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iiPunch - Monk Guide
Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2014-03-24 07:48:53
Back on topic, +2 Crit Otronif Hands +1 for Smite? Yes. Anchorite +1 was possibly best if the difference in dex was benefiting your crit rate enough, but Otronif +1 is only 2 less dex.
Of course, this is only if you gear swap for weaponskills O_O
By Otomis 2014-03-24 09:55:40
The best set for tojil is defensive. Raptor and mata either hit hard or dont require dd gear, eft requires magic def, peiste requires dt, and turtle requires pdt. As such 4/5 otronif +1 and lithelimb cap seem best. Acc is not an issue so hesychast gloves are stupid to use. On tojil acc is not an issue, its eva is fairly low. You will need dt gear too so otronif +1 is best. Qaaxo is ok I suppose though, but not augmented with path A... That s why otomis doesnt want my opinion I guess ?
Your opinion is fine as long as you back it up with math and numbers. However, most the time all you have to contribute is, "this dumb, you are stupid, they must be gimp". I clearly posted my set results via Mote's sheets using a full 119 gear set up with defense in mind.
What I posted...
Making higher end gear set for Tojil spamming, needing plasma for all the airlixir+2.
Gear (Tojil) Low-Man Setup. w/Ionis Food:RCB.
(Whm/Boost-Dex,Sch/Impact, Brd/Minuetx2 Marchx2, Mnkx2, Sam)
Def Down - "Tachi: Ageha" ~ Soul Voice, Yes.
I did this set with Path A H2H, Path A Body, and Path C Feet. I will probably be making a path B H2H as well. in my excitement my I went path A trading all 6 Airlixir+2 at once lol. Looking for input; actual input, the kind that would take the set up I am using and tweak the gear set to give a greater rate of DPS and higher WS numbers. Not Pchan input where opinion > facts.
If anyone has any suggestions that can be re-verified using Motes Sheets I would greatly appreciate it, Thanks. Also, posting a quick Screenshot of your sheet data would be great.
This is just a haste set and ws set, I am finding Shijin Spiral 5/5 pulling ahead of Victory Smite with so much stat vomit going on; as well the huge increases we are gaining in Acc and Att.
Of course, this is only if you gear swap for weaponskills O_O
Would recommend swapping gear if you are about to get hit with heavy tp move or heavy magic to MDT / DT sets, which is what brings Otronif +1 into play. I am not seeing a great benefit from it in haste nor Shijin ws sets. Victory Smite may find 'victory' in lower lv content? The 3 sets I focus on are "Chapuli (102)" for soloing lower lv stuff farming pops etc, "Delve Fodder" Trash killing in higher end areas or farming newer seekers areas (I often make these 2 sets only considering myself solo no major buffs), and of course Tojil which I use for most end game content, pushing the acc a bit more in order to eat meat and not require acc buffs to preform.
Marchx2 and Minuetx2 seem more effective then having a brd singing Madrigal. We have been using Rng strat on AAs DMII and New Delve, slowly incorporating Mnks. Only because it seems regardless if you full time a turtle set @ capped DT, you are still eating dirt to much to make Mnk dps productive.
Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2014-03-24 10:40:13
Marchx2 and Minuetx2 seem more effective then having a brd singing Madrigal. Our bard has 99 ghorn and 95 Daurdabla. During the majority of our Tojil run, we have marchx2 and a minuet. However for Tojil, our bard uses SV and CC. With SV, Advancing March isn't beneficial**, so we go with Victory March, Blade Madrigal, Valor Minuet 5 (Marcato'd), and Valor Minuet 4.
We could go with Valor Minuet 3, but then we'd have to swap to either sushi or accuracy gear. Either swap I think is going to be less dps than the ~60 attack from Valor Minuet 3.
** Victory March cap is 96/1024 without instrument. Each +1 to march gives 16/1024.
99 Ghorn is +4 to all songs.
AF3+2 legs is +1 to marches.
Total of +5 to Victory March.
Victory March then is 96/1024 + 80/1024 = 176/1024 (or 17% haste)
SV doubles the effect, making it 352/1024 (or 34% haste)
The spell, Haste, gives 15% haste.
34% + 15% = 49%
Magic Haste Cap = 43%
So as long as you are keeping haste up (or Haste Samba from a Dancer) you will be at magic haste cap without Advancing March.
As for Victory Smite, those of us with Verethragna don't really have much of a choice. The only time I can really use Shijin Spiral is when I have AM3 up. Which is usually only the first 1.5 minutes of a fight.
Serveur: Shiva
Game: FFXI
Posts: 694
By Shiva.Alistrianna 2014-03-24 11:47:45
I've been finding Vere to be somewhat of a hindrance as of late. For Skirmish III I roam too much for AM1 to matter. For AA's accuracy is an issue if doing anything above Normal and if you swap to the Accuracy set to make use of AM1, you end up tanking and having to turtle again. I'm not sure about new Delve content as I have only done a few NMs and none of the really evasive ones.
Btw, Marcato does not stack with Soul Voice so unless you are doing a JA reset at some point, it's probably best for your BRD to save it for when songs start to wear if the fight drags on that long.
Carbuncle.Sisko
Serveur: Carbuncle
Game: FFXI
Posts: 192
By Carbuncle.Sisko 2014-03-24 11:48:50
Quote: so we go with Victory March, Blade Madrigal, Valor Minuet 5 (Marcato'd), and Valor Minuet 4
Don't bother mercato here, it doesn't stack with soul voice.
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Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2014-03-24 15:25:22
Shiva.Alistrianna said: »Btw, Marcato does not stack with Soul Voice so unless you are doing a JA reset at some point, it's probably best for your BRD to save it for when songs start to wear if the fight drags on that long. We kill him before songs wear off, so I guess it's a non-issue. As for Vere being a hindrance... I don't view it that way. When I found out that Vere without aftermath is just as good as Oatixur, I stopped caring as much about aftermath outside of longer fights. Sure, you don't take advantage of a lot of aftermath time in Ra'kaznar, but so what? I wouldn't let it bother you. Plus... it's just lolSkirmish.
By pchan 2014-03-24 18:56:19
And you do lol tojil which drops nothing worth of interest. I'm starting to think that delve v2 is nearly useless because you need something on the same EVA level as VD AA that deal about as much damage.
PS : I like mdk's 5% crit bonus from afterglow verethragna. And I have a feeling that we are going to get plethora of gimp gear/sidegrade until they decide to up the ilevel cap. The game is probably on pause progression wise until next september. Hoping for RME upgrades then.
Serveur: Asura
Game: FFXI
Posts: 3,213
By Asura.Failaras 2014-03-24 19:15:29
Quote: And you do lol tojil which drops nothing worth of interest. I'm starting to think that delve v2 is nearly useless because you need something on the same EVA level as VD AA that deal about as much damage. An active contributor to the forum ladies and gentleman.
[+]
Serveur: Phoenix
Game: FFXI
Posts: 1,285
By Phoenix.Dramatica 2014-03-24 19:19:55
The best set for tojil is defensive. Raptor and mata either hit hard or dont require dd gear, eft requires magic def, peiste requires dt, and turtle requires pdt. As such 4/5 otronif +1 and lithelimb cap seem best. Acc is not an issue so hesychast gloves are stupid to use. On tojil acc is not an issue, its eva is fairly low. You will need dt gear too so otronif +1 is best. Qaaxo is ok I suppose though, but not augmented with path A... That s why otomis doesnt want my opinion I guess ? You must really only play with completely awful curebot WHMs, I never ever put on PDT gear unless lahar gets off, on a good tojil run you shouldn't be dealing with any annoying tp moves at all. I may not make as much consistent gil as your 2man ADLs, but I make plenty and find what I do far less mind numbing. Delve in general is great gil so I don't see why you loltojil. Loladl? lolpdt gear on tojil runs? Like, I can get the turtle if you don't feel like erasing your mnks, but why in the *** would you ever need DT gear on pieste?
Carbuncle.Dagget
Serveur: Carbuncle
Game: FFXI
Posts: 85
By Carbuncle.Dagget 2014-03-25 02:40:18
The best set for tojil is defensive. Raptor and mata either hit hard or dont require dd gear, eft requires magic def, peiste requires dt, and turtle requires pdt. As such 4/5 otronif +1 and lithelimb cap seem best. Acc is not an issue so hesychast gloves are stupid to use. On tojil acc is not an issue, its eva is fairly low. You will need dt gear too so otronif +1 is best. Qaaxo is ok I suppose though, but not augmented with path A... That s why otomis doesnt want my opinion I guess ?
Your opinion is fine as long as you back it up with math and numbers. However, most the time all you have to contribute is, "this dumb, you are stupid, they must be gimp". I clearly posted my set results via Mote's sheets using a full 119 gear set up with defense in mind.
What I posted...
Making higher end gear set for Tojil spamming, needing plasma for all the airlixir+2.
Gear (Tojil) Low-Man Setup. w/Ionis Food:RCB.
(Whm/Boost-Dex,Sch/Impact, Brd/Minuetx2 Marchx2, Mnkx2, Sam)
Def Down - "Tachi: Ageha" ~ Soul Voice, Yes.
I did this set with Path A H2H, Path A Body, and Path C Feet. I will probably be making a path B H2H as well. in my excitement my I went path A trading all 6 Airlixir+2 at once lol. Looking for input; actual input, the kind that would take the set up I am using and tweak the gear set to give a greater rate of DPS and higher WS numbers. Not Pchan input where opinion > facts.
If anyone has any suggestions that can be re-verified using Motes Sheets I would greatly appreciate it, Thanks. Also, posting a quick Screenshot of your sheet data would be great.
This is just a haste set and ws set, I am finding Shijin Spiral 5/5 pulling ahead of Victory Smite with so much stat vomit going on; as well the huge increases we are gaining in Acc and Att.
Of course, this is only if you gear swap for weaponskills O_O
Would recommend swapping gear if you are about to get hit with heavy tp move or heavy magic to MDT / DT sets, which is what brings Otronif +1 into play. I am not seeing a great benefit from it in haste nor Shijin ws sets. Victory Smite may find 'victory' in lower lv content? The 3 sets I focus on are "Chapuli (102)" for soloing lower lv stuff farming pops etc, "Delve Fodder" Trash killing in higher end areas or farming newer seekers areas (I often make these 2 sets only considering myself solo no major buffs), and of course Tojil which I use for most end game content, pushing the acc a bit more in order to eat meat and not require acc buffs to preform.
Marchx2 and Minuetx2 seem more effective then having a brd singing Madrigal. We have been using Rng strat on AAs DMII and New Delve, slowly incorporating Mnks. Only because it seems regardless if you full time a turtle set @ capped DT, you are still eating dirt to much to make Mnk dps productive.
Mind showing your sets where Smite is being beat out by Shijin? Every way i've tried to tweak them around with high end gear and imp down, they're close, with smite still winning. With Imp up, smite is the winner pretty clearly.
By pchan 2014-03-25 04:32:09
I suspect he artificially gimped his acc without noticing it, and since shijin gear comes with dex, it ends up more accurate, otherwise it's nonsense.
I checked out accuracy builds.
With 2 x madrigal (non soul voice) and sushi, you need a mob of 1180 acc or more for tinhaspa(B) to beat spharai. This on the same level as AAMR (VD) btw. At this eva level spharai=tinhaspa.
With 2x madrigal soul voice'd : 1260 EVA or more. i don't know of any mob of this eva level.
With 2x madrigal (non sv) and geo buff ( non boilster) : 1260
With 2x madrigal (non sv) and geo buff ( boilster) : 1340 (unrealistic)
With 2x madrigal ( sv) and geo buff ( non boilster) : 1340 (unrealistic)
With 2x madrigal ( sv) and geo buff ( boilster) : 1420 (unrealistic)
With 2x madrigal ( sv) and geo buff ( boilster) and hunter : 1440 (unrealistic)
Now without madrigals or other acc buffs : 1090 eva or more. This is similar as AAGK(VD) (~1100).
Now with attack food, no acc buff : 1010 eva
Carbuncle.Dagget
Serveur: Carbuncle
Game: FFXI
Posts: 85
By Carbuncle.Dagget 2014-03-25 06:21:38
I suspect he artificially gimped his acc without noticing it, and since shijin gear comes with dex, it ends up more accurate, otherwise it's nonsense.
I checked out accuracy builds.
With 2 x madrigal (non soul voice) and sushi, you need a mob of 1180 acc or more for tinhaspa(B) to beat spharai. This on the same level as AAMR (VD) btw. At this eva level spharai=tinhaspa.
With 2x madrigal soul voice'd : 1260 EVA or more. i don't know of any mob of this eva level.
With 2x madrigal (non sv) and geo buff ( non boilster) : 1260
With 2x madrigal (non sv) and geo buff ( boilster) : 1340 (unrealistic)
With 2x madrigal ( sv) and geo buff ( non boilster) : 1340 (unrealistic)
With 2x madrigal ( sv) and geo buff ( boilster) : 1420 (unrealistic)
With 2x madrigal ( sv) and geo buff ( boilster) and hunter : 1440 (unrealistic)
Now without madrigals or other acc buffs : 1090 eva or more. This is similar as AAGK(VD) (~1100).
Now with attack food, no acc buff : 1010 eva
The B path allows you to drop 20 acc from an acc set with however.
It's pretty unrealistic to assume geo-buffs before cor buffs. COR brings much more to the table then a GEO does.
Fantastic option for people not wanting to make a relic. The H2H Heirarchy remains the same with Glanz(any situation where maintaining a decent amount of AM3)>Vere/Spharai>others.
By Otomis 2014-03-25 07:35:01
Ran 7 tojils tonight with non relic brd singing 2x minuet and 1x march with soul voice using Clarion Call. Boost-Str from whm and Firestorm from sch, eating RCB, Ionis of course. Averging about ~3500 WS damage from Shijin Spiral. Until Kparser has new memloc, simply taking WS numbers after each fight and jotting them down, add em all up divide by number of ws, simple math. This is using the sets I posted previously.
What I find interesting is the performance is vastly ahead of what mote's sheets say it should be. Often time when I run parses I find set and Sheets to be relatively close. However this is before I.Lv. Is the I.Lv gear raising our player lv so much closer to a Tojil type target levels that it would create such difference? this is 7 fight with 12-16 WS a fight, limited of course by the in game log memory (can not scroll up past a certain point). Either way no ws really used 100-75% just 100-Fists with Formless, so not missing that much. ~100 WS on same mob with same situational buffs each time = close enough for rough data.
Is anyone else noticing a huge boost in performance using full 119 sets + weapons. Near to the point it almost does not make sense out side of the fact player lv is that much closer to NM lv?
Dagget: the sheets with set I am using are posted in the spoiler, just click to enlarge images. Shows set up page and gear set page. Just took a simple desktop screenshot uploaded them and posted them. Just find it so much easier to compare data this way; wish others would do the same with their results. Getting 1150 in the DPS & 2850 in WS calculation. This is with high end optimal buffs which is why I am finding it interesting to be averaging ~3500 with lesser buffs, Only 3 songs, no Def Down, No Impact, yet greater performance the sheet estimates.
Carbuncle.Dagget
Serveur: Carbuncle
Game: FFXI
Posts: 85
By Carbuncle.Dagget 2014-03-25 08:20:43
Using the exact same WS set, Same buffs I'm getting 3248 for Shijin
Buffs are SV min4/5 march1/2 Focus/Zerk/Imp Haste/Boost-dex Tachi Ageha:yes and impact.
Without Madrigal Smite is still winning, with Mad or any secondary acc buff and swapping to boost-str, its not even close.
Edit: So for your situation yes, either something is impacting your shijin values (possibly tojil's rotating damage phases?) or Tojil base defense is lower than assumed in the spreadsheet.
Edit2: You;re not WSing at all during tojil's "resistant phase" but you are during 25%->dead, thats going to skew your numbers quite a bit. while the spreadsheet assumes he is neutral
By Yandaime 2014-03-25 08:29:59
Getting 1150 in the DPS & 2850 in WS calculation. This is with high end optimal buffs which is why I am finding it interesting to be averaging ~3500 with lesser buffs, Only 3 songs, no Def Down, No Impact, yet greater performance the sheet estimates.
Gotta remember that the WS Damage pulled up in the Sheets is the Average over 1000 WS attempts vs your target. Given the Nature of VSmite, you may very well hit well above the average, aka "Hulk Moments" If you compiled 1000 Samples with those conditions as controlled as humanly possible, your Average should pull closer to Sheets. Also, against Tojil, did you remember to dump the WSs that were done at 100-75% HP and 25%-Dead? First Quarter on Tojil, your WS Damage will be hurt, and Last Quarter on Tojil, your WS Damage will be boosted, skewing your results.
My main purpose for using Tojil as a model is because the thing has beefy stats and a lot of Defense. With this in mind, If my MNK is set to crush this thing, it will crush everything else that has Normal - Mid Evasion. Because of Tojil's Damage phases however, its difficult to get actual parse results from him.
If you want to set for Evasive Targets, there's actually a pretty evasive mob that walks around freely that you can get samples from. It's the 125 Rabbits in Woh Gates. Fastest way to reach them is to walk from frontier station in Kamihr Drifts. If you can manage to cap Acc on that thing, your Acc is probably well built for dealing with most Evasive Targets lol
Quetzalcoatl.Waffless
Serveur: Quetzalcoatl
Game: FFXI
Posts: 376
By Quetzalcoatl.Waffless 2014-03-25 09:21:57
So are you supposed to ws at all during hundred fists/formless or not? I've heard both ways for a long time now.
By Yandaime 2014-03-25 10:10:24
Quetzalcoatl.Waffless said: »So are you supposed to ws at all during hundred fists/formless or not? I've heard both ways for a long time now.
Depends on your buffs. If you are Hasted + Marched, its better to throw WS while Hundred Fists is going. If you do not have Haste buffs, DO NOT WS while Hundred Fists is going.
Reason for that being that every time you use a JA or WS, your Melee timer resets to neutral before it picks back up again. If you are fully hasted, your normal Delay is super low allowing you to WS without consequence.
This can be further verified with spreadsheet.
***Edit***
Almost missed the Formless part. I personally throw WS as long as Im fully hasted. Its usually pretty good damage on Delve Bosses even with Blunt Resistance (1600~2500 VSmite) And with your Delay already capped or near-cap, its pretty much free damage. Obviously if your fighting something that takes almost No Blunt Damage, WSing wouldnt be advised but I don't think such a situation currently exists.
Bismarck.Keityan
Serveur: Bismarck
Game: FFXI
Posts: 323
By Bismarck.Keityan 2014-03-25 10:17:19
Until Kparser has new memloc, simply taking WS numbers after each fight and jotting them down, add em all up divide by number of ws, simple math. This is using the sets I posted previously.
(If this was specifically for Tojil, because it seems like that was what you were implying)
Better have a lot of numbers for that though. For one, COR rolls will add variability.
The other source of variability is alliance setup and consistant performance of your ally. Tojil's 4 distinct weakness phases make it hard to determine WS averages for a good VS/Shijin comparison. For example, adding another MNK into the alliance will drop your total DPS(and WS averages) because the MNK is competing for the same Tojil Weakness phase as you are. The more MNK's you add, the less each MNK DPS(and WS averages) will be.
This goes with underperforming/overperforming members of any job. If a SAM overperforms at 75%-25%, you spend less time at a neutral damage type and spend more time at 25%-0% when blunt is strong.
I would suggest that, instead of using the full parse, using only numbers from a particular % of Tojil. For example, only compare during 100%-75%, 75%-50%, 50%-25%, or 25%-0%. This allows you to at least correct for alliance setups creating large swings.
I'm not arguing that over many parses, you can find an answer. In the most fundamental way, it's correct. I just don't think you'll be able to find a solid answer in any reasonable amount of time averaging full parses.
[+]
By pchan 2014-03-25 14:52:37
I parsed and found better results than the speadsheet, so shijin > victory smite
Ok come back to us when your shijin do 5k+, what a dumb way to conclude shijin beat vs...
By Otomis 2014-03-25 15:19:32
Until Kparser has new memloc, simply taking WS numbers after each fight and jotting them down, add em all up divide by number of ws, simple math. This is using the sets I posted previously.
(If this was specifically for Tojil, because it seems like that was what you were implying)
Better have a lot of numbers for that though. For one, COR rolls will add variability.
The other source of variability is alliance setup and consistant performance of your ally. Tojil's 4 distinct weakness phases make it hard to determine WS averages for a good VS/Shijin comparison. For example, adding another MNK into the alliance will drop your total DPS(and WS averages) because the MNK is competing for the same Tojil Weakness phase as you are. The more MNK's you add, the less each MNK DPS(and WS averages) will be.
This goes with underperforming/overperforming members of any job. If a SAM overperforms at 75%-25%, you spend less time at a neutral damage type and spend more time at 25%-0% when blunt is strong.
I would suggest that, instead of using the full parse, using only numbers from a particular % of Tojil. For example, only compare during 100%-75%, 75%-50%, 50%-25%, or 25%-0%. This allows you to at least correct for alliance setups creating large swings.
I'm not arguing that over many parses, you can find an answer. In the most fundamental way, it's correct. I just don't think you'll be able to find a solid answer in any reasonable amount of time averaging full parses.
Aye will have to to a lot more testing to see. I use both alternately just depending on who is getting stunned/terror etc. Tending for spamming chaining Light between Shijin and VS, with occasional double light if we time/set it right not getting stunned. Have found this the best way to burn in under 5 mins. Shijin does push 5k, but only when weakness in last 25% of HP. I have partied with many relic, mythic, oats Mnks and no one is pushing 5k avg WS over the full extent of a battle with tojil. Once again TY you for your wonderful contribution with actual facts and figures, maybe a SS of the gear sets you use, parse data, SS of Sheet set optimization; Pchan?
Serveur: Ragnarok
Game: FFXI
Posts: 59
By Ragnarok.Flyingsquirrel 2014-03-25 16:13:16
Does anyone know Tinhaspa's rank C path? I just got a pair, and while I'm mostly on PUP I figured a tinhaspa question would get more attention on the mnk forums. I've seen path A and path B, but not path C =(
Serveur: Sylph
Game: FFXI
Posts: 5
By Sylph.Berzerker 2014-03-25 16:30:13
If Monk wasn't already OP, for its sub or grip spot, they should come out with some wrist wraps. Ive been saying this since they first introduced the grips back in '08 i believe.
Serveur: Valefor
Game: FFXI
Posts: 19,647
By Valefor.Prothescar 2014-03-25 16:45:37
Quetzalcoatl.Waffless said: »So are you supposed to ws at all during hundred fists/formless or not? I've heard both ways for a long time now.
Depends on your buffs. If you are Hasted + Marched, its better to throw WS while Hundred Fists is going. If you do not have Haste buffs, DO NOT WS while Hundred Fists is going.
Reason for that being that every time you use a JA or WS, your Melee timer resets to neutral before it picks back up again. If you are fully hasted, your normal Delay is super low allowing you to WS without consequence.
This can be further verified with spreadsheet.
***Edit***
Almost missed the Formless part. I personally throw WS as long as Im fully hasted. Its usually pretty good damage on Delve Bosses even with Blunt Resistance (1600~2500 VSmite) And with your Delay already capped or near-cap, its pretty much free damage. Obviously if your fighting something that takes almost No Blunt Damage, WSing wouldnt be advised but I don't think such a situation currently exists.
JA and WS delay have nothing to do with your amount of haste, rly. They're static values, 2 seconds per action with 1s being removed for each concurrent one. If anything, WSing or using a JA with more haste is hurting you more than if you were to WS with less.
By Otomis 2014-03-25 17:34:35
Can anyone post their best sets for Haste and for Victory Smite? Using Items sets on ffxiah.com. Also with a full listing of buff set up, 3-4 songs SV(yes/no), Cor(yes/no) Food, etc on Tojil Settings. Screen shot of sheet would be great but would just liek the full story so I can check them vs other sets I am comparing.
By Yandaime 2014-03-25 18:02:05
Valefor.Prothescar said: »JA and WS delay have nothing to do with your amount of haste, rly. They're static values, 2 seconds per action with 1s being removed for each concurrent one. If anything, WSing or using a JA with more haste is hurting you more than if you were to WS with less.
Oops, you got me there, my previous understanding of Hundred Fists was that after an action, you would reset to your base Delay until you swung again to resume the flurry but I looked it up again and it doesn't work that way. However, WSing while Hundred Fists is up should still be beneficial.
I wont go into the boring details but my normal settup vs Tojil with Haste, Both Marches, HF and WSing, DPS = 1315.616
Same settup without WSing, DPS = 1106.550.
So its still helping, Thats a 15.9% Damage increase from WSing doing normal Damage, 7.95% Increase during a Resistant Phase (First-Quarter Tojil)
By Otomis 2014-03-25 18:03:57
Mrrr. I have always been told from way back to not preform actions during 100-Fists. Might have to start WS see if the loss in punch-mania worth the extra damage from ws's.
By Yandaime 2014-03-25 18:20:51
I do remember the days where WSing while Hundred Fists was up, was bad but that was back at 75. Also, at 75, MNK WSs were rather weak, especially against big NMs like Kirin. So my best guess is that it's better these days because of our WSs being a great deal stronger than they were before.
But it should be pretty simple, In order for Wsing while Hundred Fists is up, your WS would need to do more damage than the number of hits you would have thrown during the animation. The spreadsheet is showing in increase in Damage while Hundred Fisting so I'm go with that til I get a chance to actually sit down and try to test it
[+]
Serveur: Phoenix
Game: FFXI
Posts: 57
By Phoenix.Craptaculous 2014-03-25 23:00:31
Ragnarok.Flyingsquirrel said: »Does anyone know Tinhaspa's rank C path? I just got a pair, and while I'm mostly on PUP I figured a tinhaspa question would get more attention on the mnk forums. I've seen path A and path B, but not path C =(
path C is:
Atk
DEX
STP
Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2014-03-26 11:22:21
Quetzalcoatl.Waffless said: »So are you supposed to ws at all during hundred fists/formless or not? I've heard both ways for a long time now. Hundred Fists - yes. Exceptions that might need testing are when you have Aftermath 3 for Verethragna/Glanzfaust
Formless Strikes - depends. If you are fighting something like Tojil, then yes, weaponskill, because he doesn't gain a resistance to blunt during 100%-76%. He's just weaker to magic. So formless does more than your regular hits but it's not amazing.
However for other things, like custard NMs that have an extraordinary amount of PDT, using a WS wouldn't be much more damage than a normal formless strikes hit. So the action delay of the weaponskill would end up making you lose dps.
This is personally how I do the first 25% of Tojil (keep in mind I have Vere 119):
- formless strikes/berzerk/aggressor on pull
- if at 300 TP, victory smite, then hundred fists
- if > 200 TP, build to 300 TP, then victory smite, then formless
- if < 200 TP, hundred fists, build to 300 tp, then victory smite
- auto attack until 75%, then victory smite, and cancel formless strikes during VS animation
I think because of AM3, it's more beneficial for me to do it this way, but I haven't ran any numbers to prove that.
Serveur: Shiva
Game: FFXI
Posts: 694
By Shiva.Alistrianna 2014-03-26 11:44:48
I do pretty much the same thing with the exception of regardless of TP, formless strikes is popped when Tojil is otw to me. It lasts long enough and Tojil dies fast enough that the 3:30 duration should never be a problem. I also keep WS'ing even after the first Smite.
Most of the parses I have been a part of I am usually ahead of second place by a decent chunk of damage, usually 20k, sometimes higher depending on the group I go with. I've seen as high as 100k differences in damage with some linkshell runs. I feel that part of those differences are due to other MNKs not WS'ing during HF and in some instances, still using Boost. Pretty much all of those results have been with 18 person groups too. I've yet to actually set foot in with 6 ppl and manage to clear.
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 |
|
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% |
|
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 |
|
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 |
|
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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