does anyone know if Verethragna aftermath Occ Double/triple Damage can activate in the following:
1. Off hand attack
2. Double attack or Triple attack
3. Kick attack
thanks,
Sadly, Verethragna's Aftermath is the weakest of the Empyrean weapons that I am aware of.
It can ONLY proc on the first offhand hit of any attack round. Not on mainhand, not on multiattacks, not on kicks and not on counters.
Source: I have Verethrage 119III.
Here's a link to an average damage log screenshot illustrating what I said. Notice that 1: The 2nd hit (offhand) in the first attack round of each fight is where the triple damage procs. 2: That with AM3 up (50% triple damage proc rate) I am not triple damage procing nearly that often, indicating that multiattacks cannot proc it.
It's the same for all H2H RME guys D:
Mythic AM3 works on one hand only.
Relic's occasionally double damage works on one hand only.
Vere's AM works on one hand only.
Neither of them proc on Kick Attacks or during WS (well Mythic AM3 can, actually)
The problem lies in the fact that H2H is a weapon category treated as a 1hand, but it occupies both hands like a 2H weapon.
SE never bothered to "solve" this situation.
I can understand their reasoning though. 1H special effects only proc on their related weapon, they do not proc on the OH weapon you decide to equip.
So it's kinda "fair" it's the same for H2H. But at the same time it's not because with H2H you don't have the freedom to pick whichever OH you want.
Hey guys, I recently came back and since I hadn't leveled monk on my new char I figured it would be a good choice for some nostalgia(mnk was my first 75 ever). Just have a few questions:
During the wanted campaign, I managed to get both the body and the h2h from 119 PW. Are these great for use?
One of the things I've always wanted was a pair of spharai. How do they fair nowadays?
Otherwise what are some sets I could strive for? It seems like all of the sets from the guides were removed :<
Hands+1 from PW are the best non-RME weapon MNK can use.
I guess perf aug SR ones might still hold a place under certain situations/buffs (Capuchin has more details on that regard) but overall I seem to recall what I said, i.e. Comeuppance +1 are the best non-RME weapon for MNK.
Before the 119v3 version of RME came out you could've said that Comeuppance+1 were arguably better than some RME tbf, but now with the new 269 skill I doubt there's a challenge anymore.
As for the body uh, it's ok but I don't think it's anything special?
It has slightly different stats from Abnoba's Kaftan (more att/acc, +1% crit, +STP, no CritDmg) and AF3 body (which I'm not even sure it's still worth to use it over other options with Impetus up, has anybody mathed it out?).
You could probably get better stats on Herculean Body, but that would require luck. Until then Tatenashi+1 can give nice results I suppose.
does anyone know if Verethragna aftermath Occ Double/triple Damage can activate in the following:
1. Off hand attack
2. Double attack or Triple attack
3. Kick attack
thanks,
Sadly, Verethragna's Aftermath is the weakest of the Empyrean weapons that I am aware of.
It can ONLY proc on the first offhand hit of any attack round. Not on mainhand, not on multiattacks, not on kicks and not on counters.
Source: I have Verethrage 119III.
Here's a link to an average damage log screenshot illustrating what I said. Notice that 1: The 2nd hit (offhand) in the first attack round of each fight is where the triple damage procs. 2: That with AM3 up (50% triple damage proc rate) I am not triple damage procing nearly that often, indicating that multiattacks cannot proc it.
I have vere and glaz both AG'ed. Kinda sat that a hybrid job like DNC and BLU melee dmg will ***all over a melee specialist like MNK.
moderately interested in MNK again so I'm going to update the guide quickly. almost seems pointless though when the answer to everything is "look at every other light dd job" for equipment choices
edit: finished TP/VS/Ascetics highest tier sets. will work on rest tomorrow
moderately interested in MNK again so I'm going to update the guide quickly. almost seems pointless though when the answer to everything is "look at every other light dd job" for equipment choices
edit: finished TP/VS/Ascetics highest tier sets. will work on rest tomorrow
Thank you! I am looking at making a 2nd relic and I have high hopes mnk steals me haha. Was my main back in 2003-2009 before i quit. I am hoping for a revival of this job.
Haven't done the math, don't care enough to do the math but they are free vs 300m+ for every other RME whose aftermaths are all greatly nerfed. Would be completely unsurprised if Godhands annihilates RME. I just used Sequence as a reference since they are very close to Tizona in damage, and Tizona is actually good
Can someone give me an overview of how to calculate delay reduction with H2H. More specifically, I'm wondering if its possible to cap delay without capped magic haste if I'm wearing the ambuscade head (MA +10) and empy body (MA +6).
Similar to how this is broken down: http://www.ffxiah.com/forum/topic/46248/max-dual-wield-question/ for X amount of haste you need Y amount of DW or vice versa, would be nice if someone could do the same for MA.
Before you flame me, I have looked at https://www.bg-wiki.com/bg/Attack_speed and tried to follow their H2H example and I don't understand where they are coming up with their 'MA delay' variable. 480 (base delay) + 86 (wpn delay) -200 (martial arts delay)... Where does this -200 come from, and how does this variable change when I add in the ambuscade head and empy body, and job gift?
So specifically if I'm using Denouements (96 delay), ambuscade head (MA +10), empy body +1 (MA+6), and have the 100 JP bonus (MA +5), how much magic haste do I need to cap delay? Can I get there with just haste2? haste2 and haste samba from /dnc?
Base H2H Delay is 480.
Being level 99 gives Martial Arts VII, which is -200 delay (280).
Lose 10 delay from the head, 6 from the shirt, 5 from the gift (259).
Add 96 from Denouements (355).
Minimum delay is 20% of Base+Weapon, so (480+96)*0.2, which is 115.2.
Divide the minimum (115.2) by your modified delay (355) to get a number (0.324). This number represents the percentage of your delay that won't be affected by Haste.
Flip that number into a percentage (32.45%) and subtract it from 100%. That's how much Haste your MNK needs to reach the delay cap (67.55%). With capped gear haste at 25%, you'll need either 42.55% magic haste (just shy of the cap) or 37.55% with Haste Samba.
edit: to find out the Martial Arts value you'd need to cap a pair of knucks with whatever Haste you want:
Hello can anyone outline what's hierarchy of non RME hand to hand weapons and your opinions on hizamaru set, I haven't played MNK since Oatixur days and would like to get a little understanding of what to aim for regarding to gear, thanks in advance.
What irks me is that they aren't addressing the real issue with H2H. Compared to everyone else, H2H WS just suck. Victory Smite is the ONLY good one, Howling Fist could be good if you aren't skillchaining and using Godhands(Defeats the point of using Godhands...)
What they excel at are Auto attacks, which in the meta right now are almost just a way to get TP to perform WS and skillchains, considering how absolutely absurd the damage from those are right now.
You should really look up how WS-Damage works before posting stuff like this. There is more than just FTP to calculate the damage and crits don't add +1 to FTP either.
MNK is at the point where my day 1, aegis, no gear swaps PLD was more desired for events.
Considering I was a day 1 MNK, and had R/E/M 119, it was time to put the game down for good once I beat Rhapsodies. The only part of the game that was still fun was being on discord and bullshitting w/ my linkshell; not the game itself
I'm sure I'm just echoing someone else's ideas, but there are 4 avenues that could be taken to make MNK somewhat relevant again.
1) allow them to equip a fist in offhand for stat boost. The mechanic of the REMs only working on 1 hand is already in place.
1b) if not, allow REMs bonus to work on both fists.
2) fix Job Pointt category bonuses and gifts. They are far inferior to other DPS jobs.
3) adjust Martial Arts
4) adjust h2h weaponskills/sc properties
I'm usually not the one to entertain "heart of the cards" talk, in fact I hate it. I also realize MNK had its time in the spotlight for a long time, but nowadays it is beyond inferior and deserves to be at least quasi relevant. I'm not expecting any or all of these to be entertained either, just contributing to discussion.