Even non "uber" geared monks and rogues in most cases easily top charts by margins that are unacceptably large not just the top 1%.

That is rediculous and does need to be brought into a reasonable margin...though my fear is like most that it will shatter the classes in any normal non raid environment when the balancing act takes place for GU6.

Gears turn slowly when you are short on resources.  I doubt strongly that monks and rogues will feel functional compared to other dps classes in group and solo after GU6.  I sincerely hope I'm wrong.
2  Monk Discussion / Monk General / Re: Bug / Nerf Rumors on: April 30, 2008, 11:46:24 AM
but that isnt a bug, thats how its been since day 1. 

I agree with that, the wording is definately wrong, insisting that its a bug fix is only serving the purpose of annoying a lot of people, calling this post Bug/ Nerf Rumors is likely to insult a lot of people as well.  Granted its all semantics for the most part but lets call a spade a spade OK?   /sigh

If they wanted to change how + damage was added to attacks, thats no longer a bug fix thats a change to combat mechanics, one that effects every class by a large ammount.

Not too sure about the effect every class by a large ammount bit?  From my understanding (Unless I missed something?  Wouldn't be the first time.) it really only should effect the listed classes, monk/rogue/pally/turg  aka classes with multihit abilities.  Others really shouldn't notice that specific change.  That said...

the game cannot be balanced with mechanics that are broken so severely.... it's something that needs to be done for the benefit of the game. If the (primary source of the out of control raid damage) wasn't found and fixed, we would more than likely see a flat % damage reduction to all of our abilities and end up having to experience a revamp every time levels / content / gear / buffs / mobs / abilities / anything changed.

Is pretty much spot on.  And hard to argue with.

Defining this (source of out of control raid damage) helped save the majority of the monk community a huge damage reduction (across all styles of play), by pinpointing the problems and just adjusting the broken components.

Is also pretty much spot on.

 but coding is not always as the tool tips read,

huge understatement

 and then worry about class balancing and adjusting our damage to fit the trend line.

If it all goes in as one patch which you suggested earlier...and frankly seems likely then it will all have to be taken into account simultaneously along with melee haste adjustments...which should save a lot of time in the grand scheme of things but also be a simply massive undertaking....I'll cross my fingers  Wink
3  Monk Discussion / Monk General / Re: Dev posted the info on DPS changes on: April 30, 2008, 08:25:20 AM
Regardless of what they call it or not (and I would wholly agree that its a major major major nerf to monks/rogue) it still seems that it needs to happen at this point, regardless of original design.  The potential problem is in the follow through.

With limited resources and such drastic changes...I'm skeptical of how "balanced" things will be left feeling when all is said and done at the end of GU6.  I'll keep my fingers crossed granted but I'm not a fool either and suspect it will take a loooong time to iron out the hitches and glitches.
4  Monk Discussion / Monk General / Re: Dev posted the info on DPS changes on: April 30, 2008, 05:59:13 AM
I dunno thor, I think the bug fix is needed because it "should" allow for more flex in design.  Considering that right now most +damage abilities stack on multihit attacks it makes it damn difficult to balance those kinds of buffs because they get out of control in select circumstances.  Reigning that in a bit will make it much easier to balance.

Or to view it differently, if you are building a machine and your goal is relatively smooth output, but you find in practice you have major spikes in the production when you are adding a compound into your mix, you would want to find out what is causing the spikes and fix it so that you can safely add in the compound without it messing up the production flow.

The reasoning for doing what they are doing makes a lot of sense.  So does bringing the DPS classes much more in line with each other so that content can be balanced to be challenging across a range of class combinations.  That's all good stuff and for the betterment of the game.

My concerns (as outlined above) are that, with DPS made more even across the board (as it should be) utility and what a class can bring to the table will be notably more important, and some provide more function or risk/maintenance than others and not neccesarily in proportional ammounts.  Additionally monks and rogues are severely dependant on their ability to blitz down an enemy when soloing, notably reducing their damage without giving them an extra tool or two for soloing can and will most likely have major consequences.  There are a lot of different ways to go about that but ultimately something should be done to compensate.

Some people clearly don't like what I'm saying as I got kicked 3 times yesterday for it, but it doeesn't change the fact that this is the nature of the situation.  /shrug
5  Monk Discussion / Monk General / Re: Trouble Incoming on: April 29, 2008, 06:30:13 PM
Perfect example I've gotten 3 kicks today.  For what exactly?

No clue but someone didn't like something I said and took the easy way.  It happens.
6  Monk Discussion / Monk General / Re: Trouble Incoming on: April 29, 2008, 02:26:03 PM
I figure its most heavily used by people who don't like what someone says but really can't argue with it either, or don't want to take the time to argue it...in reality sometimes that's for the best if it helps them vent so I just ignor it and focus on what people actually say.  Wink
7  Monk Discussion / Monk General / Re: Trouble Incoming on: April 29, 2008, 01:59:35 PM
Lol yeah it must have pissed someone off, I just got kicked again.  Wink
8  Monk Discussion / Monk General / Re: Hey all on: April 29, 2008, 01:58:13 PM
That's exactly what I do in my duo when possible.

Granted it falls apart if they are immune to stuns etc. but sometimes there are ways around that with items such as the "mez potions" in RI. 

Also if there are casters present in the mix they sometimes run or react at different paces when casting spells and you can sometimes get a good spread going by flopping and standing up repeatedly.  Of course with how glitchy FD is this can be VERY risky but I've done it on more than one occasion.  In those cases having long range or quested shuriken helps a lot.
9  Monk Discussion / Monk General / Re: Dev posted the info on DPS changes on: April 29, 2008, 01:51:39 PM
I would say my largest concerns are twofold and in regards to the ultimate rebalancing, not the bug fix.  They are in regards to monk and rogue viability in raids and solo.

Rogues:
After the final rebalancing, no one will bother playing rogues (again) because, on raids,  they will offer equal or less damage than sorcerers, less utility, and have to be in melee range behind the mob making them require more resources to support and keep alive if the mob has AOEs or damage sheilds.  Addititionally rogues already solo OKish at best.  Don't get me wrong, it can be done but if their damage was nerfed significantly (after the final rebalancing)they'd be in a world of hurt once again leading to less people bothering to play them.  In groups having them do damage on par with sorcerers typically won't matter much either way as the utility that either provide isn't usually saught after (not saying it should or shouldn't be but its usually simply not considered by most groups).

Monks:
...once again only the hormonious monk will be "the best choice" on raids, as they will at least have debuffs to give to help justify having to fight from melee range.  Drunken, dragon?  Why use them over a sorcerer?  What is supposed to offset the penalty of having to fight in melee range and sucking down all AOE damage plus damage sheilds?  Why burn up the extra liability that requires more healers if you can use more casters considerably more safely from range?  Pullers?  Maybe but I've seen it done just fine with disc and necro (as it should be, since no one class should be an end all be all at something), dragon and drunken need desirable utility for raids or need dps that exceeds that of a sorcerer if even by a little to justify expending the extra healing resources to have them in a fight.  Solo, harmonious monks start doing OK eventually at mid to higher levels, drunk and dragon are pretty poor at it thrughout.  But like rogues they depend on their high dps to burn down the mob faster than they get killed.  If they are nerfed heavily after the overall final rebalancing their solo preformance will go to downright abysmal.  Groups once again, harmonious?  OK, they have their debuffs.  Drunken?  Sure if the group has no tank and they are built right it will suffice for a lot of content.  Dragon? Why?  Why would you use dragon over any other dps class available?  Don't get me wrong, most groups really don't care about the utility that monks or rogues or sorcers (or rangers for that matter) bring to groups, they are just looking for more dps and anything does the job.  But if you can't justify a tactical advantage that a particular class or class/path combo gives then what is the point of playing them when another one can give a comparative edge in most situations?

Dragon is by far in need of some kind of real utility (I've suggested being able to apply some kind of elemental weakness debuff so a mob takes more damage from fire for example etc.) and since drunken's tank abilities are all but useless on raids they need something to offer as well (perhaps fix and expand their options in terms of aggro manipulation not on par with but like a melee version of psi).  Both monk and rogue will need something in the solo dept if their damage is nerfed.

At the end when this grand final rebalancing is done there had better be good and reasonable answers as to question such as "why use a dragon monk on a raid if another dps class such as a sorcerer is avialable?"  It should be a hard decision with both offering compartive advantages.  If its an easy decision in most cases then things are not "balanced".
10  Monk Discussion / Monk General / Re: Trouble Incoming on: April 29, 2008, 12:46:43 PM


In regards to burst/sustained, solo/group/raid, overall/overallcaster?  Was that mentioned?  
http://forums.station.sony.com/vg/posts/list.m?topic_id=31320

""There will be a combat balancing pass done during GU6. During this pass we are addressing the DPS discrepancy between caster and melee classes, adjusting NPC HPs, class DPS, etc. We will be using current caster DPS as our top end for balancing, NOT current melee DPS. We are going to move the Sorcerer to the top of the caster DPS then, when GU6 balancing pass is complete, they will be on top of the overall DPS list."

To me that says on aveage, they will be the top caster AND top overall dps.

Yep...the question remains what context, solo/group or raid?  It sounds like they are refering to sustained raid DPS.  Which would be worst case scenario for melee.  If they are referring to self buffed solo sustained DPS then melee should still be tops in raid situations.  Will be interesting either way.  Its a shame they don't have the manpower to give sorc some more versatility and utility instead of just pure one button dps.

Under the new setup there is no way that will stay.  Besides that would break the idea that sorc are top DPS.   Bards outdamaging rangers/monks/rogues would last about as long as it would take to code in a nerf after people play around with the new setup.

Sorry but i cant resist.....thats what another 3 months? Lets be honest changes arent fast in this game and it takes entirely to long to get stuff out.

In general that's true but they somehow manage to speed nerfs through sometimes....


It will be interesting to see Fusoya's explaination of things.
None of this current takes into account how melee haste will change either.


Melee haste isnt even planed until gu6 or later at the earliest, ideally it will be gu6 so melee are balanced WITH haste in mind and we wont need another nerf 4 weeks later


True, I've said for a while that its simply moronic to 'review' any classes until they adjust that first since it will skew everything.  Meaning they'll just have to go back and yet readjust thing again.
11  Monk Discussion / Monk General / Re: Parse data on: April 29, 2008, 12:36:51 PM
This conversation as it stands makes no one, nor their guild,  look good and serves no purpose.  Most of the people come here to learn about monks.  You are both better than this, clean it up.  Wink
12  Monk Discussion / Monk General / Re: Trouble Incoming on: April 28, 2008, 11:45:15 AM
Its not really that excessive of speculation.

Avair himself stated on the official forums that sorcs would be the new overall top dps. 

In regards to burst/sustained, solo/group/raid, overall/overallcaster?  Was that mentioned?  

 With the gu5 (now to be gu6) changes to them, a few sorcs have posted that their overall dps is about 20% lower then currently.  So they will go from 4k average to about 3.2k. 

Also until GU5 happens all testing for dps is happening on test, so those values are good for further adjusting things at the moment but don't = the collection of data in game currently.  Not saying 3.2k won't in fact be the value that pans out after GU5 is launched but it certainly isn't set in stone atm either and I suspect given more time to work with and try new things under the adjustment it may end up averaging out a bit higher.

So theres my first speculation, that 20% nerf of average sorc dps translates into a 3.2k max dps class.  From there i took the fact that rogue/monk would be UNDER sorc and assumed that to go from 5-6k average to less then 3k, it would require our dps to be cut in half. 

 Im all about fixing bugs and balancing classes so you dont end up with raids with 6 rogues, as long as its done fairly.

If you define fairly as to be only things that are considered "bug fixes" that's not really a position that allows for tweaking of any classes unless the devs call everything they want to adjust bugged...which I suppose they could certainly do but its not (I feel) a very realistic expectation and at the end of the day no matter how it is labled they are making an adjustment to try to bring something more in balance.

Rangers - their dps is probably already around the magic 3k mark now with the change to refresh haste stacking.

Monk- depending on how aum kor stacks ( i found that aum kor still stacks with drunken monk self refresh haste) with psi or bard buffs, its anywhere from a 20% to 40% reduction in dps.  Simply put, 1 minute attacks are currently 20s refresh.  With aum+psi, it will be 36s and if aum kor doest stack (making the aum completely useless again) then its about 45s.   That alone takes our dps from ~5.5k down to 3.3k to 4.4k 

Combine that with changes to how multihits will work for stacking +damage effects and it prettymuch nails things in to around that 3K mark

Bard are about 3-4k now, and their dps should stay about that with the changes.  3.4k max now

Under the new setup there is no way that will stay.  Besides that would break the idea that sorc are top DPS.   Bards outdamaging rangers/monks/rogues would last about as long as it would take to code in a nerf after people play around with the new setup.

Rogue - they should go from about 6k dps to about 4.5k.  Their issue is shank/shiv is their "bugged" finisher which is like our flying kick but does real big dmg.  So that fix might hit them hard.  (again well see)

Well if your thoughts on sorceres being the benchmark for max sustained raid dps is accurate then rogues would have to get cut in half as well.

Druids/sorcs will be around 3k at gu6 so thats fine. necros are already there.

So if I understand right, you feel that it will be sorc at ~3.2k
and rogue will be ~3.19?
monk~3.1?
Ranger and everyone else 3kish?

It will be interesting to see Fusoya's explaination of things.
None of this current takes into account how melee haste will change either.

A lot of stuff around the corner, I doubt strongly it is all going to work out exactly how anyone anticipates and will probably take a while to get it all right.
13  Monk Discussion / Monk General / Re: Trouble Incoming on: April 28, 2008, 10:27:30 AM
Rather than everyone speculating beyond what was noted officially it would probably be best to wait for Fusoya to deliver his post detailing what will change and why.

I'm personally leaning towards Draxs's opinion on this.  When all is said and done monks and rogues will still be quite viable as dps choices and monk will still be tops for pulling.  I can't see why this would be so problematic.  Its not like sorcerers bring a ton of utilty or rangers so justifying that monks and rogues should be leages ahead of them in damage is just silly.  I would be realistically looking for a small bump to monk utility to round out the package over wanting to be excessively ahead of others in dps regardless.  But that's my personal preferences.

As for bards, they have great and flexible buffing through their songs which means they have to be in play for it to take effect unlike the 1hr buffs of others.  I know thier ability haste will be set to no longer stack with psi ability haste.  Perhaps they need to be reduced further etc. but considering how they work its a very fine line to walk between bards being overpowered and or suddenly underpowered, aka if their song components are made too weak in a given aspect then it will suddenly become an all or nothing deal instead of adding diversity to the class...which would in a sense destroy a lot of the fun of playing a bard to begin with.  Its not a quick easy thing to balance out while still maintianing the functional diversity of the class especially if you take how it functions in groups and solo into account..
14  Monk Discussion / Monk General / Re: Trouble Incoming on: April 28, 2008, 06:30:22 AM
The perfect news to switch on Age of conan  knuppel2   Sadly no more FD loving there Tongue

Anyway, DPS isn't an issue here nor our main job on raids so /ignore any nerfs!

What i think they will do is the following :

Rogues 2.5k
Dragoon  2.3k
Drunken 2.1k
Rangers 2.0k
Harmo  1.8k
 
I take not credibility on that info  2funny

Just curious, but what is your reasoning to put harmonious monks below rangers?

I would suspect its more likely to have drunk and harmonious be very close to each other when all is said and done with dragon a bit higher and rogue a bit higher than than.  Ranger should be just barely below drunk/harmo.  People can claim rangers have utility and flexability to flip between ranged and melee...and that's true.  But its typically not taken into account when picking them for a group/raid so much as "we need more dps".
15  Monk Discussion / Monk General / Re: Trouble Incoming on: April 27, 2008, 09:50:22 AM
To be fair the ranger heal is trivial enough that it really doesn't provide a significant edge in the vast majority of group and raid content, its nice solo and that's about it.

Additionally, only one of the ranger buff (the 5% crit bonus) buff is truelly valuable.  And they have a little in the way of debuff. 

Their ranged attacks if built correctly for it are simply excellent though I would agree.  And so yes that flexability should cost something, but they shouldn't be "that far" behind monks.  People want rangers in groups typically for the same reason they want monks and rogues, DPS.  I have yet to hear someone say "OH thank god!  Ranger buffs and heals!" Wink

So it would make sense to keep all three relatively close in the grand scheme of things  (granted with rogue on top, followed by monk followed by ranger followed by bard).

My opinion of course. Smiley
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