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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Suggested monk changes « previous next »
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Author Topic: Suggested monk changes  (Read 5088 times)
Fujitsu
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« Reply #45 on: March 04, 2008, 02:28:21 PM »

The big issue with dragons being elemental monks is the same as giving mobs spefic resists to ae stun.  they would have to go back and recode every mob in the game atm to a weakness which they dont.  Besides apw very few mobs anywhere have elemental weakness so it would require a lot of work.

if soe had the man power and the time i would be all for it but they dont so something like that is pretty out of the question unless you dont mind waiting another year.

Our target dps is as defined by silius was to be the best "any time" dps.  Which again leads to a flase representation, because any class in the game is more dps then a rogue who cant back stab or a sorc who cant cast.  Unless they made an expansion of amorphious blobs that were immune to back stabs and spells monks would never take the top spot.

Our original niche was supposed to be for weakness/exploits, which worked okay in the sense that Drunken get 2 self exploits, dragons get 1, and harmonious got none.  But the weakeness system was never fully fleshed out and as such our niche got droped late in beta. 

I think ultimately what you will see is the removing of 2-3 of dragon monks ae and replacing them with either high dmg attacks or utility skills.  Dragons are the only monk without a 100% dodge buff which puts them at a disadvantage on pulls, so i wouldnt be suprised if all 3 flavors got their own version finally.   

The original title for dragons still states "large dmg attacks at a high cost".  I think a neat buff would be a buff that adds dmg at the cost of our own hp.  Like a perm dot in exchange for more dps.

As far as defensive stances id find those changes to be a huge slap in the face myself. 

1) Dragons currently have 50% rune to fire/ice, so decreasing that is a slap in the fast
2) going from 10 % slow to 15% slow, again another nerf to a stance
3) both of those nerfs for 10% mitigation? doesnt seem even close to worth the trade off

1) harmonious lose dmg (ok but that means at low lvls it would be -30-40% which is to much)
2) and uping the avoidance and endurance reduction doesnt sit well for me, not on the currently most over powered class

1) Parry is huge for dragons, if youve never played one , try it, quivering palm becomes a high source of dps and survivablity, take parry away and drunkens are down a notch
2) mitigation and hate gain are nice so no complaints there
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Ronmaru
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« Reply #46 on: March 04, 2008, 08:01:19 PM »

I think you took it differently than I intended Fuj.  I'm looking at it as the dragon monk creating the elemental weakness via melee attacks/thrown attacks etc. that add debuffs.  So no need to program in anything on a mob by mob basis.  Granted mobs that have predefined weaknesses will be able to be more heavily exploited by a dragon monk, and elemental casters/attackers (sorcer/ranger etc.) will also be able to capitolize on the elemental weaknesses/debuffs a dragon monk creates in groups/on raids thus the utility aspect, but damage oriented utility.

In addition to the dragon monk being able to buff his/her own elemental damage output one way or another.

In the long run I don't think it would be that tricky, but then again I've never had to program for this game and it would involve making new abilities instead of adjusting old ones.  But I don't really see a way around that.  If dragon is ditching AOE, then new abilities are going to have to come into play.  I'd prefer they were unique instead of copy cats of other abilities.  But you may be right in thinking that's hoping for too much.  Hard to say.



I like the idea of a dragon hps saccing damage boost, that's a neat concept and would hopefully capitolize on their balanced stance hp regen very well.



In regards to the adjustments to dragon defense.
The trade off was made with APW in mind more than anything else, 35% spell resistance vs. all is a pretty damn powerful thing in practice.  50% fire and ice is great, but also more than what you actually need in most scenarios.  35% spell mit vs. all is useful in a larger range of scenarios and still very very functional.  I would prefer 35% all instead of 50%cold/heat in a heartbeat.  Also goes with the theme of being an elemental master.

And 5% more slow is a drop in the hat in practice.  Considering how little of our damage comes from auto attack, especially if you have any kind of endurance regen running, the difference might be too small to show beyond regular error and variance even on good parses.

But 10% physcial mit is pretty darn good and fits with the theme of a stone dragon well.  Very resistant to the elements and more durrable to physical blows.  Perhaps could add a touch of parry but realistically 15% slow is a pretty trivial penalty (just like 15% melee haste is a pretty pathetic boost in practice).  You'd have to make it much worse or figure on a different additional pentalty to go much further imo. 


I guess in my mind the harmonious damage redux wouldn't change from level to level.  Just be a flat 20% from 15 on.  It keeps them from stepping on drunken toes for tanking as their reactive damage will never compare when going all out defense, and while they will have similar overall defense when in defensive stance, drunk will still be higher, more reliable and hold aggro much better.  I don't feel based on playing that 25% end redux cost will fully compensate for the damage reduction, nor do I think it should...it is afterall a defensive stance and harmonious are not supposed to be the tanking style.  But I certainly could be wrong about the endurance cost reduction being too high it wouldn't be the first time.  Wink

Yeah I think you're right about parry for drunk defense > dodge.  I was thinking dodge initially in terms of higher damage output = better aggro holding, but taking less damage = requiring less heals = less healer aggro so that definitely works too.  Went back and adjusted the bonus.

Anyway its what I would want from stances in the different styles.  But I'm only one person.  Smiley

Sorry in advance for the longish responce, just trying to explain where I'm coming from in my thoughts.   Cheesy
« Last Edit: March 05, 2008, 06:25:48 AM by Ronmaru » Logged
Fujitsu
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« Reply #47 on: March 05, 2008, 02:15:49 PM »

So while parusing i came across a suggestion.  Doesnt have to be for dragon monks only, could be for monks in general.

1) Increase our damage the closer we get to a mob (think "one inch punch") http://en.wikipedia.org/wiki/One_inch_punch
kinda like the opposite of rangers and casters who get benifits the farther away they are.  With a minimum distance of 5, and us doing normal dmg  from 10m (typical hitbox)

2) Increase off hand dps to eventually be equal to main hand.  This is based on the concept that off hand dmg is 50% of its maximum... Aka put a weapon in main hand, see its dmg, then put it in off hand and see its dmg, its usually about half.  This skill would reduce the off hand penalty until it was identical (or close) to main hand.   Allowing monks (or just dragons) to get way more out weapons without just giving more +dps gain


If 2 was for dragons it would be their offensive stance otherwise a three rank buff with one at 30, one at 40, and the last at 50.
rank 1 -  +15% off hand dmg (bring it to 100% main hand 65% off hand)
rank 2 -  +30% off hand dmg (brings it to 100% main hand 80% off hand)
rank 3 -  +45% off hand dmg (brings it to 100% main 95% off hand, with room to grow)

Maybe a dropped superior skill with 100% off hand dps from raid mobs.
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Ronmaru
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« Reply #48 on: March 06, 2008, 06:27:23 AM »

Neat concepts.  I particularly like the offhand scaling damage idea.  Fun stuff there.  Smiley

My only concern with the mob position thing is that mob position is kind of glitchy in game periodically and while it LOOKS like you're standing x distance behind a mob according to the server you are facing the wrong way etc. etc.  So it could be frustrating to capitolize on it in practice.
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Zerathule
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« Reply #49 on: March 06, 2008, 06:46:11 AM »

Same here, the dual wield bonus would be nice, but beware of side effects :
If there are such bonuses, what about 2 handers ? they would become obsolete with such an upgrade of dual wielding.
That would mean even less options for weapons for monks.
Before looking at such potential changes, it would be nice to see how they deal with weapon speed as promised for a future patch : it would change a lot the mechanism of dual wielding and two handers.
Would the procs scale according to weapon speed ? same for the special attacks, woudl their damage scale according to it ?
That would mean a major change in weapon balance, and so asking for such an upgrade could either mean : minimum effect or a too big buff to dps.

I personaly never use dual wielding, as i dont understand how to compare their damage with my two handers.
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Khana Kopnisien
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« Reply #50 on: March 06, 2008, 07:33:33 AM »

For an offensive stance for Dragons, I would go with either:
- higher proc damage
- replace +damage with a significant amount of +haste
- off-hand bonus as described by Fujitsu
with an evasion penalty instead of a mitigation penalty.
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Fujitsu
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« Reply #51 on: March 06, 2008, 08:27:34 AM »

i wouldnt trade dmg for haste until they finish their system.

currently we dont know what the haste cap will be, or how big of an effect it will have.  I think on live its 20% item 20% spell for a max 40% haste which is okay except theres also currently a minimum delay where weapons can be faster then 1.7 (i think)

While i wouldnt mind a 40% self haste buff, it would depend A LOT on how haste ends up.  which might work out since haste is gu5, maybe we can get our changes at the same time....


As for the server lag and mob positions.  yeah it would be tedious to maximize but at the same time i feel it would be worth the extra work.  But then again it might not be, i guess it would require a ton of parsing to get the numbers in.
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Ronmaru
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« Reply #52 on: March 06, 2008, 09:34:57 AM »

i wouldnt trade dmg for haste until they finish their system.

currently we dont know what the haste cap will be, or how big of an effect it will have. 

QFT


In regards to the damage vs. distance bit I have visions of a tank shifting position causing the mob to move and the monks REAMING him for it.  "Could you hold the friggin mobs still?!  We were in PERFECT position!!"

Like some crazy artists telling their subject "Don't move an inch!  Just hold that position..."

You're right though, it could very well be worth it, especially on long fights where the mob doesn't shift much (doesn't knock around the tank, stays in one place and just summons, etc. etc.).  Of course, using shadowstep we'd (in theory) be at pretty much the right spot too so we'd prolly end up using that a ton more.  Smiley

I just love it when the server tells me "you have no line of sight" and I'm like "but...but....the mobs right there!  He's right in front of me!"

*shift around and adjust position some more*

"you have no line of sight"

/cry
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Khana Kopnisien
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« Reply #53 on: March 06, 2008, 11:26:43 AM »

i wouldnt trade dmg for haste until they finish their system.

currently we dont know what the haste cap will be, or how big of an effect it will have.  I think on live its 20% item 20% spell for a max 40% haste which is okay except theres also currently a minimum delay where weapons can be faster then 1.7 (i think)

While i wouldnt mind a 40% self haste buff, it would depend A LOT on how haste ends up.  which might work out since haste is gu5, maybe we can get our changes at the same time....


As for the server lag and mob positions.  yeah it would be tedious to maximize but at the same time i feel it would be worth the extra work.  But then again it might not be, i guess it would require a ton of parsing to get the numbers in.
Yeah, I was operating under the assumption that the Monk class takes a backburner as usual - which would make our changes coincide with GU5 or come after it.
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LeadFoot
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« Reply #54 on: March 10, 2008, 08:46:36 AM »

Why does everyone seem to think Harmonious offensive stance is so great?  It is the worst offensive stance in game.  With a 40% crit cap, it is absolutely useless.  There is so much crit gear in the game, any lvl50 can max their crit chance.  However, there is no where near enough +dmg gear for a player to max his melee dmg except for maybe a dragon monk who gets +25% or whatever melee dmg.  I would take dmg over crit any day of the week.  Sure, harmonious is probably the best monk for solo and leveling.  But there is no way we can match the dmg of a drunken or dragon monk, especially in raids.  We just can not make up for the dmg bonuses that those styles receive in offensive stance.  And that doesn't even include the endurance penalty we get for this useless stance.  So go ahead and reduce my crit chance and up my dmg bonus, would make me extremely happy.  For those that think Tiger stance is the best offensive stance at 50, I would really love to see that argument.  Show me some numbers and make me a believer.
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Fujitsu
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« Reply #55 on: March 10, 2008, 09:04:05 AM »

I dont know lead, in my guild we have me (drunken atm) and my fellow monk (harmnious) and i can say without a shadow of a doubt he out dpses me 99% of the time. 

A high crit rate means on average 50% of your attacks do 1.5x dmg.  Which averages out again to 25% gain per attack.  Thats just regular crit rate also, if you count legendary and epic crits, the harmonious is closer to an extra 30-35% per hit.

Not to mention as a drunken i sit on long periods of time without crits, and lurching feint (garunteed crit opener) doesnt seem to work 90% of the time on raids.  So harmonious again has the advantage of being able to use finishers whenever they choose.
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Ronmaru
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« Reply #56 on: March 10, 2008, 09:18:24 AM »

and lurching feint (garunteed crit opener) doesnt seem to work 90% of the time on raids. 

What kind of accuracy bonus do you have?

I too think the harmo offensive stance is pretty unbalanced and excessive, but that said I wouldn't call it the weakest.  Even with a crap finisher extension on the kick line in practice harmo has quite good dps and is pretty consistant with it.

You have to consider, it not only makes your regular skills likely to crit and trigger finishers...it also makes your finishers likely to crit regularly as well.  Aaaaand since you really don't need the crit bonus from dex you can spec hard into str/int. 

You're right that there isn't much in the way of +damage% gear, not even crafted.  Only can boost crit on armor.  Can boost damage on crafted rings and weapons.  But there is still a fair amount of things you can do to capitolize.  Of course chances are you will have excessive %crit anyway.

Maybe a good rebalance would be 17%crit, 8%damage  25% endurance cost increase.  That way a harmo monk wouldn't feel shafted on getting APW gear, swamp gear and loading up with crit they can't even use etc.?
« Last Edit: March 10, 2008, 09:25:08 AM by Ronmaru » Logged
LeadFoot
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« Reply #57 on: March 10, 2008, 12:22:29 PM »

Fujitsu,

You posted the crit cap to be 40%.  Are you telling me that with your gear and dex you are not capped?  Your crit chance and my crit chance are both capped at 40%.  The difference is you have +22% or so damage to my self buff of +10%.  Plus you have an extra thousand fists finisher.  If the crit cap is truly 40%, harmonious should lose every time with equal gear.  If we are both capped at 40%, how do I crit more often?
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Fujitsu
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« Reply #58 on: March 10, 2008, 01:07:40 PM »

I am no where near the crit cap as a drunken monk.

1) I use a martial staff so no+7% there  (MIGHT be +5% dont remember off hand)
2) I put 0 points into dex (at 10% there)
3) I dont have crit gear on at raids, i just wear my hp gear i have the molds for 7 pieces of armor but havent gotten the ore yet so no + crit on my armor

Im probably at a good 13-15% crit rate as a drunken, no where near 40%
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Meiyo
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« Reply #59 on: March 10, 2008, 02:52:38 PM »

Fujitsu's 13-15% is higher then mine also {but notraid buffed]. looking at 11.7 with bladed stave that is macro'd in for finishers. otherwise using a martial sword as I like to parry for the quivering palm buff on mobs.

you should recall reading in here by kivik he would gladly give up a bit of a drunkens dps % in there offensive stance for more durability. That is why those who went drunken for the most part did.

the only crit jewelry I use yet, lucent hero earrings and face, My neck and rings are superior quality type hp con  items. cloak is the admirals.

while I know dragon needs much improvement for dps and stances harmonious imo is just needing a tweak or two and drunken a few more tweaks and we should be done

thus you do inddeed crit much more often then me and Fuji for sure
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