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31  Monk Discussion / Monk Quests / Re: Stormslam, Shock of the Mistral Storm on: January 15, 2008, 09:06:09 AM
Its a quest in Cragwind Ridge that gives the following item :
Stormslam, Shock of the Mistral Storm
Soulbound
Two Hands
Bladed Staff
WeaponSpeed 2.85
Damage 162 - 243 (70.88 Damage Per Second)
+8 Strength+8 Dexterity+8 Vitality+50 Hit Points+50 Energy+55 Melee Damage
Activated Ability: Stormslam, Shock of the Mistral StormRaises your chance to dodge incoming attacks by 5% for 60 sec.
Weapon Bonus:Critical hits gain double weapon damage.
Weight: 3.00
Item Level: 30
Required Class:Monk, Disciple

To get it, you need to do 2 quests with some sahrds and shrines.
As i've not been there its hard to say much more about it.
But for a level 30 weapon, it really seems very good.
32  Monk Discussion / Monk Quests / Stormslam, Shock of the Mistral Storm on: January 15, 2008, 08:38:48 AM
Hi all,
I was wondering if some of you guys did the quest for "Stormslam, Shock of the Mistral Storm"
Curse link : http://vg.curse.com/database/items/details/1371315/
There is a post on curse that explains the quests a bit, but i was looking for tips, and i'd like to know at what level i could start the quest.
It seems this item is prety nice and could last until i get the level 48 crafted powered bladestaffs

So, how hard is the quest ?
I have no info on the wave of mobs that spawn in the quest ? What level and/or how many dots ?
Should i gather a group or is it duoable with a disciple ? I can get a full group of level 30, but is it enought ? or should i wait for like level 35 ?
Any tips would be welcomed on this quest Smiley
33  Monk Discussion / Monk General / Re: Melee haste and game update 4 on: January 15, 2008, 07:05:49 AM
Seems like i was the least awoken since what i proposed would mean a big nerf like Roshan showed it  Undecided
But i should be awaken !!! it's 3 PM here in Paris Smiley
34  Monk Discussion / Monk General / Re: Melee haste and game update 4 on: January 15, 2008, 03:51:30 AM
Imho, the global refresh should be directly tied to the weapon speed, that would mean that your special attacks would benefit from melee haste.
Keep some abilities outside of the global refresh, but i think that most special attacks should be on the next melee attack.
35  Monk Discussion / Monk General / Re: Any word QTM on planed/upcoming changes? on: January 14, 2008, 07:46:45 AM
I worded badly my statement : i was saying that Diamond Body was mainly interesting for soloing or duoing purposes, not for grouping when DPS > all.
The removal of effects is very nice, but is not usefull for every encounter.
Melee haste is probably worthless, then replace it with ability haste ?
Endu regen might not be a big issue when raiding, but would help a lot soloing or even casual grouping.

By fixing Dragon monks, lets just hope it doesnt make Harmo and Druken obsolete.
I play Harmo and havent tried other styles yet, but i play with a blood mage, a disciple, a paladin and a ranger oftenly, and i really dont feel overpowered compared to them (actualy, i feel the ranger and the bloodmage are overpowered. We are level 30 and the ranger has a required level 48 bow since he never removed it since the item level nerf, and overpowers us all. The BMG is just insane in terms of heals and DPS. The disciple has good dps, and heals without end.)

Since the game design was to have classes that are equivalent inside the same role, i always supposed that all monks should have the same basic DPS. Then, the Druken would have been better at tanking, the dragon better a AEing, the harmony at utility.
If one of the styles had a major advantage in terms of single target melee sustained DPS over the others (like it seems the Harmony have) then they would be massively favoured by the monks and other styles would be frawned upon.
The style having the highest sustained dps will always be considered as overpowered by the other two.

This is why i ask for different utility between styles rather than different level of DPS Smiley
36  Monk Discussion / Monk General / Re: Crit CAP on: January 14, 2008, 05:58:11 AM
Would be great to have crit rate parsed with different gear each time with different "official" crit rating.
Would also be nice to test with various classes, to see if this is a monk only issue or cross class issue.
If this is the case, harmo monks are going to be using their crane stance even for DPS Smiley
37  Monk Discussion / Monk Gear & Equipment / Re: Monk Weapons - What's your preference? on: January 14, 2008, 01:55:17 AM
Bah Ulaks and claws arent really Old School EQ as they where out with Luclin  Wink
Anyway, the general consensus would be whatever weapon offers the maximum raw damage (and not DPS)
i dont know if the debate 2 handers vs dual wield has been closed, but it seems there are pros and cons for both.
Regarding favored weapon for group/solo, i'd say it depends on your monk style.
Myself as an harmonious monk, i like using a martial sword, the + parry with the def stance, gives good chances to parry attacks and launch counters that are really very effective, but of course this is when i tank or solo.
For DPS, i use 2 fistwraps i managed to get, but i suppose that with cash, i could get crafted gear way better than my stuff.
38  Monk Discussion / Monk General / Re: Any word QTM on planed/upcoming changes? on: January 14, 2008, 12:15:48 AM
Most of Harmonious utility may be used when they are tanking (or off-tanking), but they dont have the aggro or rescues a Drunken can get, so they dont make good tanks.
In my opinion, a perma buff like Diamond body for each path would be great.
Something like "Lightning Soul" for the Dragon, giving for exemple 15% melee haste, 4 endu/6 secs and "Iron Mind" for the Drunken, giving 15% spell mitigation, and 5% crit for exemple.
Well something in line with the Diamond Body buff.
While its a very nice buff, it's not usefull at all when not soloing or tanking.
39  Monk Discussion / Monk General / Re: Proposed/Suggested Changes to Sun Dragons Corona on: January 12, 2008, 01:32:08 AM
Yes all harmonious buffs used to stack within themselves, so you could have 5 deathly adders on for minus 900 str .  Not sure if its still like that.


Yes zerathule i realize the dps increase...   typical raid tanks sit at 60% mit (the cap) so lets assume that the typical raid boss starts at the same.

A 50% strike through would mean to ignore the 60% mit and assume the target has 30% mit. 

AKA a 10k dmg hit (peh) on a 60% mit target would do 4k.   
With 50% strikethrough, that hit would be 8k.     

Im kinda iffy on your math because your numbers are way to low and unrealistic.  My average dps is around 2k in raids.  Rogues average dps in raids is bout 5-7k in raids.   So even under your math, i think i would still take a 13% increase in dps.   Although dps increase is Dependant on 2 things....1) original mitigation of target  2) what you can actually debuff it to. 

So lets say i average 2k dps, on a target with 50% mitigation.  that means my dps would be 4k if the target mitigated nothing.   Also it means that with 50% strike through i would be doing 3k dps. 

I think before you shoot down a 13% increase.... you take a step back and see how closer harmonious is to dragon (26% dps at 50) as far as total dps, cause frankly i think harmonious need diamond skind taken away and deadly adder dmg reduced if dragons arent getting mroe dps.....  you do realize with one patch harmonious went from middle of the road to better deffensive and offensive then dragon and drunken right? 

The numbers i take for dps is a "base 100" (sorry i dont know how to call that math method in english). Since we're talking about percentages, then witha a base 100, you can have an average dps of 20K or 50 it doesnt matter, only the variations matter.

Now, i have no experience between the various monks.
Imho, each one should be heavyly parsed to see the differences in dps.
Again, imho, if we say that dragon>harmo>drunken in terms of dps, (or that this should be the case) then i think the differences should be by 10 to 15% percent maximum.
40  Monk Discussion / Monk General / Re: Proposed/Suggested Changes to Sun Dragons Corona on: January 11, 2008, 08:37:53 AM
You mean Eagle claw 1 and 2 would stack for mitigation decrease purposes Huh? Are you sure the effect stacks or just the windows appear twice ?
41  Monk Discussion / Monk Tactics & Techniques / Re: Jin Surge Macro on: January 11, 2008, 08:12:07 AM
What about Deadly Adder Hand ?
the Jin surge will add to what ? the final damage ? or to each tick of the DoT ?
Because i dont remember that there is an initial damage with deadly adder hand.
If its to each tick of the DoT, harmo monks are once again over the top Smiley
42  Monk Discussion / Monk General / Re: Proposed/Suggested Changes to Sun Dragons Corona on: January 11, 2008, 07:42:51 AM
Do you realise the increase in DPS Fujitsu Huh?
So, first, what do you mean by Strikethrough ?
A ) Is it a net  - X % to the mob's mitigation (mob has 40% mitigation, net reduction of 20% means the mob goes down to 20% mitigation)
or
B ) would it lower by X% the mob's mitigation ? ( lowering meaning the mob would go down to 32% as 20% of 40 = 8.)

Second, to show the increase in dps both would made here's the formula.
Lets keep the same numbers :
M = mitigation of the mob
S = Strike through value.
D = Base DPS
F = Final value of DPS
X = Percentage of increase in DPS

Since we're talking of percentages, we'll say a monk has a base 100 DPS, that's before the mob's mitigation.

So, when a monk hits a mob with 40% mitigation, his DPS is 60.
Formula :
F1 = D - (D * M/100)
F1 = 100 - (100 * 40/100) = 60
So, without strikethrough, a monk would have a base dps of 60 (that means actualy 60% of the dps he would make on a mob with 0% mitigation).

So now lets study option A.
We still take 20 Strikethrough. (so S = 20)
So, the final value of dps would be 80 (that is 80 % of the dps he would make on a mob with 0% mitigation)
Formula :
F2 = D - (D * (M-S)/100)
F2 = 100 - (100 * (40 - 20)/100) = 80

That means an actual increase in DPS of 33.33%
Formula :
We take F1 = 60 (Dps without Strikethrough) and F2 = 80 (Dps with Strikethrough)
X = (F2 - F1)/F1 * 100
X = (80 - 60)/60 * 100 = 33.33333 (going from 60 to 80 makes an actual increase of 33%)

Now lets take option B

With this option, a monk would have a base dps of 68
Formula : (F3 meaning the final DPS after mitigation of a monk with Strikethrough 20% calculated with option B)
F3 = D -(M - ((S/100)*M)
F3 = 100 - (40 - ((20/100)*40) = 68

That would mean an increase in DPS of 13.33333 dps

Formula :
We take F1 = 60 (Dps without Strikethrough) and F3 = 68 (Dps with Strikethrough)
X = (F3 - F1)/F1 * 100
X = (68 - 60)/60 * 100 = 13.33333 (going from 60 to 68 makes an actual increase of 13.33%)


So, in my very humble opinion, a buff that would add 13.33% raw dps on a mob with 40% mitigation (and we could get numbers from various zones, but 40% mitigation seems realistic for higher end stuff ?)
Give me actual numbers for mobs mitigation, especially for raid stuff, and i'll give you the raise in DPS.
13% is imho already way to much. That means 13% plus the actual dragon stance that adds like 30% no ? (meaning a global increase of 47% dps compared to a monk with no stance)

Imagine the imbalance with the other two paths ?
43  Monk Discussion / Monk General / Re: Possible proof that there are NO linked mobs on: January 11, 2008, 02:16:12 AM
I've FD split the bloodhowlers patrols with no problem at all.
I'll check Kivik's affirmation regarding leader/follower "scripting".
Kivik, since you're pulling in APW, can you tell us if some mobs are immune or can resist it ?
44  Monk Discussion / Monk General / Re: Possible proof that there are NO linked mobs on: January 10, 2008, 03:06:54 AM
Well, I dound the bloodhowlers were linked-not in the extreme and annoying way of EQ2, but still linked-Ihaven't split with my monk, but I know my Pally would pacify one of the 2 that walk together and I would pull the other, the one I pulled would run towards me (off its usual patrolling path) and the other, though lulled would follow, not running, walking calmly and keep following his partner until the lull eventually wore off and then he attacked
Are you refering to the Bloodhowlers in the wardship of the sleeping moon ?
I'm farming there atm, i'll check their camp this evening.
45  Monk Discussion / Monk General / Re: Possible proof that there are NO linked mobs on: January 10, 2008, 03:04:27 AM
Have you tried to split them with nerve strike ?

Lets say 3 mobs are supposedly linked. You pull the 3 to you, FD, nerve strike one, re FD and let the 2 go back.
If you wait the full 30 secs, they should be far enought and the nerve striked mob should still be on you. If you get aggro from the other 2 once you get up, then it means they are linked. If not, they are splitable.
I dont have lull, but when you nerve strike a mob part of a patrol and FD, the other mobs keep patroling, and the one you nerve striked is "rooted" : it doesnt move, but tries to follow his "patrol mates" walking without moving.
I suppose that lull doesnt break the "patrol script" or something.

By the way, so far every type of mob i've tried to nerve strike was affected, and i never got any resists.
Am i lucky ? or nerve strike is not resistable ? and are there mobs immune to nerve strike ?
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