IiPunch - Monk Guide |
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iiPunch - Monk Guide
focus w/o gear enhancement is 20% critical hit rate. I tested in assault on brittle rocks. 55% crit without and 77% with focus (1k and 600 sample size).
I'm seeing that boost is not increasing ws dmg, and that its cooldown has been prolonged to 60 seconds, but its giving insane auto attacks?
Are those 24k melee attacks from stacked boosts? 24k is from a boosted spharai crit
pchan said: » focus w/o gear enhancement is 20% critical hit rate. I tested in assault on brittle rocks. 55% crit without and 77% with focus (1k and 600 sample size). I think they claimed that the crit boost scales with level, so likely the formula is something like 99 / something = ~20% crit In game - boost delay is annoying.
got a 17.8k crit from verethragnas mid fight after boosting. White dmg seems to have gone up but only really noticable on crits. Can't 3-4 step self SC if I use boost anywhere but the last ws, but doesn't seem to do anything for the ws dmg at all. My victory smites aren't doing as much for some reason... Lol so... I wonder how I'm going to Boost + Chi blast Genbu now...
So is this enough of an update to pick godhands over doji?
Seems like all boost did to melee attacks was make "colossal blow" forced. They could however, just added that job trait or ability to monk: delay increases but chance of a death blow is enhanced For those stubborns who played mnk anyway i guess the upgrade is decent, for anyone else who hoped mnk would become a good dd...no.
Lakshmi.Buukki said: » So is this enough of an update to pick godhands over doji? In terms of just pure DPS, Godhands received the smallest bonus out of all 4 H2H RMEAs. Going from that you could say that Vere/Spharai just got even better in the tier placing. But then again, you can't judge things just from that, there are other factors. The increased delay (particularly increased especially on Godhands, it's over double the delay it used to have before) give like 4 more TP/hit which is good, and also make so the martial arts from gifts and gear isn't detrimental anymore as it won't keep reducing the TP/hit when you reach the attack delay cap (because you simply won't reach it) So I dunno how to answer your question. All H2H REMAs got slightly better, but Godhands less than the other 3. Dojikiri Yasutsune instead is just as good as before, for a Job that's just as good as before. MNK's useability surely has improved but I'm skeptic on that being a huge difference. Gonna be hard to tell until they "fix" Boost JA, which seems to be broken atm (not applying to WSs at all) Don't think I'd pick godhands over doji, especially with spharai cleanly beating them for both offense and defense now. Lot easier to make spharai than masa, if trying to cover both jobs to the best of your capability.
The update is significant: as I've been saying for many pages, MNK never needed to be top tier damage. The other benefits will carry it's usefulness, update just put it in the running so you don't feel crippled taking advantage of them. Boost is glitchy as @*^*&!!!
Spamming your ws macro after boost doesn't work for 2-5 seconds.. there seem to be a lock out from melee attacks and ws's.. its a *** nerf to the JA. Going to stack as many as I can now and see if i can at least land a 99k melee atk on first swing.. but i doubt it.. boost probably wears off faster now? didn't read the notes in detail I think people are misunderstanding what boost is meant to do now. I haven't been ingame yet, so I can't be positive, but from the reports what I'm seeing is:
-Boost is no longer stackable. -If boosting before a WS, you'll get the normal attack gain and some free STR mod, nothing huge. -Boost drastically decreases melee delay, UNLESS you ws. -If you wait out the melee round without WSing, you get a huge melee damage boost, not comparable to the WS boost. The way I see it, changing it to 0 delay like pup maneuvers would have made wasting it on melee rounds highly possible. This way, you can use it and be sure you'll have time to WS, if you do so you're just getting the WS boost and your melee is going back to normal. If you were to accidentally use it without a WS, you're going to lose out on a lot of TP, but at least the damage will mostly balance out. it seems af+3 head doesnt give crit bonus to focus (500 sample size)
Blazed1979 said: » Boost is glitchy as @*^*&!!! Spamming your ws macro after boost doesn't work for 2-5 seconds.. there seem to be a lock out from melee attacks and ws's.. its a *** nerf to the JA. Going to stack as many as I can now and see if i can at least land a 99k melee atk on first swing.. but i doubt it.. boost probably wears off faster now? didn't read the notes in detail Either way, not realistical use. Stupid question, but back in 2006 Sky Deco parties, you could engage > disnengage > engage to cut the delay down. Has anyone tried to Boost > disengage > engage to see if the delay is removed?
Not practical but just wondering. Would it be effective to stack your other JA's in the delay after boost?
Boost > Impetus > Focus minimize the effect by throwing another JA right after it? if there is no delay from WS right after boost, is the delay also gone right after a different JA? It could just be a bug on boost to have that LONG delay. Leviathan.Comeatmebro said: » I think people are misunderstanding what boost is meant to do now. I haven't been ingame yet, so I can't be positive, but from the reports what I'm seeing is: -Boost is no longer stackable. -If boosting before a WS, you'll get the normal attack gain and some free STR mod, nothing huge. -Boost drastically decreases melee delay, UNLESS you ws. -If you wait out the melee round without WSing, you get a huge melee damage boost, not comparable to the WS boost. The way I see it, changing it to 0 delay like pup maneuvers would have made wasting it on melee rounds highly possible. This way, you can use it and be sure you'll have time to WS, if you do so you're just getting the WS boost and your melee is going back to normal. If you were to accidentally use it without a WS, you're going to lose out on a lot of TP, but at least the damage will mostly balance out. Quote: Autoattack delay will increase while active. The next autoattack will deal increased damage. Then next autoattack will generate increased TP if it connects. While active, the next weapon skill used before an autoattack occurs will deal increased damage. The next autoattack/weapon skill will have its damage modified my STR. The effect duration has been changed from 180 to your attack delay. The recast time has been changed from 15 seconds to 60 seconds. The bolded part doesn't seem to be working at all, altough it's pretty generic wording, is it WSdmg? Pure attack? Something else? I also don't know if boost still gives the attack% bonus it used to give before, they don't mention removing that but they don't specifically mention it among the "new" Boost, so who knows? We also don't know what AF1 hands do to boost now. The item description has been updated but nobody tested what happens when you use boost with them. Just straight boost to the old bonus? (seems to be the case for Focus and Dodge from Pchan tests) It enhances the old thing plus the new ones as well? It enhances the new ones only because the attack% is gone? Nobody tested this stuff, yet :x I think it's pretty obvious that you're not going to get a boost on the same scale as your 20k melee rounds to a WS. That's very clearly intended to offset the delay, in the event you use it without a WS.
It's possible the WS boost is broken, but it's also possible people are expecting it to be more than it is. I haven't seen any controlled attempt to test it. From my understanding his 24k was a combination of:
Boost Critical hit *relic hidden effect proc Note their wording:
Quote: The next autoattack will deal increased damage. ... While active, the next weapon skill used before an autoattack occurs will deal increased damage. These are listed seperately. Quote: The next autoattack/weapon skill will have its damage modified my STR. This is not. Leviathan.Comeatmebro said: » I think it's pretty obvious that you're not going to get a boost on the same scale as your 20k melee rounds to a WS. That's very clearly intended to offset the delay, in the event you use it without a WS. Didn't see any report of damage spiking that high without Spharai's 3x damage or Vere's AM up maybe. Regardless of that, I agree it's something to offset what seems to be a pretty huge increase in damage. You could argue using boost in those times when you're not attacking. Like someone pulled a mob and it's not at you yet, or you have to actually move a few steps to reach the next target, or you can use it before popping a NM etc. In all these situations the delay increase seems kinda irrelevant. The duration of the delay increase seems to be "fixed" (Pchan reported it being the same with or withotu weapon) whereas the duration of Boost effect should be dynamic and scale with your delay, according to SE's description. Granted that we don't know if they're looking at the base delay or the delay with weapon equipped and/or MA traits. tl;dr Boost might have a duration calculated so that it wears off more or less at the same time when the "forced autoattack delay" effect also expires. Quote: It's possible the WS boost is broken, but it's also possible people are expecting it to be more than it is. I haven't seen any controlled attempt to test it. Asura.Sechs said: » noticeable Controlled test is necessary before suggesting it to be broken. a few things
if you Focus after Boost,boost wont work it just say "Boost effect wears of" And some numbers after killing 50+ mandys with Spharai. Normal hit with Boost: 3-6k Crit hit with Boost:5-9k with some higher number like: 12k 15k 19k and 24k. So my Boost seems to do 5-6 times higher numbers than without boost. Leviathan.Comeatmebro said: » Note their wording: Hence why they listed it separately. On the other hand instead, the STR boost thing could be a thing easily applying to both, depending on what it exactely is and how it's calculated. Just my personal interpretation, could be wrong translation or just simply bad/vague SE wording as we've seen many other times. I just went out and punched a few tigers in kamihr. My normal hits are ~500, crits are ~800. Boost crit ~5000 twice in a row. Even if the 24000 being observed is a spharai proc combined with capped pdif, you're looking at a boost of roughly 6x your normal damage. It'd be pretty foolish to think that's happening on WS.
Leviathan.Comeatmebro said: » Asura.Sechs said: » noticeable Controlled test is necessary before suggesting it to be broken. Altough arguably an even better test would be with stuff like Shoulder Tackle on some targets that we can know very exact stats and can cap out stuff etc. Probably too early for this question, but is glanz still garbage or did this update move it up the ranks for mnk weapons (esp with AM3 up)?
anyone notice a difference in damage using magical weaponskills with boost?
Leviathan.Comeatmebro said: » I just went out and punched a few tigers in kamihr. My normal hits are ~500, crits are ~800. Boost crit ~5000 twice in a row. Even if the 24000 being observed is a spharai proc combined with capped pdif, you're looking at a boost of roughly 6x your normal damage. It'd be pretty foolish to think that's happening on WS. If you have time please test something nobody did. Try to use Tornado Kick with Footwork Up and a Kick damage increasing equipment (any works). Really curious to see Tornado's numbers with Footwork up :D In theory the "+damage" value on Weapon should be added to kicks during Footwork. Tornado Kick and Dragon Kick use the feet damage value for base damage calculation, when Footwork is up, so IN THEORY it should consider the additional +damage from weapon as well. If you add Base kick damage + skill damage + Footwork JP damage + Ambuscade cape kick damage + Weapon damage = We're looking at something around 340 base damage. If and I repeat IF it works on WS as well, it should be noticeable even with small sample numbers lol I don't have time to do a controlled test atm, and not going to feed into rumors one way or another. Just did a quick examination of the melee damage to confirm my suspicion that it's not the same boost as WS.
If nobody else gets to it, should be able to gather data in a controlled manner tonight. |
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