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Topic: Global Cooldowns (Read 912 times)
Rinntin
Recruit
Karma: +0/-0
Posts: 4
Global Cooldowns
«
on:
March 20, 2008, 05:03:00 AM »
There is much talk on the Sartok forums mostly about how monks "1shot" them in pvp. They are suggesting that our ability to kick and punch at the same time is too much. I play a 48 harmony monk, and I know for a fact that these abilitys don't incure a global cooldown because if they did, they would be useless (Crescent kick, stinging backfist)
My question is, a lot of people are under the impression that we can do 4 to 6 ATTACKS in 1 round. As a Harmony monk I know I only have 2 attacks that don't cause a global cooldown
Stinging Backfist (Only after a successful dodge)
Crescent Kick
So my question is, as a harmony monk, at BEST I could do 3 attacks in 1 round. and I hear drunken monks can do Backfist + Staggering fist + crescent kick + base attack. Thats still only 4 attacks max.
I just want to know where people are getting these "6 - 12 attacks in 1 round" ideas from.
Any help on this would be great.
Logged
Guild Leader for Violence of Action. (Sartok)
Rinntin - 48 Raki Harmony Monk.
Taleran - 50 psi *retired*
Khana Kopnisien
Sensei
Karma: +9/-4
Posts: 369
Re: Global Cooldowns
«
Reply #1 on:
March 20, 2008, 05:20:34 AM »
How about their asses, like most class envy inspired ideas?
Logged
Khana Kopnisien /\ 50 Dragon Monk /\ Lowland Elites /\ Halgar
Fujitsu
Sensei
Karma: +21/-20
Posts: 810
Re: Global Cooldowns
«
Reply #2 on:
March 20, 2008, 06:02:01 AM »
I wont lie in pvp, secret of flame is rediculously over powered, it doesnt go under any check. Since its only hitting for 400-600 it doesnt get the 40% max dmg check, but at the same time when you do 3-4 attacks in one second.
Staggering fist (drunken)
Secret of flame
Crescent kick
secret of flame
ashen hand
secret of flame
That ends up looking like 3 different attacks, and by the time you hit ashen hand the targets at 40-60% so ashen hand does 40% dmg and secret of flame finishes them.
The dodge attack (stinging back fist) isnt the issue here, It truely is our secret line.
For dragons
Crescent kick
secret of flame
lightning proc
ashen hand
secret of flame
lightning proc
same thing ;-p they are looking at 4-6k dmg in under 1 second.
It does need to be addressed in pvp, secret of flame should probably be linked to the actual attack (prevents any one attack + flame from doing more then 40%) but thats about it. Pvpers dont realize that those are our weakest attacks on regular mobs and nerfing a 500 dmg kick is laughable
Logged
Pusur
Desciple
Karma: +0/-1
Posts: 45
Re: Global Cooldowns
«
Reply #3 on:
March 20, 2008, 06:32:38 AM »
Im drunken monk and Im using staggering fist + crescent kick + boundless fist in addition to secret as primary attack. Doesnt seem to always work tho.....when farming 2dots for my skinning i noticed:
Some mobs were close to 1rounded by it, meaning i hit them dead in one hit or almost.
Some mobs were almost not hurt at all by it even if my hits did the normal damage (yes i checked)
So im thinking that as they are all hitting at virtually the same time, sometimes the game doesnt register all the hits as damage?
Logged
Ronmaru
Grandmaster
Karma: +1/-4
Posts: 104
Re: Global Cooldowns
«
Reply #4 on:
March 20, 2008, 10:24:51 AM »
Yeah unfortunately monk secret of fire and turgin(bear) shaman frenzy are two of the most broken things in PvP and both could be essentially fixed via the same mech. Just count all the damage on a given attack as one attack, like fuj said.
The big question (as always) is how much programming will that involve?
Logged
Rinntin
Recruit
Karma: +0/-0
Posts: 4
Re: Global Cooldowns
«
Reply #5 on:
March 20, 2008, 04:52:19 PM »
Ya I figured as much, just a lot of people talking out their asses. Darwoth telling me I don't know anything about my class and that his monk friend strings together 8 attacks in one round.....
When in reality it's just as i've always done ; Crescent Kick + attack, and the secret of fire is adding + 2 "attacks"
I feel they should change it so that the fire damage is added to the attack damage, so it would be back to 2 attacks instead of 4, (or 6 for drunken), but untill they do, i'm glad I got a monk. lol
Logged
Guild Leader for Violence of Action. (Sartok)
Rinntin - 48 Raki Harmony Monk.
Taleran - 50 psi *retired*
daefuin
Recruit
Karma: +0/-1
Posts: 9
Re: Global Cooldowns
«
Reply #6 on:
March 22, 2008, 11:15:36 AM »
1. Staggering Punch
2. Secret of Fire proc
3. Crescent Kick
4. Secret of Fire proc
5. Any non-gc attack (finisher, ashen hand, boundless)
6. Secret of Fire proc.
That's 6 attacks. If I dodge before I open on the target, which is quite possible, it hits 8 attacks with stinging backfist and another secret proc.
If I use Celerity... Well, that would be 9 attacks, 12 with stinging backfist.
Edit: Oh, and I'm the monk friend that Darwoth was referring to. I'm right and he's right. You were wrong. We can string together that many attacks.
That's not to say it's any more, or less, overpowering than bear shamans, bird shamans, druids, etc. Vanguard wasn't built for PvP so you have to make do with what you have. With so many people having insta-gib abilities you gotta do what you can.
«
Last Edit: March 22, 2008, 12:39:01 PM by daefuin
»
Logged
daefuin
Recruit
Karma: +0/-1
Posts: 9
Re: Global Cooldowns
«
Reply #7 on:
March 22, 2008, 11:32:34 AM »
Oh, and adding the fire damage to the ability damage would only lower the damage slightly - and it would affect the well geared monks more than the SNARFty ones (me).
As it is right now none of my attacks hit for 40% cap in PvP because I'm pretty undergeared, unless of course I'm really buffed. While each attack followed by a secret proc do more than 40%, it isn't much for me. So combining the two and capping it at 40% would help how much? It only slightly lowers the damage and if I'm still doing 3x attacks (attack + combined secret damage) thats 120% damage.
It's easier to see with ranged damage.
If I kill cloth with 3 ranged attacks already, will the proposed change really do anything?
Now:
Ranged Attack
Secret of Fire
Ranged Attack
Secret of Fire
Ranged Attack [dead]
Secret of Fire [or dead]
after proposed change:
Ranged Attack + Secret Damage [40% cap]
Ranged Attack + Secret Damage [40% cap]
Ranged Attack + Secret Damage [Dead]
While the first scenario may have done slightly more damage before the last attack it really makes no difference. Tbh, it would only be an issue if the secret damage itself was nearing the damage cap... and it's not. That would be - the target dying after 1. Ranged Attack (cap) 2. Secret of Fire (cap) 3. Ranged attack (dead). It's not like that. Even in melee combat it wouldn't really make that much of a difference unless you have incredible gear/buffs and are hitting for 40% cap with EACH melee ability and secret proc.
The thing I like about secret procs is not that the damage isn't calculated in the attack - it's that it absorbs ward charges. Druid v. Monk is already a who macro's the other first fight. If I don't get the ward off my macro won't kill him and I'll be dead (pets, ire + starfall + solar flare).
«
Last Edit: March 22, 2008, 11:40:47 AM by daefuin
»
Logged
Fujitsu
Sensei
Karma: +21/-20
Posts: 810
Re: Global Cooldowns
«
Reply #8 on:
March 22, 2008, 12:22:05 PM »
Well i have to say i disagree strongly with your math. You arent macroing 11 attacks. You are macroing 5 attacks, and 1 self buff. which ends up hitting the target a total of 10 times due to secrets.
All professional pvp fights are macro fests. The best macro will win 90% of the time.
Logged
daefuin
Recruit
Karma: +0/-1
Posts: 9
Re: Global Cooldowns
«
Reply #9 on:
March 22, 2008, 12:36:55 PM »
What's the difference?
Add the secret damage TO the attack and the person still gets hit 2-8 times depending on style and what self-buffs you use. This time it's a definite damage cap hit though. It's the same end result - dead person... usually a clothy or another medium armor person. It's not because the macro killed them - it's just the game is designed around PvE, big damage in PvE does not transition well to low HP players.
And PvP is hardly about who has the best macro. It's pretty simple to build an effective macro that activates everything you want and in what order you want it. After that it's up to what you can do to prevent the other person from nailing you - using invulns, wards, reactives, dodge buffs, etc... positioning yourself correctly. But, you won't stand a chance if you don't take the time to figure out how to build your character to be the most effective - in this case, making macros. But it's like that in any game really, the people who prepare and are ready to fight will always come out on top.
«
Last Edit: March 22, 2008, 12:48:02 PM by daefuin
»
Logged
Khana Kopnisien
Sensei
Karma: +9/-4
Posts: 369
Re: Global Cooldowns
«
Reply #10 on:
March 24, 2008, 08:09:18 PM »
The difference is Secret of Fire doesn't consume any Endurance, Energy or Jin, (nor does it have a button you need to click for it to go off) therefor is not an attack. Suppose you had a weapon that procced fire damage on every attack. Would you call its fire damage an attack? Bet you wouldn't. Procs aren't attacks. Neither are damage shields.
«
Last Edit: March 24, 2008, 08:11:40 PM by Khana Kopnisien
»
Logged
Khana Kopnisien /\ 50 Dragon Monk /\ Lowland Elites /\ Halgar
Ronmaru
Grandmaster
Karma: +1/-4
Posts: 104
Re: Global Cooldowns
«
Reply #11 on:
March 24, 2008, 09:53:01 PM »
You guys are starting to argue semantics here....
He's calling them attacks you're saying, no they are hits...who cares?
Either way they count as seperate hits/attacks. I feel it would be a step in the right direction to count them in regardless of weather its "enough" or not to fix the problem for PVP.
I can see and understand what you are saying daefuin that if you are capping but still get off 3 attacks that = a dead target either way.
The other problem goes back to programing...since the secret is potentially resisted etc. independantly I suspect the programing wouldn't be so simple...
It may simply have to come down to no more than 40% damage dealt per 3seconds or something like that...which would probably feel very messed up but I can't think of a less complex solution programmingwise atm?
Logged
Fujitsu
Sensei
Karma: +21/-20
Posts: 810
Re: Global Cooldowns
«
Reply #12 on:
March 25, 2008, 05:49:58 AM »
The only reason to argue semantics is that, those very semantics are what will be the basis for a potential nerf.
Saying a monk can string 8 attacks into one macro that all hit in under a second is a bit different then stringing 3 attacks and potentially a dodge based attack.
For pvp to be balanced the more general mechanics need better work.
1) Range dmg needs to have a smaller cap (10% a hit max)
2) Skills with no global cool down need a 0.1 second pause (prevents macros with 5-7 attacks
3)resists need to be as effective vs melee as they are vs caster (aka monk secrets should be just as resistable as sorcs chaos volley)
Logged
daefuin
Recruit
Karma: +0/-1
Posts: 9
Re: Global Cooldowns
«
Reply #13 on:
March 25, 2008, 01:50:13 PM »
Quote from: Khana Kopnisien on March 24, 2008, 08:09:18 PM
The difference is Secret of Fire doesn't consume any Endurance, Energy or Jin, (nor does it have a button you need to click for it to go off) therefor is not an attack. Suppose you had a weapon that procced fire damage on every attack. Would you call its fire damage an attack? Bet you wouldn't. Procs aren't attacks. Neither are damage shields.
Our secrets have a 100% proc rate. It doesn't matter if you call it a proc, an attack, or if you combine it with the melee damage. The end result is the same, that is... dead target.
Logged
Fujitsu
Sensei
Karma: +21/-20
Posts: 810
Re: Global Cooldowns
«
Reply #14 on:
March 25, 2008, 03:33:52 PM »
After talking to a few pvp'ers i feel the most logical thing to do would be revert secret dmg back for pvp servers to pre gu3 status.
On live 200 int translates into 600+ dmg per hit from the secrets, pre gu3 it was about 220 a hit.
Even if you had 3 hits + dodge attack secrets would only total to 800 dmg in under 1 second. Leaving the rest of the dmg to come from the attacks.
We cant decrease the effect of int on other players...that would effect casters and make them pretty upset. Nerfing monks already weak regular attacks (crescent kick does a whole 500 dmg ;-p) to incur global cool down would be a total nerf reducing our number of viable attacks. We could add 0.1 sec cool down to prevent them from being macroed but that doesnt stop people from mashing 1234 and still using all the same attacks and doing the damage.
On a side note, good luck convincing a dev to take the time to do anything for pvp;-(
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