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iiPunch - Monk Guide
Shiva.Saberr
Serveur: Shiva
Game: FFXI
Posts: 74
By Shiva.Saberr 2013-07-01 23:18:41
I wish that's all it was. Lol
Serveur: Shiva
Game: FFXI
Posts: 694
By Shiva.Alistrianna 2013-07-02 06:41:39
hmm I would like to know a little more about tojil as well. Guide says 160, I've seen a lot of sets being used for win around 123-150. But now i'm being told my monk is too weak because i have less than 200 gear acc..... Idk how to even get 200 gear acc if even possible.
They might be overlooking the accuracy you are getting from Dex. Your base accuracy with maxed H2H merits and capped skill is 416, throw on another 50 or so from your base Dex (depending on race/merits) and you only need +160 from acc/dex in your TP set.
Serveur: Bismarck
Game: FFXI
Posts: 334
By Bismarck.Raistlinratt 2013-07-03 03:25:02
Where is the Hundred Fists set at? I am finally gonna be unlazy and make one, wondering what is mathematically the best possible.
Quetzalcoatl.Lanien
Serveur: Quetzalcoatl
Game: FFXI
Posts: 21
By Quetzalcoatl.Lanien 2013-07-06 15:05:47
is it worth making a Lunge set if /RUN?
If /RUN is the go-to for Dakuwaqa and maybe Tojil as well, shouldn't it be a pretty decent idea?
What would the set be?
VIP
Serveur: Fenrir
Game: FFXI
Posts: 764
By Fenrir.Motenten 2013-07-06 15:24:19
You have a Cataclysm set for Abyssea? Pretty much the same thing, aside from the weapon.
Quetzalcoatl.Diasetsu
Serveur: Quetzalcoatl
Game: FFXI
Posts: 84
By Quetzalcoatl.Diasetsu 2013-07-06 15:31:09
hmm I would like to know a little more about tojil as well. Guide says 160, I've seen a lot of sets being used for win around 123-150. But now i'm being told my monk is too weak because i have less than 200 gear acc..... Idk how to even get 200 gear acc if even possible.
FFXI Calculator will calculate the accuracy you need for delve bosses if you input all your stats(I think you need 140ish accuracy I might be wrong.) Delve bosses are lvl 104 with 830 evasion btw.
Fenrir.Jinjo
VIP
Serveur: Fenrir
Game: FFXI
Posts: 2,269
By Fenrir.Jinjo 2013-07-06 15:50:17
Bismarck.Raistlinratt said: »Where is the Hundred Fists set at? I am finally gonna be unlazy and make one, wondering what is mathematically the best possible.
Essentially your TP gear. Manibozho boots are better if rank 15 and dDex isn't happening.
Tantra Cyclas +2 is in some cases better than Thaumas Coat if Impetus is up..but you probably don't have to worry about that.
By Yandaime 2013-07-06 16:09:14
Bismarck.Raistlinratt said: »Where is the Hundred Fists set at? I am finally gonna be unlazy and make one, wondering what is mathematically the best possible.
Essentially your TP gear. Manibozho boots are better if rank 15 and dDex isn't happening.
Tantra Cyclas +2 is in some cases better than Thaumas Coat if Impetus is up..but you probably don't have to worry about that.
Yeah, I was about to say lol I have Tantra Body +2 winning in just about all situations when impetus is up according to the spreadsheets. Was eventually gonna ask why there wasn't an imp up and imp down set
Asura.Ccl
Serveur: Asura
Game: FFXI
Posts: 1,998
By Asura.Ccl 2013-07-06 21:45:25
Yeah, I was about to say lol I have Tantra Body +2 winning in just about all situations when impetus is up according to the spreadsheets. Was eventually gonna ask why there wasn't an imp up and imp down set
I have the same result, looked a lil more into it and here what I got:
If you use 25% haste gear, no haste samba, Tantra body+2/twilight belt(maybe something better?) win when impetus up compared to thaumas+windbuffet.
If you use haste samba(cor or drg/dnc could) I have thaumas+winbuffet always coming ahead of of tantra+2/twilight.
Fenrir.Sylow
Serveur: Fenrir
Game: FFXI
Posts: 6,862
By Fenrir.Sylow 2013-07-06 21:57:18
If we're talking about HF sets, Haste Samba is irrelevant(???)
[+]
Asura.Ccl
Serveur: Asura
Game: FFXI
Posts: 1,998
By Asura.Ccl 2013-07-06 22:03:10
No, I have Tantra body+2 winning even when HF off if no haste samba with the current set posted on OP with windbuffet/thaumas.
Asura.Natenn
Serveur: Asura
Game: FFXI
Posts: 1,979
By Asura.Natenn 2013-07-06 22:19:42
I keep doin terrible, 52k behind top mnk and i ws soon as i have TP, hybrid set capped haste. tantra body with impetus up really that huge a difference? our gear is pretty mush the same so idk wth goin on to cause that huge a gap.
Asura.Gabba
Serveur: Asura
Game: FFXI
Posts: 86
By Asura.Gabba 2013-07-06 22:53:30
The gap might be "experience" is not the same, ppl that have been playing mnk longtime, that others that wanna be mnk(or any other jab) just because got mega boss weapon.
And imo don't think impetus can make that deference 'coz a single miss reset it.
Asura.Natenn
Serveur: Asura
Game: FFXI
Posts: 1,979
By Asura.Natenn 2013-07-06 23:05:30
not alot of exp in hitting a ws macro every time u get 100+ tp...its lag or something im using wrong/not using etc. wSing the same number of times just about. ws dmg is even, maby it is ust the tantra
Serveur: Shiva
Game: FFXI
Posts: 162
By Shiva.Cziella 2013-07-07 01:30:05
Could be your healer/support too, if all MNKs share the same gear and are decent players, not getting the right buffs, or getting rebuffed fast enough, whm slow on cures (spending more time on PDT/or dying) can make a difference too.
Edit: Filter your parse results w/o Matamata too, someone WSing more than the rest of the DDs pretty much pulls ahead of the rest.
Phoenix.Suji
Serveur: Phoenix
Game: FFXI
Posts: 962
By Phoenix.Suji 2013-07-07 02:13:01
I keep doin terrible, 52k behind top mnk and i ws soon as i have TP, hybrid set capped haste. tantra body with impetus up really that huge a difference? our gear is pretty mush the same so idk wth goin on to cause that huge a gap. Accuracy is a big factor that can cause those sorts of discrepancies, so keeping an eye on your acc% might be insightful. ie, having the same gear available is one thing, but your friend may be more dynamic with how he chooses his sets, such as switching to a higher acc set if buffs wear or get dispelled and switching back to a lower acc set if buffs are good. It's hard to do that if you aren't actively watching your accuracy while playing.
By pchan 2013-07-07 03:24:10
if you build impetus before HF it makes a difference. Also berserk is a great difference. Otherwise I'd just say you suck. I see Natenn switched to mnk, hilarous.
By Yandaime 2013-07-07 05:25:30
I won't be home for a few hours to give exact DPS values but I have only been checking vs Delve Fodder (I would use the bosses if I had the stats) and a full set of normal event buffs.
Haste
Double March
Double Minuet
WAR & DRK Rolls
Impetus + Berserk + Aggressor
Sole Sushi (I believe my Acc is capped on most Delve targets that I have fought but just to be safe)
As a note, I get Black Belt winning VS Twilight by like 4-6 DPS ○.○; (probably an fSTR issue). And my Crits reach the 700s VERY quickly during raids when impetus is up so right now I'm a believer in the +2 body.
(Good as long as ACC capped?)
Parse results are worthless but I'm consistently out parsing the other MNKs at events vs all *NORMAL* NMs (hitting 90,000s on Mata so he doesn't count) and My MNK is missing Usu Head/Hands and I'm still working on Let. Mantle.
I've been able to trust Monten's spreadsheet so far for my other jobs (I'm a WAR main but MNK is just a stronger job right now) and unless there's a flaw in how he has Tantra+2's effects, that body wins vs Thaumas in every case I've checked
EDIT*
We prefer to MNK flip Mata since it takes much less effort in case anyone was wondering
EDIT2*
In spreadsheet Tantra +2 wins by roughly 15-20 DPS I'm not home yet but I know it was a large difference when impetus up
By Yandaime 2013-07-07 13:53:32
Back Home finally, yay!
OK, I ran Jinjo's Optimal TP set:
ItemSet 291929
DPS Value: 1150.809
VS My Tantra+2 "Optimal" Variant:
ItemSet 291710
DPS Value: 1175.741
--Rancor Collar is a SERIOUS HAZARD in Delve but it has a whopping 8.839 DPS Advantage over Asperity in Optimal Conditions (only 2-3 DPS gain in less than Optimal) So its definitely risky but offers some serious damage.
Using This Shijin Spiral Set in both WS sets:
ItemSet 307196
--Same as Jinjo's set but Thurandaut Hands beat Myrmex by 4 DPS under optimal conditions
--Same as Jinjo's set but Rajas Ring Ties with Thundersoul under Optimal conditions and outperforms Thundersoul in less than Optimal conditions (probably fSTR). Also, it's free and Inv. Space +1 :P
=================================================================================================================
Target: Delve Fodder (I would like to run spreads against bosses but I can't seem to find the stats :< )
Food: Sole Sushi (Not even with Soul Voice Madrigal can I get a positive DPS with Red Curry Bun :< )
Job Buffs: Impetus + Berserk + Aggressor (Dunno about you guys but I tie all 3 into the same macro)
Spell Buffs: Haste + Boost-DEX (Boost-DEX has a 4 DPS Advantage over Boost-STR if anyone were curious. I would still recommend Boost-STR tho because Boost-DEX really only benefits MNK and THF fully)
Song Buffs: March x2 + Minuet x2 + Madrigal x2 (All Songs +4)
Rolls: WAR and DRK
=================================================================================================================
Tantra Body set wins by 24.932 DPS and I think the Tantra set can be further enhanced by Augmented Byakko Haidate but I didn't think to check on it yet.
The Thaumas Body set would be the obvious Impetus down set tho :)
Edit: messed up the gearset brackets
Edit2: Just checked Byakko Haidate and Its not as good as Manibozho Legs, DPS drops to 1162.515 :/
Edit3: Forgot, I also have COR rolls in the Spreadsheet
Asura.Natenn
Serveur: Asura
Game: FFXI
Posts: 1,979
By Asura.Natenn 2013-07-07 15:05:35
I keep doin terrible, 52k behind top mnk and i ws soon as i have TP, hybrid set capped haste. tantra body with impetus up really that huge a difference? our gear is pretty mush the same so idk wth goin on to cause that huge a gap. Accuracy is a big factor that can cause those sorts of discrepancies, so keeping an eye on your acc% might be insightful. ie, having the same gear available is one thing, but your friend may be more dynamic with how he chooses his sets, such as switching to a higher acc set if buffs wear or get dispelled and switching back to a lower acc set if buffs are good. It's hard to do that if you aren't actively watching your accuracy while playing. My acc was 94%
Serveur: Sylph
Game: FFXI
Posts: 15,065
By Sylph.Tigerwoods 2013-07-07 15:11:27
same food as the other guy?
Asura.Natenn
Serveur: Asura
Game: FFXI
Posts: 1,979
By Asura.Natenn 2013-07-07 16:07:33
same food as the other guy? Yea sole+1, gonna ry Mari pizza +1 next time. H2h is 8/8 and im at like +116 acc
Asura.Ccl
Serveur: Asura
Game: FFXI
Posts: 1,998
By Asura.Ccl 2013-07-07 16:17:12
You just suck nate, accept it and level geo :D
[+]
Serveur: Bismarck
Game: FFXI
Posts: 334
By Bismarck.Raistlinratt 2013-07-07 16:30:21
Parse and look at data? it tells you exactly why you lost. Less hits, less damage per hit, less ws's, less damage per ws, less crits, less dmg per crit?
Monk is one of the easiest DD jobs because a big chunk of your DMG just depends on you facing the mob in the proper gear (versus SAM, where its mostly about pressing buttons really fast). I think this is why people say it's "over powered", because even the noobs can get on the job and do decently without much effort, as long as they got carried to the clears/gear.
Asura.Gabba
Serveur: Asura
Game: FFXI
Posts: 86
By Asura.Gabba 2013-07-07 17:25:06
With all those buff, impetus is not game breaking.
Serveur: Sylph
Game: FFXI
Posts: 15,065
By Sylph.Tigerwoods 2013-07-07 17:33:11
same food as the other guy? Yea sole+1, gonna ry Mari pizza +1 next time. H2h is 8/8 and im at like +116 acc That's likely it. I go Pizza+1 when 3 song/4song brd. RCB when two 4 song brds; have never had acc issues on Tojil. Swap to acc set for Eft/Turtle when ***starts getting dispelled.
Your other mnks were likely using DD food.
Serveur: Bismarck
Game: FFXI
Posts: 1,375
By Bismarck.Ruizutatakau 2013-07-10 14:08:52
Read the whole thread, sometimes I wonder what the *** is wrong with some of the people that play this game. Anyway, for Mani legs, Path A? Seen a few suggest Path B and made me unsure.
Bismarck.Llewelyn
Serveur: Bismarck
Game: FFXI
Posts: 1,029
By Bismarck.Llewelyn 2013-07-10 14:11:57
Well Path B is ranged attack/AGI, sooooooooooo.
Asura.Ccl
Serveur: Asura
Game: FFXI
Posts: 1,998
By Asura.Ccl 2013-07-10 14:15:19
Bismarck.Llewelyn said: »Well Path B is ranged attack/AGI, sooooooooooo.
Ratt help the bird part of shijin!
[+]
Notice: Some of the current sets involve proposed/DAT-mined additions to the items and may be up for revision.
iiPunch - MNK 101
I'm a fan of simplicity in naming. No three word titles for me. I wouldn't want to run the risk of nose-diving my way into the depths of the THF and DRK thread titles, anyways.
 ★ Table of Contents ★
I. Introduction
II. Combat Skills
a. Hand-to-Hand
b. Guard
III. Merits, Job Abilities, Job Points and Job Traits
a. Merits
b. Job Abilities
c. Job Points
d. Job Traits
IV. Weapons and Weaponskills
a. Weapons
b. Weaponskills
V. Equipment
a. High-End Gear
b. (Mid)High-End Gear
c. Decent Gear
d. I Beat Abyssea! Gear
e. Misc. Gear
VI. Progression
a. Abyssea Era
b. Voidwatch, Dynamis, Etc.
c. Neo-Nyzul, Salvage II, and Beyond
VII. Miscellaneous
a. Resources
b. Spellcast
c. Updates
d. Notes
I. Introduction ►
I tend to talk too much, so I have taken the liberty of emphasizing the important parts of wordy sections.
I was incredibly hesitant to write this - and in the process of doing so, I still am. I'm not really a fan of job guides given the ever-changing nature of jobs in terms of equipment and usefulness in MMOs. However, I get countless questions directed to me regarding Monk quite often, so perhaps this can serve to answer those as well as educate those who are unsure about the job.
If played correctly, Monk can serve as an excellent powerhouse that competes very well with the other high-end damage dealers. Not only does pretty much all of Monk's equipment provide easy access to Haste (in excessive amounts), Attack, Accuracy, multi-attacks, and STR, the Job Abilities you have access to proficiently complement Monk's prowess. Although one of Monk's greatest drawbacks lies in the lower attack cap that all other one-handed damage dealers face combined with level correction, this is not a significant deterrent in almost all available content. This problem will not prominently persist through newer content if Square Enix holds true to their plans for newer mobs.
Monk's proficiency also extends to longevity in the battlefield due to their exceptionally high HP, high evasion, access to damage reduction gear, guard and Counter.
To add to Monk's convenience, it has access to all but one of the Blunt window  procs in Abyssea, if you ever find yourself needing that gear.
II. Combat Skills ►
Hand-to-Hand ►
Monk's Hand-to-Hand skill is A+ and caps at 424 at level 99.
Unlike normal weapons, which list their own independent damage and delay, Hand-to-Hand damage and delay is determined differently. Base hand-to-hand damage is determined by combat skill using the formula, floor(Skill*.11)+3. The damage listed on your weapon is added (hence the +) to this number to determine your weapon's damage. Note that this is affected by gear and merits, making Hand-to-Hand skill merits exceptionally appealing with respect to other combat merits.
*Note that when examining Weapon Rank to determine fSTR caps, Hand-to-Hand Skill is not included!
Hand-to-Hand delay is set to an initial value of 480. This means that without any weapon equipped, 480 is to be considered your base delay. Weapons add to your base delay. This is important because your maximum delay reduction is determined from this value! The minimum delay for Hand-to-Hand combat is therefore 96. The delay for Hand-to-Hand weapons is significantly reduced by Martial Arts traits, but this is included in your maximum delay reduction. Gear haste, Magic haste, and Job ability haste are all applied after the martial arts reduction. Because Martial Arts is not applied as a percentage reduction, this can tend to make delay reduction calculations slightly more tedious than usual.
Guard ►
Monk's Guard skill is A and caps at 417 at level 99.
You are unable to parry when you have a Hand-to-Hand weapon equipped. Instead, you have a small chance to Guard that increases with your guard skill. Evaded attacks and attacks blocked by shadows do not have a chance to be guarded, but Countered attacks do if the Countered attack misses the enemy (and therefore) fails.
When guarding, the attackers pDIF is lowered by 1.0, significantly reducing the damage you take. Guard can also activate on physical TP moves.
III. Merits, Job Abilities, Job Points & Job Traits ►
There is a lot that could be talked about here, but I'm only going to go into detail where necessary. For example, most Job Traits should be self-explanatory, but I'll still list them just so the information is all here.
Merits ►
Category I
►Counter Rate : Increase counter attack rate by 1 percent.
You should be capping this. It is a direct improvement to your performance almost everywhere, and allows you to push your Counter rate to the cap fairly easily when you have Counterstance active.
►Kick Attack Rate : Increase kick attack rate by 1 percent.
You should be capping this. Again, a direct improvement to your damage capability. Though kicks don't do as much damage as your normal hits, they're still a good amount of your overall damage.
►Focus Recast : Shorten recast time by 10 seconds per merit.
Not ideal, but if you are only using Monk for high-end Voidwatch things that you can't counter I suppose it's not a terrible choice (read: it's a pretty bad choice). However, Monk can already alternate Focus and Aggressor with no down-time.
►Dodge Recast : Shorten recast time by 10 seconds per merit.
Almost useless. If your survival depends on a shorter Dodge recast, you may want to change something up. Dodge is more a helpful bonus than something to be relied on.
►Chakra Recast : Shorten recast time by 10 seconds per merit.
See Dodge. I don't advise meriting this at all.
Category II
►Mantra : Increases the max. HP of party members within area of effect. Recast: 10min. Increase effect by 4 percent.
Some people swear by this, and to be fair, it can have its uses. It plays on one of Monk's natural strengths and makes them even harder to kill. This raises your maximum HP by 20% when fully merited, or 30% if used with augmented Hesychast's Gaiters +1. It should be noted that it doesn't stack with other forms of HP enhancement status effects, though it remains to be seen if this will apply to Monk's upcoming new SP Ability.
Its greatest drawback lies in the fact that the duration is only three minutes. There are relatively few situations where you need higher HP 3/10 of the time. I'd say pass on this one, but to each their own, as none of Monk's Category II merits are particularly fascinating.
Note: Mantra is currently used in Delve boss strategies, and should likely be prioritized if you plan to be on Monk.
►Formless Strikes : While in effect, melee attacks will not be considered physical damage. No effect on weapon skills. Recast: 10min. Increase effect by 5 percent per merit after the first.
This also lasts for three minutes, but can be extended to up three minutes thirty seconds with augmented Hesychast's Cyclas +1. You won't use this often, but in the situations that allow it, it really shines and you will be thankful you have it merited. With only one merit, your attacks will do 60% of your normal damage in non-elemental damage. Maxed out, your attacks will do 80% of normal damage. If you don't foresee yourself using Monk in scenarios involving mobs that take significantly reduced physical damage (a situation that has become increasingly plentiful lately), you can pass on this. However, if you do, you will want to max this.
Note: This is exceedingly useful in EVERY Delve zone, and should likely be prioritized if you plan to be on Monk.
Do note that countered attacks will still deal physical damage of your weapon type as well while under the effect of Formless Strikes.
►Invigorate : Adds a Regen effect when using Chakra. Increase duration of effect by 24 seconds.
The Regen effect is 10HP/tick, but can be increased to up to 20HP/tick with augmented Hesychast's Gloves +1. Maxed out, this lasts two minutes for up to a total of up to 800 HP restored. If you aren't planning on maxing it, it's really not worth it. This is nice if you find yourself soloing (or otherwise without a healer) a great deal, but otherwise isn't too fantastic.
►Penance : Adds an effect to Chi Blast that inhibits an enemy's TP accumulation. Increase duration of effect by 20 seconds.
The base reduction on Penance is 25% and can be increased to 35% with max merits and Hesychast's Crown +1. It lasts up to one minute forty seconds with full merits, which means it can be kept on for more than half the time (if the mob lives that long). The reduction term is separate from Subtle Blow and dAGI, and fairly noticeable if you only have a small number of people attacking a mob.
Job Abilities ►
►Hundred Fists - Level 1 | Recast: 60 Minutes | Duration : 45 Seconds
This reduces your attack speed by 75% after Martial Arts and Weapon Delay are calculated. This allows you to slightly bypass the normal delay reduction which otherwise takes Martial Arts into account while determining the cap. You will not benefit from Haste gear, but will benefit from Martial Arts gear while this is active.
Hundred Fists attack speed = ((480-[MartialArts])+[WeaponDelay])*.25
Although hand-to-hand weapons normally has a minimum delay of 96 (480*.2=96), Hundred Fists allows for a minimum delay of 70. Assuming otherwise capped delay: with Verethragna, this means moving your minimum from 106.2 to 82.75 (without martial arts gear) for the duration; with Spharai from 113.2 to 91.5 (without martial arts gear) for the duration.
Any action that is performed will "reset" Hundred Fists, causing one attack round to occur with normal delay calculations before it is resumed.
►Boost - Level 5 | Recast: 15 Seconds | Duration : 3 Minutes
Boost raises your attack by 12.5%, or 18.75% with Temple Gloves. This effect stacks with subsequent use for up to three minutes, but will wear off after any attack, Weapon Skill, or Chi Blast use. Unless you are not receiving Haste buffs, it will most likely be detrimental to use Boost. However, stacking Boost can provide for some amusing Chi Blast numbers.
►Dodge - Level 15 | Recast: 5 Minutes | Duration : 2 Minutes
Dodge raises your evasion by 20, or 30 with Temple Gaiters. This ability is particularly useful on lower and mid-level content due to Monk's naturally high evasion skill. It is fairly simple to cap your evasion rate on nearly all older content, and get a decent evasion rate on newer things.
►Focus - Level 25 | Recast: 5 Minutes | Duration : 2 Minutes
Focus raises your accuracy by 20, or 30 with Temple Crown. This ability is particularly useful on higher level content, especially when alternated (or combined for shorter fights) with Aggressor when subbing Warrior for higher-end fights. Effective use allows Monk to cap accuracy on most content (exceptions include higher tier Voidwatch, Legion, and certain THF mobs in Salvage II) without making any sacrifices to TP gear. This is, in part, due to the fact that large amounts of accuracy are on so many of Monk's best TP options.
►Chakra - Level 35 | Recast: 5 Minutes | Duration : Instant
Chakra cures your HP by a small amount (and can provide a moderate Regen effect if Penance is merited) and removes Blind and Poison. The amount cured is affected by Vitality as well as a modifier which can be adjusted with gear. The formula is simply VIT * Modifer. The base modifier value is 2.0, but can be increased by 1.0 with Temple Cyclas, .6 with Melee Gloves, and .8 with Melee Gloves +2.
Notably, Temple Cyclas also allow the removal of Paralysis (hidden effect you'll swear exists: increase rate of Chakra being Paralyzed by 300%!), while Melee Gloves allows the removal of disease, and Melee Gloves +2 allows the removal of disease or plague.
►Chi Blast - Level 41 | Recast: 5 Minutes | Duration : Instant
Chi Blast does a moderate amount of Spirit Damage to the target that cannot be resisted under normal circumstances. However, certain monsters, like Hydra (and variants) resist Spirit Damage. No TP is gained by the target from this ability.
Chi Blast damage is largely determined by MND and Boost usage. The formula is floor[ floor( MND * [Random Number Between .5 and 1] ) * ( (# of Boost * BoostIncrease%) + 1 ) ]. The BoostIncrease% term is always four times greater than the attack % granted by Boost. Therefore, it is naturally 50%; using Boost with Temple Gloves increases this to 75%. Making maximum use of Boost can yield really high Chi Blast numbers, though this is now a dated form of damage.
Instead, Chi Blast is mostly used for the merit that enhances it, Penance.
►Counterstance - Level 45 | Recast: 5 Minutes | Duration : 5 Minutes
This ability, probably Monk's trademark, increases your Counter rate by 45% but alters your Defense calculation so that it is exceptionally low. While Counterstance is in effect, you only receive defense from the VIT calculation (VIT/2), Minne, and the Defense Bonus job trait. All other Defense bonuses, including those from gear and Protect, are not counted. The damage done from a counter is based on your stats, not your attackers. Furthermore, you can only counter while engaged and facing the mob.
Keep in mind that you cannot counter while asleep, petrified, terrorized, or stunned. You also cannot counter mob area attacks, such as those from Ironclads and Mantis mobs, nor can you counter TP moves.
Counterstance can be further enhanced through Melee Gaiters (5% Counter) or Melee Gaiters +2 (10% Counter). They do not need to remain equipped, only upon activation of the ability. This, combined with your base Counter rate (12%) and Merits (5%), allows you a potential 72% Counter rate before other gear (Note that after the accuracy check, this results in a 68% rate). It is important to have capped accuracy if you are using Counterstance - any Countered hit that "misses" means the Counter does not occur and you take the damage!
Counterstance really shines on higher level hard-hitting monsters, since you won't have to deal with a majority of their attacks. However, the attacks that do hit you will hit you hard, so if the mob is hitting fast or has a high multi-attack rate, it may be hard for the healer to keep up. A mob is significantly more Counterstance friendly when enfeebled, though it will reduce the damage you do. It may be unwise to use Counterstance if the mob has powerful TP Moves (especially multiple hit TP moves). It should be noted that Countered attacks prevent spell interruption, so combined with Utsusemi, Monk makes a fantastic tank. However, this greatly reduces your damage potential and is very often unnecessary.
Over the course of a battle against something the difficulty of a Salvage II boss, Counterstance will lower your overall damage taken by about 15% (but greatly increase the damage you can take in a short period of time) and increase your overall damage by about 10%. If your healer is unfamiliar with content that has the potential to deal large amounts of damage in a short period of time, it may be unwise to use Counterstance.
It is not particularly useful to use Counterstance on lower-end content both due to the fact that you will likely be evading the monster anyways, as well as the fact that their pDIF on you will most likely be floored, meaning you won't take much damage to begin with. However, if you have a healer with you, Counterstance can still marginally increase your damage on such targets, potentially making it worthwhile if you aren't trying to be lazy.
Counterstance may also be helpful for dealing with a large amount of monsters at a time, especially if you're able to position the mobs in a corner or against a wall. Anything that has the potential to change your position may make Counterstance a bad idea, though, as the mobs may move in such a way that they attack you from the side, making you unable to counter and dealing a large amount of damage.
►Footwork - Level 65 | Recast: 5 Minutes | Duration : 5 Minutes
This makes it so that your normal attack is a kick rather than punches. Note that you only kick once normally, though this is modified by multi-attack equipment. It also sets your base delay to 480 and increases base damage by 18. Your attack is also raised by 10%. Note that if you use Hundred Fists while this is in effect, you will punch instead.
Don't use this. Ever. Seriously.
►Perfect Counter - Level 79 | Recast: 1 Minute | Duration : 30 Seconds
This ability guarantees a Counter on the next counter-able attack directed at you, but will only occur if Counter does not occur or fails. Perfect Counter can miss, but you will not take damage as you would if a normal Counter missed. Furthermore, the counterattack has a 100% critical hit rate. Although this is good in a pinch, and nice to use before engaging something, job ability delay makes continuous use impractical unless you're tanking something difficult.
►Impetus - Level 86 | Recast: 5 Minutes | Duration : 3 Minutes
Attack is increased by 2 and Critical Hit Rate is increased by 1% with every successive attack landed. The value resets upon a miss, including during Counters and Weaponskills.
This is one of Monk's greatest advantages in terms of damage potential, and it allows MNK to keep up with and pull ahead of other top damage dealers. It is exceptionally important that you keep accuracy capped to maintain maximum use out of this job ability (sort of redundant, since it's always important to cap accuracy). If you are subbing Warrior (as you usually are on Monk), it is most effective to alternate the use of this and Berserk (with a 1 minute overlap) to maximize the effects of the attack boost. Unless your fight only lasts three minutes, using the two together may not allow you to fully utilize the attack bonuses.
Job Points ►
►Hundred Fists Effect : Increases physical accuracy while under the effects of Hundred Fists. Increase physical accuracy by 2.
►Inner Strength Effect : Increases the amount of HP recovered while under the effects of Inner Strength. Increase amount of HP recovered by 2%.
►Dodge Effect : Increases evasion while under the effects of Dodge. Increase evasion by 2.
►Focus Effect : Increases accuracy while under the effects of Focus. Increase accuracy by 1.
►Chakra Effect : Increases the amount of HP recovered when Chakra is activated. Increase amount recovered by 10.
►Counterstance Effect : Increases attack power of counterattacks while under the effects of Counterstance. Increase DEX bonus by 2%.
►Footwork Effect : Increases the damage of kick attacks while under the effects of Footwork. Increase damage by 1.
►Perfect Counter Effect : Increases the VIT bonus of Perfect Counter. Increase VIT bonus by 1.
Job Traits ►
►Martial Arts - Reduces attack speed.
Level | Effect |
1 | -80 Delay |
16 | -100 Delay |
31 | -120 Delay |
46 | -140 Delay |
61 | -160 Delay |
75 | -180 Delay |
82 | -200 Delay |
99 (100 JP Gift) | -205 Delay |
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At 99, Monk will attack at a delay of 280 with no weapon equipped. However, as previously mentioned, the base delay for Hand-to-Hand weapons is 480. This, combined with weapon delay is the number to be used in determining your maximum attack speed (up to 80% reduction). Other delay calculations (Gear Haste, Magic Haste, etc.) are performed after Martial Arts is applied; this tends to make delay calculations for Monk a tad strange. Also, since Martial Arts directly alters your delay, it also affects your TP gain.
►Subtle Blow - Reduces amount of TP gained by enemies when striking them.
Level | Effect |
5 | 5% |
25 | 10% |
45 | 15% |
65 | 20% |
91 | 25% |
99 (125 JP Gift) | 27% |
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Subtle Blow is a separate term that is applied last in enemy TP gain calculation. It is affected by a great deal of equipment.
►Counter - May cancel target's attack with an attack of your own.
Level | Effect |
10 | 10% Rate |
81 | 12% Rate |
99 (150 JP Gift) | 14% Rate |
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A counterattack cannot occur if the player evades, parries or absorbs the attack with a shadow (note that you cannot parry with Hand-to-Hand weapons). Counter is subject to an accuracy check; if you miss the counter, the attack will hit you normally despite the fact that the trait proc'd. Counter rate can be increased by several pieces of equipment, as well as merits and Counterstance. The cap for this trait is 80% before accuracy checks.
►Max HP Boost - Increases your maximum HP.
Level | Effect |
15 | +30 HP |
35 | +60 HP |
55 | +120 HP |
70 | +180 HP |
86 | +240 HP |
96 | +280 HP |
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►Kick Attacks - Occasionally adds kick attacks.
Level | Effect |
51 | 10% Rate |
71 | 13% Rate |
96 | 15% Rate |
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A Kick Attack has to a chance to occur on any melee round only when using Hand-to-Hand weapons. The base damage for kick attacks is determined by hand-to-hand base damage and can be increased by various pieces of equipment. The rate can also be increased by equipment as well as merits.
►Tactical Guard - Grants bonus TP when guarding against an attack.
Level | Effect |
77 | 3 TP |
87 | 4.5 TP |
97 | 6 TP |
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This is not affected by Store TP.
►Skillchain Bonus - Improves skillchain damage.
Level | Effect |
77 | +8% Skillchain Damage |
87 | +12% Skillchain Damage |
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