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Author Topic: Monk bugs / issues (No Drama)  (Read 22067 times)
Quinn the Mighty
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« on: February 24, 2007, 11:24:50 AM »

The following is work in progress regarding all things monk. I have started pulling in information from the various forums in to get this started.  For sanity sake I will kindly ask that you keep the thread positive as the last couple of attempts started to derail and then burst into flames. I will attempt to keep this thread as up to date as possible provided we can keep it focused and on track.

If you don't see your bug / issue / suggestion on here please send me a PM and I can rectify that or explain why it's not there.

General Monk Bugs
  • Bug: FD Wierdness: Occasionally mobs will camp the supposed "corpse" of a player who has successfully FD. This keeps the player in combat sometimes thus lowering health regen. This does lead to the death of the monk on occasion as they can’t escape combat.
  • Bug: The ability to split pull using FD has mysteriously been removed. Was this a fix / nerf? Should this ability exist? (Bug acknowledged by Talisker and the pause prior to moving back to spawn spot will be reintroduced)
  • Bug: Players are still reporting getting skill ups in weapons that they don’t have equipped anymore.
  • Bug: Ranged attacks are not taking into account the damage of the object used when making a ranged attack (e.g. a crude shuriken will do as much damage as using a balanced shuriken)
  • Bug: Storm stride doesnt teleport you behind the enemy if the enemy does not have aggro on anyone.
  • Bug: Storm Stride when it does teleport you doesnt change the camera position with you if in 3rd person
  • Bug: Secret of celerity does not work on auto attack
  • Bug: UI does not always display finishers properly. Advanced finishers do not always make thier way to the reactions hotbar. Also sometimes Advanced Finishers get "stuck" in the reaction hotbar.
  • Bug: Quasi Exploit: Aum Lait - Currently gives 2 buff icons, one for the penalties and one for the enhancments, if you click off the penalty you can have aum lait speed buff with no penalties  (Dont do it!... Dont be that guy!)
  • Bug: Weapon Specializations do absolutely nothing.
  • Bug: Aum Ti - Many stacking issues. The five percent to parry does not grant the full amount. The twenty percent reduction to endurance costs does not stack with Eternal Crane, putting harmonious monks at a big disadvantage.
  • Bug: Nerve Strike Currently this ability is broken by Psionicist AoE mez as well as many other minor AoE debuffs. With a 30 second cooldown, these make monks less dependable as a crowd control option in groups. This ability should be broken upon damage, to keep it in line with other classes mezmerize capabilities, or atleast make it less sensitive to certain debuffs.
  • Bug: Three Finger Strike, Hammer Fist hits for about 40 dmg. Damage seems way too low
  • Bug: Aum Kor doesn't work or do anything at all.
  • Bug: Jin Surge is used up even if you miss.
  • Bug: Unable to learn Reed in the Wind via mobs.

General Monk Issues / Concerns
  • Issue: The monk is supposed to have the highest DPS baseline of all offensive fighters. This is not the case. Some of this may be tied to itemization or lack of it at lower levels.
  • Issue: Granted, evasion was way too high before but now it feels like it swung to far in the other direction. I am not sure what the magic number is but right now it doesn't "feel" like an evasive light fighter.
  • Issue: Secrets of Ice / Flame dont proc enough and it's effects are negligible and not long lasting.
  • Issue: Legendary Weapon Quests are Bugged or non-exsistant as compared to other classes
  • Issue: Jin Surge appears to incorrectly apply the damage to other abilities, spell damage appears to gain no improvement from the ability, and DoT abilities seem to get a very very big increase. (need more information on this)
  • Issue: Swaying Step:  Appears to not apply the dodge bonus, or the tooltip is incorectly displaying the real dodge bonus.
  • Issue: Monk dodge abilities are on a refresh timer where as a Ranger' are not. Either remove our refresh timer or add one to thiers. Level the playing field.
  • Issue: Claws / Ulak and knuckles should be represented visually on the character's hands. Fist wraps, however, should continue to look like the monk is bare handed.
  • Issue: You can't use food and meditate at the same time. A minor issue, but it would be nice if we could meditate and rest up using food at the same time, considering that as a monk you're probably resting after each fight when soloing.
  • Issue: Originally monks were supposed to be the masters of creating weaknesses that their group members could exploit. I think it wouldnt hurt to apply more weaknesses/weakness exploit tags to more mastery style specific attacks
  • Issue: Aum Liat - After the horse movement buff speed changes, monks should be granted a Five percent increase to mounted speed while chanting to keep in line with other classes movement buffs.
  • Issue: Jin Surge should not count for auto attacks, because it's very easy to have it "wasted" if you don't time it right - And you can't expect your teammates to time their attacks for it either.
  • Issue: Vulnerabilities need better descriptions / tutorial
  • Concern: UI gives a "rescue"  cue when your target is below 20% but all reactions are outlined in green Is this normal?
  • Concern: Our abilities are not scaling well enough for us to maintain our role as the highest base DPS offensive fighter. Perhaps more upgrades more often would eliminate part of the DPS issue as well.
  • Concern: Modes of mitigation: We currently have 0 additional ways to mitigate damage

Dragon Monk Bugs
  • Bug: Dragon Stance: it says it regenerates HP's but it has no effect at all.
  • Bug: Magnificant/Storm Dragon Stance:  Currently does not drain Jin over time as per description
  • Bug: Storm Dragon Stance: Secrets of Ice and Flame do not stack with this stance
  • Bug:  The icon is just a red X for the neutral stance icon.  When clicked on nothing happens.
  • Bug: Sundering Dragon's Claw tool tip says: Savagely tears through your opponent, inflicting a massive 891 to 941 damage over 6 seconds. Increases Jin by 1. It's listed as a finisher but is actually an advanced finisher and it doesnt work at all. 0 initial damage and 0 DoT
  • Bug: When you use a 2h weapon and do  your AOE, Lightning damage is not added from our offensive stance.


Dragon Monk Issues / Concerns
  • Issue: Storm Dragon Stance / Magnificant Storm Dragon: The style is listed as adding lightning damage in return for draining 1 jin every 4 seconds (think its 6 seconds on magnificant, cant log in to check atm) Jin currently isnt being lost, however the damage add on lightning is also very small, The style needs to add a lot more lightning damage and add the jin drain, OR take off the jin drain from tool tip and improve the damage just a bit.
  • Concern: Dragon Stance - Provides health regen out of combat. This stance provides no benefit during combat and the amount of regen isn't comparable to that gained by food. It's greatest appeal would be for monks who have Feigned Death, but remain in combat with not much health left, giving them a chance to regain some health and allow them another chance to Feign Death. In combat regen from a fix of this ability may provide an advantage soloing, but I'm sure most monks would just like to see this stance replaced completely.
  • Concern: Stone Dragon - Improves the monks armor scaling in level and adding resistances, while reducing attack speed. The armor gained has very little impact on the reduction in damage taken, the penalty for attack speed has little or no affect on the damage output of the monk. This stance doesn't seem to have much impact either way. Possibly reduce a flat percentage of incoming damage, or provide a percentage of resist to stuns, roots, snares and change the penalty to a reduction in run speed or percentage of outbound damage.

Drunken Monk Bugs
  • Bug: Drunken Fist Stance does not have/give a buff icon.
  • Bug: When targeting a mob and changing to Drunken Mastery Stance, It will give the mob the buff icon (like bard songs do I think)
  • Bug: Foolhardy Swagger II is a cloned version of I version down to the tooltip.

Drunken Monk Issues / Concerns
  • Issue: Drunken Mastery Stance did not get upgraded at level 30, The other two did.
  • Concern: Drunken Fist Stance - 10% damage increase, while generating 25% more aggro. This stance is clearly for soloing or tanking in groups as you will compete with tanks for aggro if used. Right now this stance collects dust. A possible fix to this stance would be switching the damage modifier with a damage reduction or avoidance modifier, allowing drunken monks to perform the role of off-tank once again.
  • Concern: Drunken Master Stance - 10% attack speed increase and 5% dodge increase. This stance provides monks with the least amount of penalty for using the stance, but provides no real benefit other then 5% dodge. A fix for this would be adding a set amount of damage to all abilities rather then haste (or making haste affect monk abilites) and increasing the percentage of avoidance gained.
  • Concern: Drunken Sway Stance - 10% to dodge, but 10% less accurate. This stance has seen perhaps the most extreme effect from the evasion changes. Almost everyone can agree that 10% is not worth a 10% reduction to accuracy simply because the two do not scale equally. A mob will gain more benefit from you missing 10% of the time, then you will see from +10% to dodge (once again 10% increase is usually not completely obtained). A possible fix for this stance would be to increase the evasion provided, possibly add a percentage boost to all damage dealt while in this stance, and significantly reduce the accuracy penalty as well as scaling it down as the monk levels.


Harmonious Monk Bugs
  • Bug: Harmonious Monks who use Deadly Adder Hand Line and then FD will garner aggro once again (even if still FD) when the damage portion of this ability hits the mob.
  • Bug: Crane Stance:  mouse over description says it adds +20% to parry, but the buff tool tip says 8%, i'm inclined to believe the buff tool tip.

Harmonious Monk Issues / Concerns
  • Issue: Eternal Crane end reduction components are not stacking with Aum Ti's end reduction components
  • Issue: There is a problem with the crit bonus stacking with buffs, gear, and weapon types. It appears to have the 25% added before other crit rating modifiers are factored in. With heavy +% crit and dex gear, along with buffs almost no benefit is noticable from switching to this stance. A suggestion for this stance would be fix the stacking issues, remove or reduce the cooldown on stance stepping, and scale the endurance cost penalty down minorly as the monk levels.
  • Concern: Tiger Stance the end cost penalty for this stance may be too harsh

PVP General Monk Bugs
  • Pushing Hands does not work in PvP
PVP General Monk Issues / Concerns
    [/list]
    « Last Edit: March 15, 2007, 08:10:59 PM by Quinn the Mighty » Logged
    Soluss
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    « Reply #1 on: February 24, 2007, 12:35:43 PM »

    very nice
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    Vinjin
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    « Reply #2 on: February 24, 2007, 01:25:04 PM »

    Good job getting this together. My 2 jin points worth:

    Generally speaking, I think monks are fairly balanced but could use some tweaking. Here are some possible suggestions and feedback from a level 19 Harmonious monk.

    Crane Stance - For the most part, I think this is ok, although I'd like to see a slight % increase it gives to dodge and parry than what it currently gives. Perhaps make it a range that scales upward in level.

    Tiger Stance - This stance needs help, IMO. Specifically, the endurance hit is simply too penalyzing. I'd also like to see a scaling damage boost added to this stance that eventually caps at 20%, much the way damage is decreased by 20% for Crane and scales downward.

    Harmonious Stance - In its current state, I find this to be largely useless. In fact, I doubt it's even working as intended as it's rather easy to abuse. Sadly, there's not much benefit in abusing it because Jin recovery isn't really a problem. I think the Jin regen rate should be increased significantly such that it's actually meaningful in combat. I also think the stance should provide a similar regen mod to Endurance as well. Only then would I really consider using this stance over the other two.

    Jin - Overall, I think the Jin system is balanced fairly well. Replenishing Jin points through attacks makes it the system fairly efficient while also providing a somewhat limited means to burn through it quickly when needed. Having said that, I wouldn't mind seeing a true Jin burn ability at some point.

    Endurance - This is arguably the one area that could use the most attention. Enduarnce costs as they are today are a little too high across the board. Even in Crane stance, an Eagle Claw/Deadly Adder combo to open a fight takes a significant chunk of my Endurance, especially if one misses and needs to be fired again. In Tiger Stance, this scenario is crippling. I think the base regen rate is probably fine but the costs themselves need to be looked at or we need additional ways to increase our total Endurance pool.

    Eagle Claw - Solid effect but would like to see the mitigation % be changed from a flat 15% to say 10% and scale upwards. Addiitonal EC upgrades should continue this mitigation scale while adding additional side effects.

    Deadly Adder - Strong ability. The problem is that it's great for its level but then shows diminishing effects for each level afterwards. If they don't change it, it should at least have an upgrade available every 4 levels or so.

    Quivering Palm - would like to see the effect increased from 8 secs to 12 secs.

    Ignore Pain - would very much like to see this % based instead of hard numbers or a range.

    Itemization - I guess my only concern at this point is Sigil's stance on bare fists. They've said that bare fists pretty much scale upwards such that only the rarest of legendary weapons will surpass their DPS. I guess I could live with this, although this may be rather penalyzing at later levels when trying to eek out every HP you can to survive a raid, not to mention the fun factor of weapon choices ("Oh sweet! It dropped the Uber Ulak of Greatness!! Oh wait...).

    That's all I have for now but I'm sure there will be more to come.
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    « Reply #3 on: February 25, 2007, 07:13:26 AM »

    Drunken Monk Bugs

    Drunken Mastery Stance did not get upgraded at level 30, The other two did.
    Drunken Fist Stance does not have/give a buff icon.


    (minor bug)
    When targeting a mob and changing to Drunken Mastery Stance, It will give the mob the buff icon (like bard songs do I think)

    Quote
    Bug: Storm Stride when it does teleport you doesnt change the camera position with you if in 3rd person
    If you turn on Camera Snap Behind or some similarly named option (can't remember exactly) It will change your view angle after you warp.
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    « Reply #4 on: February 25, 2007, 11:34:40 AM »

    Hello all.

      Dragon Monk Bug- 

    Dragon Stance: it says it regenerates HP's but it has no effect at all.  The icon is also the red X neutral stance icon.  When clicked on nothing happens.

    Goji
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    Goji
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    « Reply #5 on: February 25, 2007, 12:30:18 PM »

    updated... Kaji can I get a sticky on this?

    QTM
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    « Reply #6 on: February 26, 2007, 06:23:24 AM »

    Looks good.  Now we just need to communicate this to the folks at Sigil.
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    Ninbei
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    « Reply #7 on: February 26, 2007, 10:54:45 AM »

    Adding my 2c to Monk issues:

    1) Our skills do NOT grow with us!  Currently most of our skills add a fixed amount of damage to our attacks, that mean the skill does roughly the same damage at level 15 as it does at level 25!!  It would have been OK if we get frequent skill upgrades (like once every 4 levels) but we don't.  Either make the skills do X% of weapon damage or give us frequent upgrades.

        - ie Deadly Adder Hand of Harmi monks do a -40str debuff for 16secs and does +133 to +175 (forgot exact numbers) when the effect wears off.  It's cool to get a skill that debuffs and does ~200dmg at level 15.  It's TOTALLY NOT COOL to have the same skill do ~250dmg at level 25!!!

    2) Our heal does too little for too long a refresh.  At level 25 Ignore Pain does a ~360 heal to my 2200hp.  That's only 15% per 5 minutes.  Personally I think a heal based on Jin or Endurance is better - ie a smiliar-amount heal requiring something like 80 endurance to cast and/or a similar-amount heal using 10 jin.  Something that's usable whenever needed but with a high cost so that true healers won't cry foul.

    3) This is more of a novelty suggestion.  I'd love to see a throw move that a) displaces the mob a little distance away (like 5m to 10m), Kung Fu style, b) does a little to moderate amount of damage, and c) roots or stuns the mob at that location for a short duration (like 10secs).  A skill like this would be a great ghetto CC addition that makes a monk much more useful AND adds alot of flavour and spice to monks the martial artist!  Have you seen anyone execute a throw move in any MMORPG?? heh.

    4) Tomb of Lord Tsang's monk weapon, Kel'Dakkar, apparently still doesnt work as intended - it says it's a martial sword but it got normal long sword stats.
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    Quinn the Mighty
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    « Reply #8 on: February 26, 2007, 11:34:12 AM »

    Quote
    Deadly Adder Hand of Harmi monks do a -40str debuff for 16secs and does +133 to +175 (forgot exact numbers) when the effect wears off.  It's cool to get a skill that debuffs and does ~200dmg at level 15.  It's TOTALLY NOT COOL to have the same skill do ~250dmg at level 25!!!

    For clarification, you are saying that the Aum abilities granted do not scale sufficiently then? At this point I would agree but, I am also a harmonious monk. We would need Dragon and  Drunk monks need to chime in so I can say it's either a general or style specific issue)

    ~QTM
    « Last Edit: February 26, 2007, 12:31:40 PM by Quinn the Mighty » Logged
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    « Reply #9 on: February 26, 2007, 12:19:05 PM »

    Feign Death does not work in PvP, IE you can still be attacked by players even  if FD is successful.

    Skills need to be based on a % modifier of attack rating or weapon dmg. Melee dmg + any numer for our damage is terrible when other classes have up to 400% weapon damage for their skills.
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    Chunli (RETIRED)
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    And Monks are BAD A$$
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    « Reply #10 on: February 26, 2007, 12:40:13 PM »

    Feign Death does not work in PvP, IE you can still be attacked by players even  if FD is successful.

    Skills need to be based on a % modifier of attack rating or weapon dmg. Melee dmg + any numer for our damage is terrible when other classes have up to 400% weapon damage for their skills.

    Added it as a potential issue I'll get some kind of word on what up with FD regarding PVP. Also as far as PVP goes I am a care bear and don't even /duel much. So you guys are going to have to help me on this using /log to get me log files and screenshots to help me recreate as much of this as possible.

    ~QTM
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    « Reply #11 on: February 26, 2007, 12:55:26 PM »

    For clarification, you are saying that the Aum abilities granted do not scale sufficiently then? At this point I would agree but, I am also a harmonious monk. We would need Dragon and  Drunk monks need to chime in so I can say it's either a general or style specific issue)

    More than the Aum abilities, but most monk attack skills do not scale for many levels at a time.

    General skills like Boundless Fists and Crescent Kick are only upgraded every 8 levels, and Finishers 10~14 levels.
    With a fixed amount of damage added instead of scaleing up with character's level/equipment, a skill that's "Wow!" at level 15 becomes obsolete or worthless at level 25.  Ie the damage figure from Deadly Adder Hand is so pity it's less than what my autoattack hits, at 38 endurance cost too.  I however do not know if the debuff portion of the skill scale, but I speculate that it also does not.  -40 fixed str sounds good at level 15, but doesn't sound much at level 25.

    Quick way to fix would be to either
    1) Convert the fixed damaged added into percentage weapon damage added
    2) Provide more frequent upgrades to skills
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    « Reply #12 on: February 26, 2007, 01:51:05 PM »

    Is this list somehow getting to the developers somehow?

    If there is anything that I would like to see changed for monks it would be:

         Have our skills SCALE! 

    Almost all of our abilities are based off a set damage amount.  We could have the most uber of weapons and the damage of our moves would be the same as every other monk out there (except white DPS).  All of the other classes that I have played or spoken with those that are playing, have abilities that do damage based on a certain % of the weapon damage.  This would be especially important for chains and finishers.  All of ours are a basic set amount.  Its frustrating when I am grouped with rangers, rogues, and even bards who regularly get crits over 2k when I am lucky to see a crit over 1k once a night. 

    Another issue, maybe someone here can explain, is why is it that even when I have a rare equal level knuckles/handwrap/claws equiped that my DPS is higher with no weapon equiped?  Also along the same lines, when I have no weapon equiped, my hand to hand skill nor any weapon skill under Weapon Specialization go up.  So what factor is the monks use of no weapons based on?


    One thing to add:  Why do our combat reactions cost so much damn endurance?  I dont mean the chain/finishers, but the others.  I dont use them at all so I dont remember the names.  On my DK, the combat reactions had a ZERO end cost, yet ours cost something like 37?
    « Last Edit: February 26, 2007, 02:13:02 PM by Moridan » Logged
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    « Reply #13 on: February 26, 2007, 02:06:23 PM »

    Ok now that we got a class team lead, I will post some things I think need fixing.

    1. Monk dps is directly based off critical hits with our opener abilities. Obviously this coupled with a low crit chance can really jack up our melee dps.
    My suggestion, for monks and monks only tie into a critical crit change into every opener and finisher. For example, bounless fist has an aditional 5% crit chance when you use it. Flying Kick has another 5% chance to crit etc.

    2. Monk buffs/abilities that take jin, but have a low timer on them. Examples of these are the Secrets line and the Iron Hand line. Iron hand in particular is rediculous in its timer.
    The Iron Hand ability should be a 30 min to 1 hour buff period. It is not like you dont have the Jin to put it up, but it just gets annoying to recast it every fight. Make it a high jin cost buff like 14, but have duration for 1 hour. This would give us reason to meditate more often then we do.Up the timer for the Secrets lines, so that as you get these abilites as you level, they go up in duration, and make them stack with dragon dps stance.

    3. I think monks should be on a separate hp table then the other offensive fighters, let them but similar to the warrior in their line in where they get the most hps for the archtype. Not only this but they are the only offensive class aside from rogues (who will get poisons and have hte best situational dps of all fighters) that have to actually be in melee to do their damage. Example being warriors get 10 hps per stam, rest of defensive fighters and monks get 8, rest of offensive fighters get 7 etc.) This will allow them to take more punishment than other offensive fighters, but still wont be able to take as well as any defensive fighter due to lack of migitation.

    4. Storm Stride should maintain its current timer, however take off the Jin cost for it. There is absolutely no reason to have it, as with the timer you cannot spam it.

    More suggestions comming soon......
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    « Reply #14 on: February 26, 2007, 02:19:37 PM »

    Quote
    Deadly Adder Hand of Harmi monks do a -40str debuff for 16secs and does +133 to +175 (forgot exact numbers) when the effect wears off.  It's cool to get a skill that debuffs and does ~200dmg at level 15.  It's TOTALLY NOT COOL to have the same skill do ~250dmg at level 25!!!

    For clarification, you are saying that the Aum abilities granted do not scale sufficiently then? At this point I would agree but, I am also a harmonious monk. We would need Dragon and  Drunk monks need to chime in so I can say it's either a general or style specific issue)

    ~QTM

    Got an upgrade to Foolhardy Swagger at level 36, and it does the exact same thing as the level 26 version, same jin cost. The only thing I could think of was that it had less resist rates, but I didn't think thats how resists work.

    Edit: Foolhardy Swagger is a Drunken Monk Style ability.
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