Ok, anyone have a clue what to do with these? For those people lacking Byakko's Haidate or Usukane Hizayoroi, the choice seems rather obvious, but for the other 90% of us, I'm at a loss. I wouldn't have minded making some weaponskill pants, since I presently lack both Usukane Hizayoroi and Shura Haidate, but the options are pretty lackluster. Attack/Accuracy +7 would beat out Byakko's for Asuran Fists, but it'd be kinda pointless for Howling Fist or Ascetic's Fury (fuck Dragon Kick). The only stat that remotely stands out in my eye is the -4% Physical Damage Taken, but that's a pretty desultory use of these (hurray puns).
I dunno, with the last two RMT gimmicks, at least there were good options that seemed obvious. This time? Meh.
Monk and Desultor Tassets
#2
Posted 29 October 2009 - 04:59 AM
I'm going to get EVA+7 and Physical Damage -4% for those rare situations that I'll honestly care. I'm also slowly becoming more convinced that I'm simply not going to bother with this one, though. :\
#3
Posted 29 October 2009 - 07:29 AM
I already preordered this
Think I can get a refund?
#4
Posted 29 October 2009 - 08:15 AM
It seems like a lot of what these pants offer are done better by other pieces of gear. No Byakkos/Usukane? Get accuracy and haste. Want to kite but cannot afford Hermes? Movement speed and damage reduction. It seems like for Monk these are less useful than they really ought to be. Then again, looking at the augments available and the jobs I have, I'm having trouble finding a better use than making Pet pants. Maybe I could come up with something for BLU? Overall a bit disappointing.
#5
Posted 29 October 2009 - 09:10 AM
Isn't "Kick attacks +5" and "haste +3" good for Mnk ?
This looks like a brutal earring on the pants
This looks like a brutal earring on the pants
#6
Posted 29 October 2009 - 09:16 AM
Kick attacks+5 isn't even in the same ballpark as double attack+5.
#8
Posted 29 October 2009 - 09:24 AM
Nope
Let's say you have 53 DMG punc 35 dmg kicks (capped h2h merits, destroyers)
You punch an average of 2 times per round
53 x 2 = 106
You kick an average of .15 times per round (assuming you have capped kick merits)
.15 x 35 = 5.25 DMG/round
106 + 5.25 = 111.25 average dmg/attack round
5% double attack
(53 x 1.05) x 2 = 111.3 DMG/round
.15 x 35 = 5.25 dmg/round
5% da average dmg/round = 116.55
Now let's look at +5% kicks attacks. Brings kick attack activation rate from .15 to .20
53 x 2 = 106 dmg/round
.2 x 35 = 7 dmg/round
106 + 7 = 113 average dmg/round
Orig was 111.25
DA+5% 116.55/111.25 = 4.76% increase
Kick attack+5 113/111.25 = 1.57% increase
Let's say you have 53 DMG punc 35 dmg kicks (capped h2h merits, destroyers)
You punch an average of 2 times per round
53 x 2 = 106
You kick an average of .15 times per round (assuming you have capped kick merits)
.15 x 35 = 5.25 DMG/round
106 + 5.25 = 111.25 average dmg/attack round
5% double attack
(53 x 1.05) x 2 = 111.3 DMG/round
.15 x 35 = 5.25 dmg/round
5% da average dmg/round = 116.55
Now let's look at +5% kicks attacks. Brings kick attack activation rate from .15 to .20
53 x 2 = 106 dmg/round
.2 x 35 = 7 dmg/round
106 + 7 = 113 average dmg/round
Orig was 111.25
DA+5% 116.55/111.25 = 4.76% increase
Kick attack+5 113/111.25 = 1.57% increase
#9
Posted 29 October 2009 - 09:27 AM
You'd be better off getting the 2% Double Attack than 5% Kick Attacks. If you seriously would consider 2% Double Attack, you need to rethink your priorities. Unless you literally only solo and never join a party fighting anything higher than level 70, there's no justifiable reason not to get Accuracy if you're looking for a pair of TP pants.
I've been thinking about that "Conserve TP" stat and, on the off chance it worked like Conserve MP with regards to weaponskills, it might be interesting. Firing off Asuran Fists and having randomly between 20 and 50 TP afterwards, even at a 5% proc rate, could have interesting implications as weaponskill pants. I don't know that I'd be impressed by that small a proc rate, though. We'll see what else gets added with the coming update, though. Maybe I'll finally have a reason to adjust my lists again.
I've been thinking about that "Conserve TP" stat and, on the off chance it worked like Conserve MP with regards to weaponskills, it might be interesting. Firing off Asuran Fists and having randomly between 20 and 50 TP afterwards, even at a 5% proc rate, could have interesting implications as weaponskill pants. I don't know that I'd be impressed by that small a proc rate, though. We'll see what else gets added with the coming update, though. Maybe I'll finally have a reason to adjust my lists again.
#10
Posted 29 October 2009 - 11:01 AM
Well great. I gotta keep my Hachiryu Haidate now, since these pants SUCK ASS.
I was hoping for like +3-4 STR augment, with another WSdmg+%, but no. They had to go fuck up again just like they did with ACP. Not buying this one.
I was hoping for like +3-4 STR augment, with another WSdmg+%, but no. They had to go fuck up again just like they did with ACP. Not buying this one.
#11
Posted 29 October 2009 - 01:03 PM
They could have given a lot better augments.
Haste+3/Acc+7 would be good TP pants. Att+7/Acc+7 would be good asuran pants.
Nothing really great from this unless you lack byakko's for monk.
Personally, I'm making DRG tp legs(I lack homam)
Haste+3/Acc+7 would be good TP pants. Att+7/Acc+7 would be good asuran pants.
Nothing really great from this unless you lack byakko's for monk.
Personally, I'm making DRG tp legs(I lack homam)
#12
Posted 29 October 2009 - 02:26 PM
Cream Soda, on 29 October 2009 - 09:24 AM, said:
Nope
Your math is right, but out of the topic. First, it's not like you have to choose between one or the other: you can have Brutal and Kick attacks on legs.
Second, I compared both not for damage output, but for extra TP you can get on each attack round, raising your ws frequency.
The point isn't how much damage output you can get, but can you tp faster thanks to kick attacks ?
#13
Posted 29 October 2009 - 02:40 PM
You really want to argue this? 7 Accuracy is a 3.5% increase in hit rate. 5 Kick Attacks is, at best, a 2.5% increase in attacks that will be modified by your Accuracy. On anything worthwhile, you won't be capping Accuracy easily, if at all. It takes rather insane gear to cap out on even Greater Colibri, much less stronger mobs. There's no reason whatsoever to get 5 Kick Attacks.
#14
Posted 29 October 2009 - 02:43 PM
Except that as a Monk, it's not the race to get to 100% tp like all the two handers, but having consistent, swift punches. Weaponskills are the icing, our round to round melée is the cake. This is why the "obvious" use for these, as Ono pointed out, is Haste 3%/Accuracy +7 for those lacking either Byakko's/Usukane. Monk already has Kick Attack pants in Melee Hose and Strike Subligar, making these into Kick pants is silly.
#15
Posted 29 October 2009 - 02:44 PM
Oulanbator, on 29 October 2009 - 02:26 PM, said:
Your math is right, but out of the topic. First, it's not like you have to choose between one or the other: you can have Brutal and Kick attacks on legs.
Second, I compared both not for damage output, but for extra TP you can get on each attack round, raising your ws frequency.
The point isn't how much damage output you can get, but can you tp faster thanks to kick attacks ?
Second, I compared both not for damage output, but for extra TP you can get on each attack round, raising your ws frequency.
The point isn't how much damage output you can get, but can you tp faster thanks to kick attacks ?
A ) Compared to brutal to show you that they weren't the same.
B ) 5% kick attacks isn't the same amount of TP as 5% da either
I'll use 1 tp/hit to make this simple
We punch 2 times per attack round, kick .15 times per attack round.
Average of 2.15 tp/attack round
5% DA
2(1.05) = 2.1 punches, .15 kicks = 2.25 tp/attack round
5% kick attacks
2 punches, .2 kicks = 2.2 tp/attack round
both in damage AND tp gained, 5% kick attcks is still going to be less than 5% da.
#16
Posted 29 October 2009 - 02:48 PM
pathwriter, on 29 October 2009 - 02:40 PM, said:
You really want to argue this? 7 Accuracy is a 3.5% increase in hit rate. 5 Kick Attacks is, at best, a 2.5% increase in attacks that will be modified by your Accuracy. On anything worthwhile, you won't be capping Accuracy easily, if at all. It takes rather insane gear to cap out on even Greater Colibri, much less stronger mobs. There's no reason whatsoever to get 5 Kick Attacks.
Essentially what Path said. I actually can't cap my ACC on Greater Colibri without using sushi and I have a lot of premium ACC gear.
http://www.ffxiah.co...s.php?id=118504 86.6% ACC in this situation.
#17
Posted 29 October 2009 - 02:50 PM
Wheres your brutal? And w/ that set you're way over cap, at least 40% of the time.
#18
Posted 29 October 2009 - 02:53 PM
#19
Posted 29 October 2009 - 02:53 PM
hp+25 enmity+4 physdmg-4
haste+3 physdmg+4
i like the latter for my full def set, while maintaining haste (BB+legs)
atm i use haidate so it's a slight def improvement
haste+3 physdmg+4
i like the latter for my full def set, while maintaining haste (BB+legs)
atm i use haidate so it's a slight def improvement
#20
Posted 29 October 2009 - 02:55 PM
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