Navigation:    Home arrow Forum arrow Monk Discussionarrow Monk Tactics & Techniquesarrow A guide to monk Dmg, Techniques, and Stats

User Menu

Welcome Guest.






Lost Password?
No account yet? Register

Main Menu

Home
News
Forum
Search

Class Info

FAQ
Abilities
Quests
Guides

Polls

What race will you be?
 
What's your favorite martial style?
 
User Info
Welcome, Guest. Please login or register.
November 22, 2008, 10:00:23 AM

Login with username, password and session length
Search:     Advanced search
News Box
Welcome to Vanguard Monks!

Key Stats
9259 Posts in 1001 Topics by 3871 Members
Latest Member: Kyptvygn
Home Help Search Login Register
Vanguard Monks  |  Monk Discussion  |  Monk Tactics & Techniques  |  A guide to monk Dmg, Techniques, and Stats « previous next »
Pages: [1] 2 Print
Author Topic: A guide to monk Dmg, Techniques, and Stats  (Read 3052 times)
Fujitsu
Sensei
*****

Karma: +23/-20
Posts: 847


dustincfoley@live.com dfoley323
View Profile Email
« on: September 14, 2007, 12:30:00 PM »

First let me start with stats:

The Hard cap is 18* Lvl - At 50 that means its 900.  Anything more then 900 and you get severly diminishing returns.

Str:
At lvl 10, its roughly 10 str per 1 dmg bonus.
At 50 its just under 1:1.  Its roughly   1 str = 0.85-0.95 Dmg bonus.   Thus at 50 your looking at about 850 dmg bonus.
At 50 the actual equation for dmg bonus is Dmg bonus = str*1.07 -106, however its easier to just think of it as roughly 85%

Dex:
The crit cap from dex at 900 is 20%.  No matter what dex wont give more then that (it might be 25% now)

Con:
Nothing for dps, but hp and resists are nice.
3hp:1con (again roughly) at 50
1 resist :10 con

Vit:
Only affects mend for the time being, and as is i find it worthless to put points into a stat for one skill.  If you feel compelled to place stats, 300 vit will net you full mend potential.  More vit will naturally increase mend more.

Int:
Dmg of our secret procs.  Its debatable if its worth it.  Personally i never bother with int, our secrets are nice, and with 400-500 int they are so much better, but you lose a lot of str/dex to do that.

Wis:
Crit rate for our secret proc line. Not worth its weight in beans. 


Weapon type and picking the best
First off ignore the dps for weapons.  They are good general indicators of the quality of the weapon, but dont reflect the actual dps you will do.  Look at the dmg on weapons.   Ill explain more in a little bit when i get to the attack section, but suffice to say your auto attack dmg is a very small % of your total dps and as such the more you boost your attack dmg the better off you are.

Dual Wield or Two hander:
Martial sword: NOT a dps weapon, HOWEVER i highly recomend using one for soloing as the increased parry % will make soloing a ton easier, and if you ever tank in a group it will help reduce the need for heals.  Again, not a dps weapon, when picking a martial sword look at the parry % and vs what level mob. 18% parry vs a lvl 40 mob or 16% parry vs a 44.   I would take the 16 vs a 44.

Fistwraps: If going the playermade route these will be the best over dps weapons.  Fistwraps with a striking augment make their dmg significantly higher then all other options.

Claws/Ulaks A good choice if you are only going to use quested/droped weapons as most of the quested/droped  weapons are these, however even the afrit lvl 45 quested claw falls way short of the dps of a playermade fistwrap.

Martial Staff/Bladed Staff  While two seperate weapons its important to recognize the difference.  All of our quested big dmg 2 handers are blade staffs.  Cragwind, Darguns tomb, greystone, and Afrit.  Their over all the same, either is as good, however i feel Bladestaffs have a slight edge over martial staffs.  Again though, the only thing to look for is the dmg on these because most are so slow you will never swing inbetween spaming auto attacks.

Skills:
There are 3 types of dmg Skills
1) Deals XXX Dmg, Skills such as crescent kick, dragon breath, or PEH all have a SET dmg.  HOWEVER this dmg can be increased with dmg % modifiers so dont fret.  However str dmg bonus and weapon dmg wont alter their dmg.  HOWEVER, str will increase their dmg. 

2) Weapon dmg skills;  Stining backfist and Ashen hand are the only 2 i know of.  The way they work is as follows:   (Weapon dmg *modifier) + extra + str.    AKA backfist is 200% + 200 dmg.  So it does (weapon dmg*2)+200+str bonus.  So you get the most benifit with high str and high weapon dmg.

3) Melee dmg skills: If you look at the character screen you will see "Attack" and "off hand" if you are dual weilding.  These numbers are as follows:
If Dual weilding, attack is the primary hands ((weapon + str bonus)*melee dmg rating)* dmg modifier.  The off hand is the same times. 0.5. 
If using a 2 hander, attack is  ((weapon + 1.2 str bonus)*melee dmg rating)* dmg modifier

Melee dmg rating = Given from items, use the %
Dmg modifier = Stuff like Dragon Stance that increase dps by 24%

So even more so here.  The higher the dmg of a weapon, the more overal dmg you do.  A 2 hander here may only do 70 more dmg, but because it faces a double multiplier AFTER the str bonus is added it makes our potential dmg of that skill explode. 

Ill edit this more later
« Last Edit: September 14, 2007, 01:24:59 PM by Fujitsu » Logged

LeadFoot
Master
***

Karma: +2/-5
Posts: 82


View Profile Email
« Reply #1 on: September 14, 2007, 01:19:38 PM »

So do you think player made fistwraps are better than torchbearer?  How about a player made dps sword versus the player made fistwraps?
Logged
Fujitsu
Sensei
*****

Karma: +23/-20
Posts: 847


dustincfoley@live.com dfoley323
View Profile Email
« Reply #2 on: September 14, 2007, 01:23:39 PM »

Techniques:
Note
weapon dmg is the dmg on the weapon
Melee dmg is the sum of attack + off hand (or just attack if using a 2 hander)



Regular attacks
Boundless Fist: Melee Dmg +174:    (Attack + offhand + 174)
Crescent Kick: 199-213 Dmg: 
Ashen Hand : weapon dmg + 200)*2.5
Whirling Storm: Melee dmg + 143

Dragon Attacks
Dragon rakes its tail: melee dmg + 292
Six Dragon strike: Melee dmg + 302
Dragons Rage: 300 dmg
Feet of the fire Dragon: 900 dmg over time.

Finishers
Divine Typhoon:  Melee + 492
Divine Avalance Melee + 540
Divine Tsunami (dragon): Melee +618

Flying Kick: Melee + 550
*Kick to the heavens:  +589 dmg  (possibly buged since its not Melee + 590 like flying kick)

Thousand Fist  (Melee + 168 ) * 3
Thunder Fist  ( Melee + 155) *3  (Buged imho, should do more dmg then thousand fist)

Three finger strike - 666 dmg
Hamer fist: 850 dmg
PEH  3500 dmg

Dragon Finisher
Gouging Dragon Claw : melee + 550
Sundering Dragon Claw: (3000 dmg / 6 sec )* 1.5    (this skill follows gouging, which increases the next skills dmg by 50% so you will 99% of the time get the bonus 1.5 multiplier)

« Last Edit: September 14, 2007, 01:43:40 PM by Fujitsu » Logged

Fujitsu
Sensei
*****

Karma: +23/-20
Posts: 847


dustincfoley@live.com dfoley323
View Profile Email
« Reply #3 on: September 14, 2007, 01:28:43 PM »

Weapon Style:
For purpose of this explanation, accept the fact the 2x 64.44 dps fist wraps do the exact same MELEE DMG as a 72 dps two hander. 

Dual Wield vs two handers:

So how is attack dmg calculated for the 2 different styles?

Lets use Boundless Fist: Melee + 274  as an example.
Dual wield
you will notice something in the combat log: 
Your Boundless Fist hits Bloodhowler for 1103 (719+384) damage.

But wait, where are those numbers from?  1103 is obviously the sum of the other 2.  The 719 is actually: Attack + 274 and the 384  is Off hand +0.5*274.

Thats right, all those attacks that add + dmg add it twice, once to the primary hand and again to the off hand (albeit at 50% the max). 

Two hander
Melee dmg + 279


Conclusions
1) If the you have an option of a 2 hander or a dual wield combo with THE EXACT SAME MELEE damage the dual wield combo will out dmg the two hander every time.  This is because the off hand gets a bonus to its damage where the 2 hander does not. 

2) Any skill like crescent kick or PEH that says it just does a set dmg is a liar!  In fact all skills lie.  If it says it does melee dmg + 150 its a total fib!   Luckily its in our favor.  Any "Set" dmg listed by a skill is increased by str.
     For example: the dmg on PEH goes from 3k to 3.5k by adding on about 200 str.   Nice right? Well to top it off once you actually perform the attack you gain a final modifier to the dmg.   PEH says it does 3500 dmg, but when i use it (naked and buff less minus the weapon) it does 4500.   This leads me to believe that even static skills will increase in dmg, most likely due to str and possibly because we get a better dmg table as monks.

3) Because 99% of our skils are based on melee dmg or weapon dmg, the higher the dmg of the weapon the over all more dps you will do.  Which is why i recomend going for the highest base weapon dmg weapons you can.
« Last Edit: September 14, 2007, 01:41:22 PM by Fujitsu » Logged

Fujitsu
Sensei
*****

Karma: +23/-20
Posts: 847


dustincfoley@live.com dfoley323
View Profile Email
« Reply #4 on: September 14, 2007, 01:51:12 PM »

At the moment yes. 

2 Fist wraps of striking will out dps a tourch barer.

The fist wraps of stirking are only 64.44 dps vs the 72 on tourchbarer, however the player made fist wraps of striking do more weapon dmg, which in turn translates to more melee dmg and more dmg on all of our skills.

Auto attack alone? Tourch bearer wins hands down, but once you start using any type of skill Fistwraps of striking win.

As far as dual wield vs 2 handers: Dual wield does more dmg, this is mostly because the off hand receives the extra dmg of each attack, so even though 2 fist wraps of striking may have the same combined melee dmg as a t5 ur bladestaff, the fact that the off hand gets the extra dmg on every skill makes the dmg shift towards the dual wields.

Also, (and im making a larger parse of about 5k kills atm) two handers with identical TOTAL melee dmg to that of dual wielders are not showing any for of crit bonus.  So far, the dual wield is doing more dmg per hit, and then IDENTICAL crit dmg to two handers.  Ill make a second post later when i get the last 1k kills in but atm its looking like double crit dmg isnt working,  Or if it is, double crit on 2 handers is just how they made it so 2 handers would do identical dps to dual wield.
Logged

Caus
Recruit
*

Karma: +0/-1
Posts: 10


View Profile Email
« Reply #5 on: September 15, 2007, 10:56:08 AM »

Just wanted to thank you for the effort and info Fujitsu.

Excellent guide and write-up


Questions/comments.........I have played Harmonious exclusively.  Is this info pretty much the same across all styles?

and secondly, any plans to continue with techniques?   For example, I know QTM has mentioned hotkeying a swap to a 2 hander on crits.  That type of thing.  I know personally, I haven't taken the time to set myself up with those things yet even though I should.  I get on and just play, hehe
Logged
Fujitsu
Sensei
*****

Karma: +23/-20
Posts: 847


dustincfoley@live.com dfoley323
View Profile Email
« Reply #6 on: September 15, 2007, 12:59:37 PM »

This info is true of all monks.  I really have no experiance with harmonious or drunken so i cant comment on their skills.

As far as some equip macros here you go

name: Dual Wield
/wear "Flawless Cavalier's Jagged handwrap of striking"
/wear "flawless cavalier's handwrap of striking"


Notes:
1) This equips which ever you list first in your primary, and the second one in off hand.
2) If they have identical names it wont work
3) there are other ways to do it, by adding the slot if you so desire


For the 2 handers i do the following. 
Find them in the inventory, and drag their icon to the hotbar.  Click the button once to equip, again to remove.

Use Dual Wield till you crit, then click on the 2 hander icon and then the finishers.   However i might suggest just leaving the dual wield on if their combined melee dmg is the same as the 2 hander, as dual wields dmg >> 2 handers, because atm 2 handers double crit does the same damage as dual wielders.


For dragon monks id sugest.

/cast "jin strike"
/cast "feet of the fire dragon"
Logged

Sybrant
Master
***

Karma: +0/-1
Posts: 53


View Profile Email
« Reply #7 on: September 15, 2007, 05:17:18 PM »

Great post! Love the info, great read. I've learned a thing or two. Ive actually looked at parsar logs and wanted to draw the same conclusion about the double crit.

Whats your thoughts on the parish staff of devestation? +200 melee dmg? I have one sitting in my inventory for when I turn 48 (currently 45). Should I sell it off for a pair of striking handwraps? That's probably when they will patch the double crit issue...

Thanks again fujitsu  Wink
Logged
Fujitsu
Sensei
*****

Karma: +23/-20
Posts: 847


dustincfoley@live.com dfoley323
View Profile Email
« Reply #8 on: September 15, 2007, 07:24:21 PM »

I have the pariahs spirited bladed staff of devestation (with 3 end regen and 200 melee dmg) and i will say it is by far the highest dmg 2 hander in game.  I would keep it personally.

Just buy 2 pristine hides and get the fist wraps made, on xeth its about 10g if you supply the ur hide.   Other wise decon the hell out of stuff and get 2 striking crystals.

Logged

Sybrant
Master
***

Karma: +0/-1
Posts: 53


View Profile Email
« Reply #9 on: September 16, 2007, 10:25:38 AM »

Mine doesn't have the endurance regen because it can be painful to find.... Maybe I should sell mine and hunt down the endurance regen before i put it on
Logged
Varu
Master
***

Karma: +3/-0
Posts: 62


View Profile Email
« Reply #10 on: September 16, 2007, 08:45:04 PM »

I have the pariahs spirited bladed staff of devestation (with 3 end regen and 200 melee dmg) and i will say it is by far the highest dmg 2 hander in game.  I would keep it personally.

Just buy 2 pristine hides and get the fist wraps made, on xeth its about 10g if you supply the ur hide.   Other wise decon the hell out of stuff and get 2 striking crystals.



You forgot this one. http://vg.curse.com/database/items/details/595246/
Logged

Varu, 50 Harmonious Monk of Bladesworn -Sartok
******Bladesworn.org******
Sybrant
Master
***

Karma: +0/-1
Posts: 53


View Profile Email
« Reply #11 on: September 17, 2007, 11:30:21 AM »

I have the pariahs spirited bladed staff of devestation (with 3 end regen and 200 melee dmg) and i will say it is by far the highest dmg 2 hander in game.  I would keep it personally.

Just buy 2 pristine hides and get the fist wraps made, on xeth its about 10g if you supply the ur hide.   Other wise decon the hell out of stuff and get 2 striking crystals.



You forgot this one. http://vg.curse.com/database/items/details/595246/

This is actually the one I have. Do you think its worth keeping instead of the Endurance Regen Staff?
Logged
Fujitsu
Sensei
*****

Karma: +23/-20
Posts: 847


dustincfoley@live.com dfoley323
View Profile Email
« Reply #12 on: September 17, 2007, 03:32:35 PM »

Yeah endurance regen on a weapon isnt all that important, i would keep the powerful one over the spirited one.

3 endurance regen is nice. but 86 more dmg is better
Logged

Swang
Master
***

Karma: +0/-1
Posts: 83


View Profile Email
« Reply #13 on: September 17, 2007, 04:36:26 PM »

This ones isn't to be overlooked either http://vg.curse.com/database/items/details/1393168/

Proc seems to be around 800-900 damage

Logged
Sung_Entune
Recruit
*

Karma: +0/-3
Posts: 23


View Profile Email
« Reply #14 on: September 20, 2007, 09:01:54 AM »

Very nicely done Fujitsu!  To help fill in the gaps and save you some time I can provide you with the following info:

- When Duel Wielding your main hand weapon does 100% of it's damage and your offhand will do 50% of it's damage.
- When Duel WIelding Your main hand recieves 100% of your Strength bonus and your offhand receives 50% of your strength bonus.  In other words, duel wielding gives you 150% strength bonus.  This is better than the returns for 2H (see below)
- When Duel Wielding, +damage is added at 100% it's value and split between the two weapons at a rate of approximately 66% of the +damage to main and 33% of the +damage to the offhand.  The end effect is that you don't get any additional benifits from +damage by duel-wielding vs 2H.  (This is direct +damage such as from buffs or bard song, not +melee damage focus which has a completely different rule set). 

- When using 2H you receieve 120% of the Strength bonus.  (this is true for tanks, it might be a bit different for monks). 
- When using 2H you receive a flat 100% +damage bonus. 
- The overall damage of 2H weapons are much higher than two 1H's added together.  However, on the character sheet, melee attack is a combination of weapon damage + strength and is only representative of your "auto-attack" or white damage.  The result, due to the 150% str bonus recieved from Str, is that duel-wielding will actually appear to do more damage than the 2H.  This is slightly incorrect depending on your play style and endurance regen.  Because special attacks for the most part don't use "melee damage" (ie, weapon + str + +damage) and instead rely on only weapon damage, 2H will often prove the superior DPS when used in conjuction with special attacks.  This is especially true when endurance regen gear / buffs are used and special attacks can be spammed.
Logged

Pages: [1] 2 Print 
« previous next »
Jump to:  

Powered by SMF 1.1.1 | SMF © 2006, Simple Machines LLC
Joomla Bridge by JoomlaHacks.com