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751
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Monk Discussion / Monk General / Re: FD 2.0 to arrive GU #3
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on: September 30, 2007, 09:34:54 AM
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Well its obvious the first half of the code got pushed to test (mobs no longer bug on fd, and only the highest level mob is the check for pass/fail)
QTM if you talk to any devs, see if you can find out what happed to the second half of the code where mobs will walk back.
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752
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Monk Discussion / Monk Tactics & Techniques / Re: melee evasion
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on: September 29, 2007, 04:13:41 PM
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If your refering to melee evasion the skill + 143 melee evasion ( 3.4% vs a lvl50) then no its not working imho. Its like + 143 melee dmg rating (3.4% vs lvl 50) Sure they both add to evasion/damage but it doesnt directly add that much % wise. I think at most i had was +300 melee evasion and i say maybe a 2% across the board increase to defense.
Point for point, i beleive it goes like tihs parry %(martial swords)> + dodge > +parry skill > +melee evasion
The reasons are pretty simple, the parry % on martial swords directly increases your parry % by the said ammount with relationship to level. So +20% vs a lvl 53 might add 25% vs a lvl 50. Dodge (from my personal experiance) adds more avoidance then parry point for point, and melee evasion is an indirect modifier of overal avoidance.
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753
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Monk Discussion / Monk General / What monks REALY need (not so serious version)
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on: September 28, 2007, 03:21:52 PM
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1) Head bands - they are working on helmets now, so how about visable head bands with the ends floping around. Hell give rogues a bandana so they can look like pirates for all i care.
2) Less armor graphics - er rather - more naked? i mean how often do you see a monk with a cloak, tunic, and boots? I want bare chest, sandals, and no more rediculous superman cloak!
3)Levitate when we meditate - sure its just for show, but come on!
4) better animation on soaring leap
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754
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Monk Discussion / Monk General / Re: What monks could use (besides ballancing) is new abilities.
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on: September 28, 2007, 05:59:48 AM
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While d&d is nice, its always easier to balance stuff on paper then in application.
I wont disagree with your vanguard statements as they are pretty much all true. However looking at the list of d&d stuff, i cant say i would want most of that.
Flurry = rangers echo
Resists= something this game really hasnt worked at yet, its still in the pre planes of power eq1 phase were you either get good gear or you get resist. (blue diamond jewlery!) While potentially useful, i dont think the developers are ready to balance resists yet sadly.
Poison/ageing immunity = doesnt really fit vanguard, not unless they add immunities to each class, which would then just bring up whining about some people being immune to worthless spells vs others being immune to better spells.
Catch arrows= not horrible, but it doesnt add squat to our class, even if we pull an archer, its not gonna make the archer come to us, well just sit there and catch his arrows for 2 hours.
As far as unarmored ac, i really dont see why it would matter. Im not gonna go naked for 5% more mitigation, not if im going to lose 300str/dex and 30% crit rate.
The problem is, this isnt a D&D game, its not eq1, and its not eq2 or wow. Ideas from other games are a great influence sure, but the mechanics of this game as so vastly different then any other game. 1) Auto attack - After you press an attack ability, your timer starts for your weapons, when the timer reaches the delay of your weapon then you swing, but every time you press a new button the timer resets. So haste is worthless for 90% of weapons. Infact, auto attack dps is less then 5% of most peoples dps. This is the single biggest reason why this game differes from others. It forces people to get large dmg weapons (preferably dual wield) and to ignore the dps/delay 2) Theres no real penalty in any class. Eq1 you had monks with a weight limit, which was cool because it forced you to play a certain way. Here theres no penalty of any class so no class can really justify asking for something more that other classes dont get. IE monks dont deserve something like arrow catch or immunity to poison unless all classes got something similar, which by that point removes the uniqueness and utility that it would have brought.
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756
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Monk Discussion / Monk General / Re: What monks could use (besides ballancing) is new abilities.
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on: September 26, 2007, 11:24:29 AM
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Hm i played eq1 for a long long time and i can honestly say reposte added very little dps to non tanking toons.
For it to add dps the mob would need to hit you, implying that 1) its got an ae 2) he reposted one of your attacks 3) hes agro on you.
This would lead to a clone of eq1 were dps stay behind a mob to avoid being reposted. Not really that great and didnt add squat for dps unless you had a 100% reposte rate while tanking.
Turns out disarm is in the game, warriors have it. As is its a counterattack that lowers dps of target by 50% for 10 sec.
And yes im in line with matsu, monks are the single most class you would expect to have the most combat chains. A kata is a combat chain, but if you dont want a disciple/ranger rip off how about a passive ability that increases the damage of the next attack after a 4+ succesful non repeated attacks as long as each attack is made in under 2.5 sec.
EG Crescent Kick->Boundless fist->Six Dragon Strike->Ashen Hand--(next hit 1.2*dmg) Crescent Kick->Boundless fist->Six Dragon Strike->Ashen Hand->1.2 * Flying Kick -> (next hit 1.4*dmg)
Till you get to 10 hits you have something like.. Crescent Kick->Boundless fist->Six Dragon Strike->Ashen Hand->1.2 * Flying Kick -> 1.4* Kick to the heavens -> 1.6 * cloud dragon ruse -> 1.8 * Thousand fist -> 2* Thunder fist
Etc but the second you repeat an attack you lose the chain. This seems monk like, with an emphasis on combos and chaining attacks. The 2.5 sec is just long enough to click your next attack after global cool down while preventing endurance from regening too much. Also the more you chain the more end you use, and the harder it gets to continue chaining without 1) runing out of end or 2) runing out of unique attacks that wont reset it
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757
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Monk Discussion / Monk General / Re: **** READ ME***** Raid testing monks: Regarding FD, Rez and Raids
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on: September 26, 2007, 06:01:48 AM
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A rogue with escape isnt that different from a monk with fd.
Ive draged a full group to the bottom of graystone forge, rezed the healer then the rest of the group. Mind you this was when i was hunting there so mobs were agroing a lot. Dont meen to discredit rogues, but 2 sec reuse fd > 15 min escape, if they get something seeing through sneak they are toast.
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758
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Monk Discussion / Monk General / Re: What monks could use (besides ballancing) is new abilities.
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on: September 26, 2007, 05:57:39 AM
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my only problem with those is thats more pvp balance then pve
disarm- only a few mobs use weapons, so this would probably involve coding mobs to use weapons, and then to have them disarmable
Paralysis - can you elaborate, i dont see how this is different then 99% of stuns, with the exception of mez most classes have stuns that last while mob is being hit.
Knockdown - so a stun that just interupts casters but doesnt actually stun? Hm, not a bad idea, could be useful but doesnt add squat to dps
Silencing- might be cool, maybe play off the fact that monk is the one class without energy, as such we can stop the flow of energy of other classes.
Deflect arrows - again more of a pvp thing. I know some mobs use arrows, but i think general avoidance is more appropriate. Again this is more of a tanking thing/ pulling thing for a small small percentage of mobs.
Riposte - ok idea, i like the skill but its a tanking thing, and id rather see something more offensive then another new skill
Not bad ideas but my issues are that none of those are really dps increases, and most of those are main stream pvp skills with very little usefullness in pve. Although some of those would be pretty good utility, and usefull to have, i doubt they would add new abilities. Knockdown, paralysis, reposte, reflect arrow, disarm....all would require a bit of new code to be added being as those status effects/skills arent in the game, and it would be more likely for them to modify existing skills with new secondary abilities. Cause honestly, they dont want to balance classes around skills they have yet to add.
If monks were to get a new skill: Id want something original like rangers echo so that it wouldnt require much new coding. Maybe 25% double attack at 30 (25% chance to have 1 echo), and tripple attack at 50 (5% chance to have 2 echo). Giving all Attacks the chance to hit a second time/third time. Much of a rogues dps and utility comes from poisons/fletchettes/darts/scrolls etcs (ie stuff he makes) and much of a rangers comes from his innate spells, being the offensive melee that has the most benifical spells as well as detrimental effects (most snares/roots/stun and group buffs). For monks to compete we either need some new venue of adding utility (highly unlikely since they only have 40 people total on vg and only 10 or so are actual coders) or a major revamp of modern skills
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759
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Monk Discussion / Monk General / Re: Monk VS Rogue VS Ranger
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on: September 25, 2007, 08:03:49 PM
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LIke my post says, rogues require a good tank to do good dps. Monks dont, we do the same dps no matter who tanks, if we agro we fd and get up, and lose 2 sec of combat time. The worst tank in the world could tank for a monk and wed only lose 2-3% dps.
Rogues on the other hand lose a LOT when they have a bad tank, they have to use more agro transfers, and more agro debuffs for themleves. But like i said i dont play a rogue, i was just making a list of skills and making general comparisions. read my rogue conclusion post, i state that they should do better dps then monks with a good tank. I never said monks would or should be better. I said with out circumstantial attacks (require sneak/hide/flank of mob/someone else to tank) monks dps is > rogues, which i stand by. Add a tank and the rogue dps flies, add a good tank, and theres no reason a rogue shouldn't out dps a monk.
And im sorry, yes cripple removes stance.... now remind me how vital that is? For something other then pvp? Cause ive played a monk for 50 levels and had pushing hands forever, and ive only see 1 or 2 mobs ever that i had to remove their stance from. Im sorry if im discrediting it, but less then 1% of mobs in game even use stances. I can think of a few mobs in graystone, some shaman diety animals, and maybe a mob or two in RI.
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760
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Monk Discussion / Monk General / Re: What monks could use (besides ballancing) is new abilities.
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on: September 25, 2007, 06:08:22 PM
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Overall not bad ideas, i applaud original suggests.
I would like to see monks brought up to the level of rangers/rogues in originality.
Rogues poisons/fletchettes/scrolls/darts and rangers bridges and echo attacks make each very original.
Without stepping on others toes, i think monks need "Katas". Similar to bridges (of rangers or disciples) but with a more distinct martial artist stand point.
EG: These are the names of real kattas and what their names translate to, as well as Ananko - (Light from the south) Small 5% self heal over 10 sec Crescent Kick -> Boundless fist -> Boundless Fist:
Bassai-Dai(right fist covered by left hand) all attacks have a chance to echo for 10 sec
Matsumura-Seisan (Thirteen hands) Opens Thousand Fist finisher Boundless Fist -> Ashen hand -> Goading Slap -> Jin Surge
Rohai (White heron/vision of a crane) Makes you elusive, granting 25% avoidance for 60 seconds Swaying Step -> Reed in the wind -> Storm Stride
Drunken Seipai (18 hands) Doubles the dmg of Legendary Fists and Fists of transcendence Perform Matsumura-Seisan-> Thousand fist -> Thunder fist
Harmonious Matsumura-Bassai (Army outside the fortress) Debuffs targets avoidance and mitigation by 50 and 25% respectfully and deals Large melee dmg Deadly Adder Hand -> whithering Palm->Tiger Pounces
Dragon Seienchin -(calm within the storm) Removes global cool down and refresh timers for 10 sec (attacks/finishers only) Feet of the fire dragon -> Boundless Fist -> Six Dragon Strike -> Cloud Dragon ruse
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761
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Monk Discussion / Monk General / Re: Monk VS Rogue VS Ranger
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on: September 25, 2007, 03:37:50 PM
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appreciate the comments mcslappy but alot of your comments on my post were on the monk vs ranger post, not the actual post whre i listed what the abilities do.
I realize the attacks echo, i have it stated in the original that they have a chance to hit again. (or should its on my word doc)
Ill change the description of debilitating shot... thanks for the heads up on that
Ill fix poison shot too, none of the descriptions mention anything about weapon dmg.
Splitting arrow does about the same dmg as dragon rakes its claws, which is still weak if fighting even con 4 dots+++
I said their heal was better then our ignore pain, not sure what the problem was there.
Windsong is their best melee finisher, with the talismon of the wind, and the bridge, windsong will do 40k dmg. Not gonna deny that, but windsong on its own doesnt does about the same dmg as thousand fist. (which ive crited for 30-40k often with when grouped with a bard)
Again i know about the echos,and that there are conditions that can make them more powerful, maelstrom is good yes, but its base stats are weak, its the fact that it echos at all that make it even remotely useful, "special" conditions aside, its fine.
Parry 3 is so bad compared to ours. You realize 160% dodge means u get 100% dodge vs a lvl 56, where as a ranger gets 40% parry vs a 56? Its not the same sorry.
Profit on arrows really isnt a utility, sure they make nice arrows, but they dont stack to 200. Im not dissing forage, and fletching, just remember that profit isnt utility.
and atm i can craft 300 dmg 40 range throwing stars with 5% crit :-o go do celestial ward. (on test, going live in gu3)
again, cripple says it removes stance, your looking at the wrongg post
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762
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Monk Discussion / Monk General / Re: Monk VS Rogue VS Ranger
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on: September 25, 2007, 12:42:57 PM
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okay added poisons, etc
1) its a 40 sec mez 2) it requires droped and pickpocketed items to make 3) all of them are decently expensive at 50.
These do add quite a bit of utility to rogues, however they werent joking when they say rogues will be expensive to play well. Poisons are nice, however id venture to say id use most my materials on mez darts and evak scrolls. Maybe a few water breathing/levitate ones also
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763
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Monk Discussion / Monk General / Re: Monk VS Rogue VS Ranger
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on: September 25, 2007, 12:22:43 PM
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i cant just switch to 50 rogue, so the info i post is from curses/tentonhammer/safe house, and this is probably the best skill description well get, So i have no clue about the rogue mez, i would assume its the same as monk, in which case they can only use it before a fight, or if they use certain poisons/items i would assume
while you don't want to get into poisons its worth noting that rogues get flechettes that have the effect of a 60s sleep and they can't sleep as many mobs as they can hit in 60s. yeah i keep hearing about flechettes, i really cant seem to find reliable info on the, i will look up poisons / flechettes if i get time now that im done with rangers
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764
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Monk Discussion / Monk General / Re: Monk VS Rogue VS Ranger
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on: September 25, 2007, 12:20:45 PM
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I'll comment where I disagree or having something to add. Monk Vs Rogue
Self Buffs Vital Strikes – worthless atm since it uses 2 of the 4 sec on global cool down, aka u get 1 garunteed crit I'd take this over Dragon's Rage or Cloud Dragon's Ruse any day. you do realize that its almost identical to cloud dragon ruse, 1 time per 2 min they can garunte a crit
Debuffs Imperil – 6 sec of increased crit, not really that great with a 2 min reuse Again, I'd take it over Dragon's Rage or Cloud Dragon's Ruse any day. I guess my crit rate is so high that i really dont see a need for 6sec of increased crits, thats 2 maybe 3 attacks
OVERALL
Under maximum optimal circumstances, a rogue should be able to out dps monks (all forms)
But they don't, which I feel has to be mentioned as well. Of all the offensive fighters, I've always felt rogues are balanced best versus us monks.Rogue is much more closely balanced towards monk then ranger or bard, but then again ranger and bard have both had major tweaks since launch rogue and monk havent... go figure
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765
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Monk Discussion / Monk General / Re: Monk VS Rogue VS Ranger
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on: September 25, 2007, 11:39:38 AM
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i cant just switch to 50 rogue, so the info i post is from curses/tentonhammer/safe house, and this is probably the best skill description well get, So i have no clue about the rogue mez, i would assume its the same as monk, in which case they can only use it before a fight, or if they use certain poisons/items i would assume
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