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July 04, 2008, 10:37:28 PM

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9063 Posts in 972 Topics by 2144 Members
Latest Member: mydradvaw
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1  Monk Discussion / Monk General / Re: Gu5 - dps - refresh haste on: June 05, 2008, 01:27:06 PM
Ahhhh, now that makes more sense to me, now.  I couldn't figure out why you were able to do 5-6k dps and I could only manage around 2 - 2.5k.  I guessed that it had mostly to do with gear, seeing as I only have a few pieces from the entrance wing, but it still didn't seem like gear would increase dps by that much.  It makes sense now, because I've not had psi buffs and bard song at the same time before and I can definately see hitting thousand fists every 20s instead of every 45s making a huge difference.
2  Monk Discussion / Monk General / Re: Best Monk Puller? on: May 23, 2008, 07:38:14 AM
I'd say either harmonious or drunken.  I don't know much about drunken abilities, but they are supposed to be the most survivable of the monks.  However, as harmonious, I love having Find the Center, which makes me invulnerable to melee attacks for 20 Seconds.  I still have trouble with casters, but I don't know that any monk has tools to avoid casters yet.
3  Monk Discussion / Monk General / Re: Im sorry I need proof Fusoya on: May 11, 2008, 04:49:58 PM
Your reply sparked a thought for me:

I wonder if the reason they are not revealing details on how to produce the 200k hits is because it falls under the category of exploit/bug.  I'm just speculating, of course, I don't know what's really going on, but it seems reasonable to me that now that they have identified this bug, they wouldn't want to disseminate it further to those who aren't already exploiting it.

The reason your post sparked this thought is that if you're fishing for a guide on how to hit for over 200k so that you can use it to further your raid's goals, that would remove a significant portion of the challenge of the content for your raid.  In any case, it's not something that your raid should be reliant on to succeed as it will be removed from the game as soon as the devs work out all the bugs.
4  Monk Discussion / Monk General / Re: Im sorry I need proof Fusoya on: May 11, 2008, 03:39:57 PM
I'm curious, do you guys consider the hits that show up in the log as "you quickly strike X, dealing Y damage" and "An errant strike hits X, dealing Y damage" to be separate hits?  Because those aren't actually separate, individual hits; they're results of the fists of celerity and errant strikes buffs.  They may show up as separate hits in the log but they are all part of the same, single hit.

I've been reading your posts and I can appreciate your wanting proof, but be sure that you aren't assuming that Fusoya and Talisker are fabricating things either.  Fusoya already posted screen shots for you that showed a 200k hit resulting from one attack and Talisker also posted information about what's happening in the code that they have seen.  Unfortunately, I don't think that you're going to get a look at the actual game code unless you get hired by the vanguard dev team, though, so we're going to have to take their word at some point.

Moral of the story is:  asking questions and wanting proof is fine, more power to ya, but if you automatically assume that the answers were made up, what's the point?  200k+ hits are happening, if you can't reproduce them then don't worry, the update won't significantly effect you.  (btw, I'm a harmonious monk and the highest hit i've ever done is around 50k I think)
5  Monk Discussion / Monk General / Re: Diamond Body on: April 30, 2008, 08:12:19 PM
Mine has been working as far as I can tell; when the fire elemental guys cast their AE, it drops off of me pretty quickly
6  Monk Discussion / Monk General / Re: Bug / Nerf Rumors on: April 30, 2008, 12:29:20 PM

In raid thats with all + damage, my melee damage is at ~3000:
(3000 + 155)*3  ==~9.5k

With jolt thats:
9.5*2 = 19k.

With Jolt + fist of celerity + errant strike:
19k (base) + 19k (fist of celerity)  + 19k (errant strike)

Your <highlight>Fists of Transcendence</color> hits SENATOR DEMETRIUS for <highlight>62028 (43712+18316)</color> damage.

Is this an actual parse?  If so, then I don't know.  If its just hypotheticals, then I think I can see a mistake:

In raid thats with all + damage, my melee damage is at ~3000:
(3000 + 155)*3  ==~9.5k


That would be your damage without any +flat damage buffs.  If I understand right, you'd have to add the flat damage to thousand fists 9 times (3 times for the 3 effects in thousand fists times 3 for base + errant + celerity), then double it for quickening jolt (which applies after errant and celerity I believe).

The formula talisker gave was:

total damage = (ability damage + flat damage) * % damage buffs

so your total damage will be (28.5k + X) * 2 where X is whatever damage you got from the flat damage, which I understand can be rather high  Shocked.

Let me know if my math is off, I'm tryin to get an idea of how this is working.
7  Monk Discussion / Monk General / Re: Sad day for monks on: March 12, 2008, 09:44:15 PM
It sounds like we aren't going to see any major revamp for a while, but that doesn't mean that we won't be looked at.  Silius did say that bug fixes will still happen.  A lot of our issues would fall into the category of bugs, I think.  ie. FD not working right is a bug in my book, skills not working right are bugs, etc.

We can't be selfish, though, and whine and complain just because we aren't getting first priority over other classes.  They gave us a big patch (and no, it wasn't just harmonious monks that got improved in gu3) and now its the other classes' turns.

By all means, we need to continue reporting bugs and wish lists, but this gloom and doom over not being a major highlight of a game update is ridiculous.

Now, I know I'm not making any friends with this post so I'll offer up a rule of thumb I use for determining whether I can be happy with my class.  Hopefully, it'll provide some insight into my perspective more.

I'm a dps class and I also like to pull for my groups.  I also like to do steady dps but have an OH SNARF!! ability to use in a pinch.  So my rule is this: 

As I'm doing dps, do I have to hold back dps in order to not take aggro from my tank?  If the answer is yes, I can be happy with my class.  If I have enough control over my dps to not take aggro but have the ability to take aggro pretty much whenever I want, then the answer is I can be very happy with my class.

In my groups, does my group allow me to pull for them when I ask to?  If yes, then I can be happy with my class.  If my group asks me to pull for them, then I can be very happy with my class.

I try to avoid the whole "the grass is always greener" complex and use these rules to determine whether I'm having fun when I log on.  I find I usually can enjoy myself when I'm not worried about how I stand in comparison to other players and I believe that's what its all about, right?


8  Monk Discussion / Monk General / Re: Suggested monk changes on: February 28, 2008, 08:19:01 AM
Dragon (at 50 of course, and scaling to lower levels)
off- 36% dps,15% chance to crit, 15% chance to proc melee based dmg, minus 50% avoidance(thats half your current avoidance, -50% like the current system, maybe add an hp dot over time to compensate?)
def-same, but add spiritual to the elemental rune since thats what most lightning spells are?
mid-144 regen per tic (double its current value, with 10k raid buffed hp, regening is slow as maple syrup)

Drunken
off  - 20% dps 5% crit , minus 25% avoidance (again youd be at 75% current avoidance, not 0,... also i know i lowered the dps, and i know i removed parry but it doesnt really fit the offensive stance, but again the defensive stance should more then make up for it)
def - 15% dodge/parry/spell mitigation, +25% hate per attack (minus the hate buff, this is disciples current defensive, also the hate buff was moved to defensive stance to make tanking easier)
mid - 10% refresh haste, 7% dodge/parry (lost the hate gain, gained some dodge. parry)

Harmonious (again remember im trying to make sure the offensive nor defensive are better then dragon/dragon respectfuly)
off-  15% dmg 15% crit, +1jin/4 sec  +15% endurance cost (almost identical to disciples offensive stance, but more rewarding then just crit boost)
def- +8% dodge/parry, minus 25% endurance cost (same as current since drunken change would make them way better)
mid - 1jin/10sec, 5% refresh haste, 50hp regen (a blend of all 3, go figure)

I'd kinda like to pursue these suggested stances some more.  I play a harmonious monk and I can say that the harmonious stance changes would be excellent.  I don't know how the other stance proposals would feel to dragon and drunken monks, though.
9  Monk Discussion / Monk General / Re: need metatags changed on: February 04, 2008, 07:27:29 AM
If you once could, but now can't, my guess is someone in your IT department noticed the site and blocked it in the firewall.  Another cause could be that they've started using a content filter based on some rating system and blocked whatever rating that system assigned to this page.  In any case, though, I don't think the meta tags are the reasons.  They could be though, you never know what some systems use these days  Roll Eyes
10  Monk Discussion / Monk General / Re: Secrets of the Dragon on: January 25, 2008, 07:16:18 AM

Actually, it would be nice if we had it as a temporary damage booster.

Transcendance:
20 seconds of +50% more damage, with a heavy jin cost or reuse timer to keep it in check, like either 10 Jin cost or a 3 minute reuse and 3 jin?

I dont have a high level monk so i cant really say what a "fair" cost would be on a strong ability like this.

We already have a temporary damage booster ability, actually.  Fists of Celerity gives us double damage for 20 seconds on a 5 min reuse. Smiley
11  Monk Discussion / Monk General / Re: Secrets of the Dragon on: January 21, 2008, 02:48:15 PM
I'd still like to consider making transcendence a defensive oriented secret.  I feel that another damage oriented secret (secret of fire being the other) would be a waste as there will always be one that is never used because it adds less damage than the other. 

For transcendence I would like to see something that adds to all damage resists and possibly a melee damage returned as health aspect, as we discussed in the previous thread dedicated to transcendence.  My ideal would be:

+ % to melee damage
+ x arcane damage
+ x to each damage resist type
+ % damage dealt returned as health
12  Monk Discussion / Monk General / Re: Secrets of the Dragon on: January 21, 2008, 12:39:56 PM
3) allow secrets to proc off ranged attacks, this helps in raids, pulling, etc

I would love for this to happen.  Pulling would be much easier and faster if secret of ice would snare when i throw shurikens.

As for the dragon only secrets, they sound like they'd be just what the doctor ordered.  I hope you guys get em Smiley
13  Monk Discussion / Monk General / Re: Website not work safe ? on: January 15, 2008, 09:45:23 PM
I don't know much about it (I'm taking a course on web programming atm, so I'll know more over the next few months!), but I believe the meta tag has to do with how the site works with search engines.  If I understand correctly, it's needed in order to show up when people search for vgmonks, vanguardmonks, etc.  I could be wrong though, I'd also be interested to find out more about what that tag actually does.
14  Monk Discussion / Monk General / Re: Melee haste and game update 4 on: January 15, 2008, 09:37:03 PM
According to Phathom, we can expect a few smaller patches before game update 4.

http://forums.station.sony.com/vg/posts/list.m?start=0&topic_id=26019&#298924
15  Monk Discussion / Monk General / Re: Melee haste and game update 4 on: January 15, 2008, 06:41:31 PM
Not really, since its been the holiday season and most of Sony's staff has been on vacation. Tongue
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