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Monk Discussion / Monk General / Re: Unarmed Fists to fast.
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on: March 10, 2007, 01:04:01 AM
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I am sorry, but you lost me. Your argument is not making sense to me.
Fist Weapon (unarmed) speed is 2.0. Global Refresh is 2.0.
With your example it washes out, right?
If I understand the "penalty" correctly, at least from what I observed, the speed of a weapon resets after each ability, meaning the clock starts after the last ability. If you have a spam of abilities, only weapons with a delay less then 2.0 might get in a swing between chains at least. Also, the slower the delay, the longer it will take for autoattack to hitting again. So, if I want to hit the target as soon as possible after the last ability, the fist weapon is the way to go. Increasing the delay would actually be what you are trying to shoot for.
The issue really is the "penalty", not the fist or weapon. So use a 2h. It swings slower and has a higher damage range then any fist weapons:)
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Monk Discussion / Monk General / Re: Unarmed Fists to fast.
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on: March 09, 2007, 05:44:51 PM
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I understand what you are saying now, but not why?
Why do you want to bring fists to a higher or equal Damage range then your claws? What would be the incentive to have weapons?
If delay is such a factor, why go claws and not 2h weapons? Does the extra 7.5% chance to crit really outweigh the damage range + double damage when criting with a 2h?
And I wonder. In your example your damage differential is 11damage. Does the 11 damage +%%%% from special make up for number of extra autoattacks while waiting for endurance to shoot back?
Perhaps instead of having a global refresh of 2.0 secs (same as the delay of fists btw), Sigil implements that the global refresh is dependent on the speed of the weapon?
Moridan, switching weapons for a special attacks: If this is possible, and the combat generator applies that weapons damage range, then it is out of balance, and expect it to be nerfed. (Warriors in WoW used to that with Mortal Strike and it got "fixed"). I hope if it is possible and fixed, the fix will not be that we will no longer be able to change weapons as with armor while in combat, but if we change weapons we will loose that finisher.
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Monk Discussion / Monk General / Re: Unarmed Fists to fast.
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on: March 09, 2007, 12:06:07 PM
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So, if we were to bring Fists delay to 2.25 (claw speed), then the damage range/dps would be: Fists Mainhand: 149.33 DPS (Damage Range: 332-340) Offhand: 74.67 DPS (Damage Range: 166-170) Yes, this would make your claws better DPS then barehand. But I do not believe the speed of unarmed is the issue, but your level is: You are level 41 (grats btw!), and hence your unarmed fists have moved into the next tier of damage. Your claws are level 39. You have outgrown them. It would be nice to compare what your unarmed fists were at lvl 39? P.S. Do not believe those numbers from the char sheet 100%. http://www.vanguardmonks.com/option,com_smf/Itemid,27/topic,461.0/
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General Topics / Vanguard General / Char Sheet SPEED
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on: March 09, 2007, 11:45:17 AM
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I always like that the char sheet listed the actual DPS for our char, making it easier to select the currenltly best setup, but when I was in twenties I noticed that my lvl 20 2h had consistently higher DPS then my level 28 2h.
Oh yeah, I heard of the anti-twink code, but am I twinkedat level 28 with a lvl 28 weapon (both were blue, the level 20 had a lower DPS listed then the lvl 28, but the char sheet continued to show that the level 20 with higher DPS. The difference between the two was the level 20 was a slower, and with it came a higher damage range) So, I began to wonder: Is the listed speed ignored for 2H weapons?
I am for now just focusing on the speed breakdown and the impact it has on the DPS numbers.
Unarmed Main Hand: Average ( Main Hand Attack Range)*2.0[CONSTANT]= DPS Off Hand: Average (Main Hand Attack Range/2)*2.0[CONSTANT] = DPS
Dual Wield: Main Hand: Average ( Main Hand Attack Range)*actual listed mainhand weapon speed = DPS Off Hand: Average (Main Hand Attack Range/2)*actual listed offhand weapon speed = DPS
2 Hand Weapons Average (Attack Range)*2.0[CONSTANT]=DPS
Preliminary Conclusions: Dual Wield It is my understanding that the speed is added, and then broken down to 75% or 25%? But that number was tweaked sometime in January(66% and 34%?)? Could someone give me the correct current breakdown?
Either way, the char sheet DPS is not taking this into consideration. It is giving you DPS number using the actual speed of weapon to list the DPS instead of using a percentage of the speed sum.
2Hand: Regardless of weapon skill, weapon spec or actual speed of weapon, the listed char sheet DPS is always based on 2.0 speed. So, harder hitting weapons will always look better DPS wise, but you might have a cigarette break between each swing. This is when I started to wonder if DPS (Damage per SECOND) has somewhere become DPS ==Damage per SWING?
[note: The only time I saw that this was not the case when the monk had haste enhancements.]
So, the questions that I have: Is my math faulty? Or am I overlooking something?** Is the damage and dps listed on our char sheet correct or bugged? Is using the char sheet to select the best weapon setup a guide or really a bad idea?
And here is my main concern: If the char sheet numbers are flawed, are the numbers displayed independent from the actual combat calculation, or is that flaw also in the combat math?
**Weapon skill is how skilled I am with the weapon, and it only effects Hits/Misses? **Weapon spec when maxed applies 10% damage, but has no impact on actual Speed?
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