Quetzalcoatl.Langly said: »
Why are simulations superior to a spreadsheet DPS/DmgAvg result?
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Quetzalcoatl.Langly said: » Why are simulations superior to a spreadsheet DPS/DmgAvg result? YouTube Video Placeholder
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Blazed1979 said: » 1 MNK vs 10,000 RNGs Fenrir.Cherrywine
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Sounds like the makings of a great Chuck Norris joke... Spharai can win a parse, if it can equip Chuck Norris.
who is ready for dodge to give counter +10 and focus to give crit +10????
Leviathan.Comeatmebro
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im cool with that, gonna rock mnk anyway for a while this m.eva is baller
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Leviathan.Comeatmebro said: » im cool with that, gonna rock mnk anyway for a while this m.eva is baller You know, from this entire convo I've been wondering if MNK rocking full Ken+1 set allows geo dropping indi fade or attunement for one extra bubble. Afaik geo attunement is only 125 magic evasion from wiki. Ragnarok.Phuoc
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What should happen tomorrow for mnk to be on par with other DDs:
- Martial Arts no longer affect tp return. - Raise smite to 3-4. - Turn Focus/Dodge into stances like Sam ones, Focus giving 100 acc, 10% ja haste and 100 attack, Dodge giving 100 evasion, 100 meva and 100 defense. - Boost doesnt wears upon use, it will add a base +10% ja haste debuff when hitting the mob and also +10% attack per use. - Chi blast lowered to 1 min recast, penance duration lowered to 30 seconds max but raised tp reduction on mob by 75%. - Counterstance lets you return the incoming attack is if it was 1 attack round for you, gives TP and no longer lowers DEF. - Footwork adds +50% dmg to your kicks making those kick WSs "useful". - Mantra raises HP and DEF by +10% of the total user's hp/def (and party members as well). - Formless strikes recast lowered to 5 mins and does full damage. - Perfect counter effect lasts 3 incoming hits, 5 with bikku +1. - Impetus doesnt reset on miss, you can full time it now and starts at 100 attack and +10% crit rate, goes up to +500 attack and +50% crit rate fully charged. - Enable MNK to equip grips, introducing them this update (craftable) and with drops on the next omen update for af2 upgrades. - Make Victory smite from Crit change varies with tp to Damage varies with tp with fTP transferred across all hits (ala reso). With this you'll have mnk go from the back seat to the first places again, now lets see what SE does tonight. MNK will rise again and be at least as popular as Moggarden Furrows !
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New sim link that now accounts for impetus. For those that went in the previous code I added flat_att and flat_crit attributes which are basically handling the attack and critical hitrate without impetus. Those are the attributes that should be used when defining gear.
Impetus doesn't account for bodies that enhance it (yet) Also added a spharai2 weapon if you want to compare the new DMG/delay we are likely getting tomorrow. https://drive.google.com/file/d/0B7wbcilaHsTeWU5YY0hJNXJrcjA/view?usp=sharing Fenrir.Cherrywine
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Afania said: » You know, from this entire convo I've been wondering if MNK rocking full Ken+1 set allows geo dropping indi fade or attunement for one extra bubble. Afaik geo attunement is only 125 magic evasion from wiki. You don't even need to go that far, at least to make up the magic evasion. From where we were a month ago, Kendatsuba didn't exist yet. So comparing how battles have been for the previous half a year (since our opponents haven't changed) to how they could be... The difference between NQ Adhemar body and SR legs vs. NQ Kendatsuba body and legs is 92 magic evasion and 4 magic defense bonus. Give up NQ Adhemar hands for NQ Kendatsuba hands, and you've exceeded Attunement: 129 magic evasion and 6 magic defense bonus. Each piece of HQ Kendatsuba adds 10 more magic evasion and 1 more magic defense bonus. So, with just body and legs swapped, you would see a gain of 112 magic evasion and 6 magic defense bonus. With body, legs and hands swapped, the gain would be 159 magic evasion and 9 magic defense bonus. Nice for when it matters, and can easily be swapped in if a debuff drops or wears. I'm not sure that Kendatsuba could compensate for dropping Fade. Drawing 60 MAB from one side of the equation seems stronger to me than adding 9 (or even more from swapping the remaining pieces) to the other. Anyone else have more definitive thoughts on that? I think the point Afania was making (please correct me if I'm wrong) is that if you can manage to achieve a very large amount of Magic Evasion, then you won't really need the MDB from Fade to obtain similar levels of magic damage reduction.
Not differently from what was happening when we had super boosted Attunement/Vex. I think this was his way of reasoning and it kinda makes sense to me, except the "wrong" values of Attunement/Vex we had before were much much larger than then ~200 Meva we can get on Kendatsuba, I'm afraid. Fenrir.Cherrywine
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Going full HQ Kendatsuba doesn't net a gain that exceeds dropping Bolster Attunement.
And I should probably rephrase my Fade bit above, obviously adjusting the denominator could have a much larger impact on the result of MAB to MDB, but the Magic Damage Equation has a lot of other pieces to it. Thinking about it longer, Kendatsuba might crush Fade... Yeah, I'm on the fence on how it would go. I can't think of a good example to plug through it to make a general call on how dramatic of a difference it would make on magic damage taken. So, yeah, anyone else have a more definitive thought on that? Fenrir.Cherrywine
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Oh, and that wasn't a direct response to you, Sechs. I'm just still thinking about it.
You should probably give up Adhemar legs but you know lets cherry pick ***.
AKA wtf does Adhemar legs have anything to do with MNK tping or M.eva sets? pchan said: » New sim link that now accounts for impetus. For those that went in the previous code I added flat_att and flat_crit attributes which are basically handling the attack and critical hitrate without impetus. Those are the attributes that should be used when defining gear. Impetus doesn't account for bodies that enhance it (yet) Also added a spharai2 weapon if you want to compare the new DMG/delay we are likely getting tomorrow. https://drive.google.com/file/d/0B7wbcilaHsTeWU5YY0hJNXJrcjA/view?usp=sharing still no hit 8 per round cap. can make an if statement for if hit <= 5 before the kick check and for ws for the i in range just change to i in range(min(6, hit)) since you already account for the main two separately. also tp return on ws is still wrong for additional hits, they don't account for store tp. victory smite doesn't account for fotia, not that its good but still. victory smite aftermath overwrites itself, it doesn't in your smite sim function. your spiral sim has aftermath on empyrean despite no smite being used in your spiral sim. and that's just the first look over and most of this i've already mentioned to you. Fenrir.Cherrywine
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Asura.Chiaia said: » You should probably give up Adhemar legs but you know lets cherry pick ***. I was comparing to SR legs. Their values might be the same, though. I can't easily check where I am now. Looking back, I understand how I could have caused confusion. I'll fix it! Fenrir.Cherrywine
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Yeah, Adhemar, Adhemar +1 and SR legs all share the same values of magic evasion and defense. When released, Adhemar wasn't presented as a glass cannon set, like Argosy. It was pure offensive gains on top of the defensive standard.
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corrected some bugs in impetus, it's at least working until they change it aka 10 minutes
https://drive.google.com/open?id=0B7wbcilaHsTealRLLWI1V3dHVFE ItemSet 352640
For those squabbling over hybrid sets, I figured I'd give some anecdotal evidence for when I'm on GEO. I haven't been enfeebled on GEO since I built this set. Sometimes Interference does as much as 500-600 without fade/fend or attunement/vex. I haven't been hit with para, amnesia, silence, etc and that's without magic defensive/evasive bubbles. Edit: Most random spells and abilities don't break my stoneskin. can't tell if the boost changes are good
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Can't be bad but those things are not enough to make mnk good.
what about the dmg change? any chance that will help?
Leviathan.Comeatmebro
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mnk is fine, don't mind naysayer
the ja boosts are a welcome addition to the defensive repertoire and a slight dps boost, the real patch is the h2h weapon adjustment yeah, holding out for the adjusted values. if they're like a 25% increase i could see mnk becoming very strong
idk, you think a mnk str based Sneak Attack is ok? probably low value "to prevent op (monk)(keys) running around" se so scared to buff mnk they more or less did nothing imo
roughly 33% increase, actually. wow, mnk might be great again
Asura.Beatsbytaru
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Eh
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Agreed, people too eager to say it's a bad update.
If the weapon skill damage increase is more like Scarlet Delirium from a DRK then it could be VERY strong, especially if it is indeed 33%. Offline
Fenrir.Ramzus said: » roughly 33% increase, actually. wow, mnk might be great again |
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