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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Work in progress - Bug list « previous next »
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Author Topic: Work in progress - Bug list  (Read 1398 times)
Fujitsu
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« on: July 26, 2008, 12:03:16 PM »

So taking some time this weekend to switch to all 3 styles and update the bug list... again.

General Monk Bugs/Issues


* Bug: The ability to split pull using FD has mysteriously been removed. (Bug acknowledged by Talisker and the pause prior to moving back to spawn spot will be reintroduced)

* Bug: Ranged attacks do not agro on misses (bug or intentional?)
* Bug: Storm stride doesnt teleport you behind the enemy if the enemy is near a wall.


*Bug: secret of flame/ice remove all attack animations and make us appear to only jab
*Issue: secret of transcendence is worthless, now that secret of ice and fire last forever, there is no point in a 1 minute secret that only adds 5% dmg.  Suggestion: Make secret of transcendence like fire/ice and leave it on till toggled off.

*issue: Goading slap gives very little hate for how hard we hit, +1600 hate (or 2400 for sup version) means very little when we hit for 4-10k every attack

*issue: wanning palm only works on defensive targets IF they have agro, so basically we can only debuff tanks agro.  It would be nice if we could use this on any defensive target and help them keep their agro down (like on a sorc)

* Bug: Jin Surge is used up even if you miss.
*Suggestion: Make jin surge only used on skills (not auto attack), and make increasing ranks add hits (aka rank 2 = next 2 skills, rank 5 = next 5 skills)

*Bug: Aums that teach skills (E.G. Aum of the roaring dragon) dont always work, and occasionally it takes 2-3 tries to learn each skill
*ssue: Aums that teach skills take way to much jin and if you change styles relearning all the skills takes forever
*Issue: Switching styles is a major pita, id appreciate something shorter like the shm form switch

*Bug: Aum liat loses the speed portion of the buff on loging/chunking occasionally.

*Issue: reed in the wind had its level lowered, but the mobs you learn it from are the same level, so the point of lowering its level was negated by the fact you have to be the same level as before to learn it

*Issue: Fist of celerity (and errant strike) dont work on all attacks, there are about 30% of the attacks we have it wont work on.

*Issue: Pushing hands is ridiculously weak, it takes 8 of our stance pushes to = 1 from a ranger or disciple... not to mention ours costs 40 endurance to cast.

******Issue: Also, another great suggestion was to give monks a full endurance regen.  Something like +100 endurance, on a 2 minute timer.  Something like 2-3 jin cost (cant be to high, if we are out of endurance we likely cant build up jin)

******* Issue: Three finger strikes avoidance debuff doesnt do much on lvl 51+ mobs, seems to be the same chance to hit/miss, it also needs its duration uped to 8 seconds

*******Issue: the attack that garuntes a crit for all 3 forms (4 jin 5 min recast) is a complete waste.  The jin cost is too high, the recast is WAY WAY to long, and the overall dmg of the skill is too low (from 0 to 400) ,  The point of the skill is to open finishers, but sadly this skill isnt worth pressing.  I would suggest a 1 min reuse and 2 jin cost.

*******Issue: Attacks that open finishers with increased crit rate (6 jin 2 min reacst) is another wasted skill because of its high jin/long recast.  Again 3 jin 1 min recast would be more appreiate, specially considering it does no damage for drunken.

*****Issue: ae finisher line: if you kill a mob you can no longer use the remaining hit(s) on the other mobs that the previous ae hit. (this is just a pet peeve, id love for the ae finisher line to be better)
« Last Edit: July 28, 2008, 07:00:17 AM by Fujitsu » Logged

Fujitsu
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« Reply #1 on: July 26, 2008, 12:03:43 PM »

Dragon monk bugs/Issues
Let me start out by prefacing, that this is meant to be the damage king of the 3 styles of monks.  Of which it falls shy for several obvious reasons.  The first of which is the over abundance of exceptionally weak ae's and melee dots that don't scale well at all.  The other big factor is the stances, stances will all be together at the bottom.

Aspect of the spirit dragon:  Was decent back in the day, but now that endurance regeneration has been fixed, we have a 20-30 sec invisibility instead of a 5-10minute invisibility.  I would suggest a 2 end/ sec or changing it from 10 / sec to 10 a tic (3 sec). 

Dragon breath: Pathetic dmg.  10 jin cost for a 2k frontal ae on a 4 minute timer?  This was a sick joke.  It needs to be something along the lines of melee + 2k ae dmg, half the jin cost, and a large frontal cone.  It also needs to be an instant reuse, since it costs jin.

Dragon Rakes its claws: The dragon specific ae attack.  It does a a whole 100 dmg more then the regular ae, and has a frontal only ae range.   I would suggest making it 360 degrees, and a bit more then 100 dmg higher (400 ideally).  If i have to pick, i use the regular monk ae simply because its 360 degrees and i dont lose more then 100 dmg.

Dragon Sweeps its tail: 300 dmg (ae) and a 3 sec stun... on a 1 minute timer.  I mean seriously, again with the low dmg, high recast skills.  This should be melee +300 dmg  minimum, not to mention the 3 sec stun does little to nothing to help with aeing.

Feet of the fire dragon:  Low low low dmg, 2k dmg over 16 seconds?   1 crescent kick does 1k dmg every 8 seconds.  This is a great example of a melee based dot that does almost no dmg.  Again this would need to be something like melee + 200 every tick for it to be useful.  ( would shoot for 2-3k a tic of dmg just so it is greater then auto attack)

Sun dragons corona:  Again, another bad joke, 6 jin for a 10 minute buff that adds a damage shield and fire resist.  Few suggestions here.  1) make it 1 hr duration, 2) remove the damage shield and change it to something that adds direct dmg (non ae).  There are TONS of suggestions of how this could be made into a better single target dmg buff.

Sundering Dragon Claw: 4k dmg over 5 seconds.  Okay this is more in line with what a melee dot should be like.  If you follow this through to 15 seconds, it would do 12k dmg, which is where feet of the fire dragon should be, overall this skill is fine though, just mentioning it to have an example of a good melee dot.

******* Bug: Switching from dragon to storm dragon cancels secrets and forces you to toggle them off then back on

**** Additionally, a short 10-15 sec invulnerability would be great so dragon can be as efficient at pulling as drunken/harmonious
« Last Edit: July 28, 2008, 06:56:18 AM by Fujitsu » Logged

Fujitsu
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« Reply #2 on: July 26, 2008, 12:04:03 PM »

Harmonious monk bugs/issues

* Bug When I play a card in a parlay, my harmonious body stance is toggeled off.  Doesn't happen for legendary tiger stance (or immortal crane, I think).

           
Eagle Claw 4   Awesome debuff, could probably use to be melee + dmg, since on raids there is no point in pressing this if a warrior is debuffing mit.

Deadly adder hand 5   Awesome debuff again, stacks well.  I would just say that melee dots dmg blow.  4k dmg over 32 seconds is real low.  The average auto attack at 50 with raid buffs is over 2k  which translates to 2 seconds to do more dmg then this attack does.  I would shoot for 1-2k a tic (3 sec)  as a standard for melee dot dmg.
     
Withering Palm Another great debuff, jin cost is too high and duration should be upped to 5 min so its less of a chore.
     
Steal the wind 3: An okay debuff, but the duration needs to be 2-5 minutes on the mob and 2-5 minutes on the monk.  Also either this recast needs to be put at 1 minute or the drunken/dragons defensive finisher needs to be instant recast.
           
Wave hands in the clouds 3:  Recast is slightly long, and the duration slightly short;  only slightly minor tweaks would be great


*With all of harmonious debuffs and diamond body, as well as find the center, harmonious monks are by far the solo choice.   They have the greatest survivability, but fall drastically shy of usefull dps in a raid since most of their attacks are low dmg or long dots with low dmg.
« Last Edit: July 28, 2008, 06:18:46 AM by Fujitsu » Logged

Fujitsu
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« Reply #3 on: July 26, 2008, 12:05:00 PM »

Drunken monk bugs/issues

     
Jeering Kick 4 This used to be the prime taunt and agro key for drunken monks to tank with.  However with apw release it was made useless.  2 hits vs 30 sec recast makes this skill useless for a tank, i would suggest 5-7 hits to match other tanks
         
Foolhardy swager 3 :  This skill is all around confusing.  The description needs to be changed to better match the actual use of the skill.  In addition, as i understand it, this is supposed to be an ae taunt FOR the monk.  however i can ae non stop and use this attack and still lose agro to the ae mobs.  +14% agro should be huge on a main target, and i just dont notice it.
                       
Errant Strikes: Slightly buggy and still on occasion will no add the buff when you press it.  I understand it requires your defensive target to have agro, and i think the problem arises, probably from lag in the ui in who has agro at the time you press it.

Magnificent Drunken Stagger: Would be nice if it was 20 second

Slap Hands  The damage color is still funky, the out going counter attack shows up as red, as if its hitting me (its not)  Also on occasion people report that slap hands will only work on the offensive target (cant confirm, or reproduce it)
« Last Edit: July 28, 2008, 06:33:27 AM by Fujitsu » Logged

Fujitsu
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« Reply #4 on: July 28, 2008, 06:47:42 AM »

Stance

Probably the most controversial, as such i will keep it simple and just state my opinions.


Dragon:
Def:  The fire/ice rune is fantastic, but the ac is worthless since it doesnt scale based on armor.  Additionally i personally feel that dragon suffer a little due to no additional dodge/parry in comparison to harmonious and drunken.  Although with the rune as nice as it is, I would personally settle for a % based ac gain instead of the current flat ac gain.

Mid:  The hp regen is too low, with 6k buffless hp and 11k raid buffed hp, 72 hp/3 sec  is really minor.  I think a % based heal would be the best.  2% hp every 3 sec in combat and 5% every 3 sec out of combat.

Offensive:  Could use a few tweaks,
1) lose the mitigation debuff, no reason for a monk to sit at 0% mit at 50, specially if we arent going to be more dps then sorcs. 
2) Increase the proc rate of the storm lightning (it says 15% but i average 1-2 per 2 minute fight with over 100 attacks.   Also change the proc to melee dmg instead of arcane so we dont heal mobs with our offensive stance
3)  The +% damage could use to be slightly higher


Harmonious
Defensive:  At 50, this is the most over powered stance.  8% dodge/parry with an endurance cost reduction that stacks with everything makes it so the majority of harmonious attacks cost 2-5 endurance.   Im okay with it staying as is, as long as drunken monks get some love on their defensive stance.

Mid:  This needs to be closer to the disciple jin regen of 4 per 3 seconds.   As is its very very low and not useful.

Offensive:  The offensive stance is currently an anti offensive stance 40% increased endurance cost is entirely to much for 30% crit.  Most monks at 50 wont notice to much of a difference with the 30% crit but they will notice the 40% endurance cost.  Currently i find it more efficent to dps in the defensive stance  and never run out of endurance.   I would say cut the penalty in half to 20%. 


Drunken
Defensive:  9% dodge/parry and a small damage shield.  Not terrible, but for the tank monk this should be tweaked slightly.  This should have a +agro modifier on it (not the middle stance) and the parry/dodge should be 2-4% higher (11-13% dodge/parry) So there is a clear cut defensive tank monk. 

Mid:  Refresh haste and + agro.   I think the % agro gain should go on the deffensive stance.  Thats about the only change id suggest, other then that this is the only mid stance that doesnt need to be improved.

Offensive:  Fine, if not a little to much dmg at 50.  This +dmg on this stance scaled very nice from 15 to 50, (think it was 12, 17, 22% dmg) while the dragons offensive stance starts out high and never goes up much (20,22, 24).  You end up in a dilemma where the drunken stance is only 2% less dmg and it got more powerful as it leveled while dragons started with an edge and lost it very quickly.

« Last Edit: July 28, 2008, 06:58:46 AM by Fujitsu » Logged

Murugan
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« Reply #5 on: July 28, 2008, 10:20:18 AM »

Often times Errant Strikes won't pop the icon, but it will still go off if you look at your damage logs.

Jeering kick seems fine to me as we are a DPS class and can generate aggro fairly quickly, when I am OT'ing on certain encounters it is enough to snap it off a healer and then I can usually retain aggro with a chain.


Tthree finger strike debuffs the avoidance of the mob by 100% for 6 seconds, it won't affect whether or not the attack hits, but whether the next attack hits.  You probably already know this, but wouldn't want anyone else to be confused.  My hit/miss ratio on Hammer Fist is very low, so I would say it is working. 

Also maybe it would be better if you separated your suggestions for what you think would improve the class and actual bugs/issues.  Many of the things you have listed are working as intended.
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Fujitsu
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« Reply #6 on: July 28, 2008, 11:29:19 AM »

Well im looking at my logs of over 1000 fights and my hit/miss ratio on hammer fist is about 85% hit which is pretty much the same as all of my other attacks.  Which is what lead me to believe that the -100% avoidance debuff wasnt working, otherwise that 85% would be higher (and much closer to 95%+).

« Last Edit: July 28, 2008, 11:31:04 AM by Fujitsu » Logged

Fujitsu
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« Reply #7 on: July 28, 2008, 02:04:36 PM »

i do hope to repeat my parses next weekend with out the +10% acc griff neck and without the 13% accuracy blade staff. 

I have the strange feeling that they arent doing much of anything.

FYI my parses was from 3 hours in nn and 6 hours in RI at the domo camp.  I seperated the logs into 2 files in game via restarting the log.   Ill probably just do RI next weekend for a few reasons 1st being i can only play weekends outside of raids, 2nd being NN was just to get pharoh parts and spawn him.  RI was a pure out farm and kill as many as you can type things.

For those wondering.  Pharoh has ~850k hp, and fungal abomination has ~500k.   Confirmed via 3 parses of each 2 with me in group 1 with me out of group.
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Caerenya Furystorm
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« Reply #8 on: July 29, 2008, 04:02:28 PM »

For Harmo, Legendary Tiger stance does not increase crit chance about 10% of the time when I switch into that stance.  I've noticed that if I am not critting at all while in Legendary Tiger and then change to Immortal Crane, I crit 100% of the time.

Storm Stride + debuff move = no.  The damage component works, but any debuff from the move does not.
« Last Edit: July 29, 2008, 05:42:28 PM by Caerenya Furystorm » Logged


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Sohbek
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« Reply #9 on: August 06, 2008, 08:19:11 PM »

Monk animations are STILL bugged?

Jesus, it's been like a year....
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Matsu
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« Reply #10 on: August 08, 2008, 10:15:47 PM »

I'm with Sohbek on this. I mean. C'mon!
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #11 on: August 18, 2008, 07:55:31 AM »

So the difference in 400 mobs with +10% accuracy all and 378 mobs without it was 0.01  (aka 98% vs 97%) .  Not all that thrilling. 

Its noticable on lower level mobs (anything 49 or lower) but on mobs 51-53, its not statistically significant. 
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