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Monk Discussion / Monk General / Re: FD 2.0 to arrive GU #3
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on: September 23, 2007, 03:20:47 PM
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2) rez stones only work on healers, so if your losing healers, tell the bm to stop nukeing and the disciples to get out of ae range/melee range
I'm afraid you're right about disciples here, and it's a flat damn guarantee that we'll be worthless in raids unless something changes. Without melee, disciples not only cannot use most of our good heals, but can't generate any Jin for bonds, either (we don't get meditate). You might as well invite Rakurr shaman, but tell them not to summon a pet 
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Monk Discussion / Monk General / Re: Quest about 2 handed weaopns (double crit dmg)
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on: September 13, 2007, 08:30:30 AM
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Those are disturbing numbers indeed. You seem to know what you're doing, so I'm not going to question your parsing, but that fistwrap damage seems to indicate that you may as well wrap your left hand in a -1 Blanky of Napping for all the good it's doing. Do you have any guesses as to the actual amount the off hand DPS is reduced?
Nevertheless, the staff IS doing more critical damage, to the tune of ~38%, so at least that's something. I still wonder if it's supposed to be double a single one hander. But wow, that double fist wrap damage just blows a goat.
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Monk Discussion / Monk General / Re: Quest about 2 handed weaopns (double crit dmg)
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on: September 12, 2007, 10:12:37 AM
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I'm certainly no math or statistics wiz, but don't you have 38% more damage with the handwraps? 66 dps + 33 dps offhand. If you figure a "normal" crit, like if you had a single one-hander doing 72 dps (same as staff) to be around 860 damage, then the staff doubles that to 1720 average like your parsing shows, and the +38% from the handwraps works up to 1186, on average, smack in your data range and very close to your average. Now if you had 2 handwraps doing 48 dps each (48 + 24 offhand = 72 dps), they should crit exactly half of what the staff does, if the double damage is working.
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Monk Discussion / Monk Gear & Equipment / Re: Sun Strike of Vol Anari
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on: July 21, 2007, 02:13:44 AM
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I've been going with the crafted for the extra range as well, although the Continental Effect was changed quite a while ago, so the damage type doesn't much matter any more. I'd put up the link to the vanguardcrafters.com page that shows the new ones, but I can't get to it from work  Although that does make me wonder, does each slot (the actual ranged weapon + the "quiver" slot) stack up the new continental effects? Hmm. I'd sure love to have one of these Orbs, but until the ranged damage gets fixed, there's just not enough justification for all that grinding...
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Monk Discussion / Monk Gear & Equipment / Re: Blade of Divine Pain
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on: July 21, 2007, 01:37:32 AM
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I'm afraid you might be subject to much disappointment, Ryojin, if you take everything from curse as gospel. I can tell you right now that the listing for Kodisho shows the 5% extra crit chance, and the actual sword does not have it.
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Monk Discussion / Monk Gear & Equipment / Re: Blade of Divine Pain
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on: July 15, 2007, 06:19:09 AM
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Well, here's your update: - Nope, the +block is still on there.
- Doesn't say +5% crit; that may have just been a Curse error.
- It is deep, but since he drops a raft of stuff, it took only two kills

As for the proc, well the proc has serious issues. The combat spam reports, twice no less, that it does anywhere from 400-800. Healing. On the mob  And just to make it more interesting, double green numbers float up over the mob's head when it goes off. BUT, judging by the opponent's health bar, it damages them twice for the proc amount, and then almost instantly heals up one of them. So it does appear to be a straight damage proc, despite all the nonsense. The one thing that has me a little excited is runners. If it goes off when a mob is at low health and the double damage drops them below 0, they don't get one of the damages back, so it's very handy for ending fights, which disciples tend to suck at. Now I know that the mob health bar hasn't exactly been a shining beacon of truth in the past, but I can definitely say that fights with a lot of procs end much sooner than those without them, or with a different weapon. It uses the same model as the "Heartsworn" windblade; kind of a wavy/spiky look, so nothing new there.
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Monk Discussion / Monk Gear & Equipment / Re: Blade of Divine Pain
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on: July 13, 2007, 11:12:01 PM
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I will definitely post any updates here, Quinn. And I thought some of those stats a little odd myself. But of the ones that aren't odd and/or borked, would it be safe to generalize that +61 2h slashing is equivalent to being 6 levels higher for "chance to hit" higher level critters? As a personal aside, some days it feels like I'm trying to keep the whole game and most of the forums going by myself, so thanks for the quick reply
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Monk Discussion / Monk Gear & Equipment / Blade of Divine Pain
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on: July 13, 2007, 03:49:18 AM
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Hi Monkeys! 31 Disciple here, who's not getting any nibbles on the vgdisciples board, so thought I'd ask over here, although you guys aren't really known for using defensive weapons  Anybody ever played with one of these? http://vg-en.curse-gaming.com/database/items/details/1324346/kodisho-blade-of-divine-pain/I'm specifically trying to find out what the proc does. I figure it's just damage with a fun name, but how big a proc might make a difference in my camping/grinding tolerance down the road a level or two. And hey, if it actually procs Jin, wouldn't that be fun? Anywho, thanks for the hospitality in letting your little healer brothers have their own room 
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