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Thread: A NuMonk Rework

  1. #1
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Machinist Lv 90

    A NuMonk Rework

    Universal Changes
    • Positional skills will now show a mark on their floating damage numbers to indicate that they struck from the correct position. You may also optionally include a successful positional SFX or sound-filter ("weighty", "resounding", "cracking") and/or failed positional SFX or sound-filter ("tinny", "muted", "glancing") from Character Settings.
    • Positional actions now uniquely check relative position (Rear, Flank, Front) an additional time 0.25 seconds before their actions' normal actuation. The better of the two checks is used. (If either the normal actuation or pre-snapshot succeeded, the positional counts as a success).
    • Bosses jumping to the edge of the arena become temporarily 'full-ring', guaranteeing positional checks against them. During certain mechanics (casts, etc.), bosses may also become 'full-ring', guaranteeing positional checks against them.

    Monk Changes
    • Dragon Kick potency reduced by 20 and Twin Snakes potencies reduced by 40. True Strike, Snap Punch, and Demolish (initial hit) potencies increased by 30. This helps makes True Strike actually worth using and future-proofs the context immediately below.
    • Skills no longer require specific forms (to use nor for additional effects) and Form Shift has been removed. Instead, the direct damage of all Form-based weaponskills have been nerfed by 20% but each Form-based weaponskill grants a "Flow" that increases the direct damage of the other forms by 10%, stacking (up to 20%); you may carry up to two Flows at a time, from your last two form-based weaponskills. Opo-opo skills grant Flow: Simian Speed, Raptor skills grant Flow: Raptor's Reach, and Coeurl skills grant Flow: Coeurl's Clash. Each Flow lasts as long as a combo (currently 30s).

      I.e., if I open with Dragon Kick, it will grant Leaden Fist without my having to use Form Shift and will cause my Raptor and Coeurl skills to deal 10% increased direct damage. If I then use Twin Snakes, my Raptor and Opo-opo skills will be buffed by 10% while my Coeurl skills are buffed by 20% (Simian Speed and Raptor's Reach together). If I then use Demolish, Coeurl's Clash will replace the least recent Flow, Simian Speed, such that Coeurl and Raptor skills are buffed by 10% while Opo-opo skills are buffed by 20%. If I then Bootshine, Raptor is the +20% (from buffs from Opo-opo and Coeurl). True Strike and Coeurl is again the +20% (from Opo and Raptor). So on and so forth.

      In this way, you are still obliged to rotate between your forms as before, but there are no lockouts nor awkward bits of confusion as to whether one is in Opo-opo Form or in {No Form yet}, nor do we need the bloat of Form Shift, and there may be some small new use-cases for repeated forms just before downtime of 30 seconds or more.

      While this will allow the occasional over-extension at the tail of raid-windows into a Leaden Fist immediately after a Dragon Kick, the 10% damage loss to it and the following GCD will mostly keep DK-LF spam limited to within Perfect Balance windows.


    • Your job UI now shows which Form is fully buffed (e.g., if you have Flow: Opo-opo and Flow: Raptor, then only Coeurl has +20% damage, while the others have only +10% damage) and which Form was most recently used is now tracked by the repurposed Beast Chakra gauge. (During Perfect Balance, this instead tracks your Form inputs, as before.)
    • Perfect Balance skills grant Flow: Fluid Form, which buffs all forms. As such, you'll always exit Perfect Balance with a fully buffed skill ready. Even pre-Blitz, therefore, Perfect Balance can't leave you with an unprepped GCD.
    • A new optional job gauge element by which to track Leaden Fist has been added.
    • A new optional job gauge element by which to track the duration of Twin Snake has been added.

    • Meditation removed. Every half-GCD's time spent off the global cooldown automatically generates a Chakra. Partial progress is retained. (If you have a bit of clipping amounting to 10% of a GCD between two weaponskills and later waste 40% of a GCD away from the boss, that totals 50% of a GCD and nets a Chakra.) Yes, they generate out of combat, too. A subtle, unintrusive element now tracks progress towards next Chakra.
    • You can now hold up to 7 Chakra. Now that Meditation no longer shares a key with The Forbidden Chakra, Enlightenment and TFC can burn variable amount of Chakra (3-7 at a time) for potency-per-Chakra. (As before, you'll want to bank them for burst, but not so long as to overcap. The trick is having some idea of how long before RoF you'll need to purge Chakra to just barely hit 7 as RoF comes back up.)

    • Positionals returned to all Form weaponskills at 50 potency (note that due to Flows [10|20%] and Twin Snakes [10%], that is 65 effective potency), except for Demolish, which has a potency modifier of only 30 (effectively 39). As before, Dragon Kick and Twin Snakes requires a Flank attack for full damage, True Strike and Demolish a Rear attack.
    • Bootshine now always crits and simply gains 50 additional potency (97.5 effective potency, due to the auto-crit and Monk's native damage buffs) when attacking from the Rear, which is still high relative to other actions but not nearly as disproportionate as the positional crit guarantee on Leaden Fist.
    • All skills now resolve their attacks earlier in their animation, nearer a more consistent and immediate time, thereby providing more consistent timing to their Chakra generation. This should be especially noticeable on Demolish, which will now begin ticking earlier and thereby has a shorter time-to-kill threshold and no longer needs to be refreshed so early compared to its visible timer in order to keep it active.

    • Riddle of Wind now provides two buffs, Windstep and Galeforce, each for 10 seconds. Windstep triples the cooling speed of Sprint and Thunderclap while increasing movement speed by 20%. Galeforce doubles your auto-attack speed and auto-attack damage and allows auto-attack critical strikes to generate Chakra.
    • Anatman has been taken off the GCD and now has two charges. Rather than refreshing Disciplined Fist directly, it now instead generates 1s of Disciplined Fist and Windstep every second you channel it, stacking up to their normal maximum durations (15 and 10s, respectively). Durations of either do not fade while channeling if in combat.
    • Six-Sided Star is no longer locked out by the global cooldown but instead now adds 1.5 GCDs' time to your current GCD, rather than being a true GCD action of 2 GCDs' length in global recast time. The bonus movement speed granted has been increased to 30%, equal to Sprint. Damage reduced proportionately for the 25% lower uptime cost (from 2 GCDs to 1.5 GCDs).

      You can weave in SSS as an oGCD as little as .5s after another GCD skill (well, assuming 0 ping), but would then have to wait {2.5 GCDs - 0.5s} before using another GCD action. As such, its uptime cost would remain identical (if not for being reduced from 1.5 to 2s) but it is far more flexible. This reduces the skill ceiling involved in knowing whether you can get in one more GCD before using SSS as you pull out in favor of fluidity, but offers new skill ceiling in their place, especially in snapshotting damage modifiers. Effectively, it's kind of like the 'skill ceiling' 'lost' by allowing skills to queue, if the feature involved also gave it new use cases.
    (3)
    Last edited by Shurrikhan; 09-05-2023 at 03:27 PM.

  2. #2
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Machinist Lv 90
    Larger rework not yet revised. Hiding it for now.
    Major Rework Version:

    HIGHLIGHTS
    • Blitzes are now integral, frequent and varied. There are also now varied Full Blitzes, to which regular Blitzes act as setup (instead of just Tornado Kick or later Phantom Rush).
    • Positionals are back but their management is far less bloated and Leaden Fist no longer makes or breaks you through unfortunately timed boss-spins.
    • Form lock-outs are removed. Form Shift removed.
    • Chakra as a 5-point system is gone, replaced with a more granular and bankable spender gauge. Meditation is gone; you should optimize your melee-uptime like a real Monk.
    • We can go Super-Saiyen (doubling resource generation and your traits' Speed bonuses) but draining gauge over time. It ends (complete with an exhaustion phase of variable duration and intensity) when you run out of resource.

    BACKGROUND CHANGES
    • "Rollover GCD skills" added to the game.
    • They solely add an amount of time to your GCD, rather than refreshing it.

    • "Partial GCD skills" added to the game.
    • They use a % of the normal GCD, rather than a fixed time -- e.g., 60% GCD instead of a fixed 1.5 seconds.


    POSITIONALS
    • 40 potency on every skill except for Demolish (20).
    • Bootshine now just always crits. As such, its "40 potency" is effectively 60.
    • New, unbloated ways to guarantee positionals have been added (as a side-benefit of new gauge-spenders).


    FORMS
    • You can use any form at any time.
    • Lockouts replaced with a softer control, a new trait.
    • The new Flowing Strikes trait causes each skill within a particular form to grant a buff which increases the damage of the other two forms by 10%. Only two iterations can be present at any time.
    • As such, you ramp up to a 20% damage bonus over your first 2 GCDs and thereafter, you are obliged to rotate in order (else lose a sixth [the effect of a 20% damage buff) of your damage for hitting the same form twice or an eleventh [the effects of a 10% damage buff] for not rotating evenly).

    • Blitzes give the buff for all 3 forms, freeing up all but your most recent form for use. This allows you to flex your rotation a bit around Blitz timings, especially useful for optimizing Demolish.
    • The Flowing Strike buffs (Simian Speed, Raptor's Reach, Coeurl's Crash, and Fluid Form) weaponskills buffs are optionally managed through a new job gauge element. Check/uncheck an option from the config setting on this element to show or hide these buffs from your Status Bar.


    BLITZ
    • Masterful Blitz renamed to just Blitz.
    • Perfect Balance is gone. Blitz itself is now available starting from level 30. (Remember also that forms are no longer locked and Blitz gives some further flexibility.)
    • Instead, you simply have access to a Blitz every 20 seconds. 2 charges.
    • You now have access to 1 Blitz by level 30, 4 Blitzes by lv50, 5 by lv60, and 7 by lv76.
    • Blitzes can now use 1, 2, or 3 steps. They account for all different forms but the last one used.
    • This means your possible combinations are x, Ax, Bx, Cx, ABx, ACx, BCx.

    • Shorter Blitzes tend to have less damage but more (not rDPS-related) utility.
    • Blitz Mastery causes all successful other weaponskills to decrease Blitz's cooldown by 1 second and allows for Ax, Bx, Cx.
    • Blitz Mastery II causes Blitz itself to reduce Blitz's cooldown by 5 seconds and allows for ABx, ACx, BCx.


    FULL BLITZ
    • At level 82, you gain access to Full Blitz.
    • Additionally causes Blitzes to proc setup for 20 seconds.
    • This setup is not cancellable and separate instances of setup drop separately; Blitz does not refresh any prior Blitzes' setup.

    • Like Blitz, Full Blitz can be used from 1, 2, or 3 steps.
    • These further steps are unlocked at lv86 and lv90.
    • (For now) Full Blitz accounts only for the number of steps, allowing for only 3 choices.



    THE GAUGE
    • Chakra has been replaced by Greased Lightning, a Kenki-lite with some over-time generation.
    • Meditation is also therefore gone. Just maximize your melee-uptime like a real Monk.
    • Maximum of 40 points. Gain one point per second and one point per weaponskill hit, including that of any Blitz or Full Blitz.
    • You can spend GL on Steel Peak (15 GL for an ST oGCD with a DR-less stun), Dive Kick (20 GL for an oGCD movement AoE), or Tornado Kick (20-40 GL with partial AoE damage and up to 10 yalms gap-closer to target; 1-GCD rollover; grants up to +40% movement speed, fading at 5% per half-second).

    • A new trait, Breaker's Fist, causes your GL-spending skills to grant Unbreakable for 4 seconds, guaranteeing positionals and preventing would-be fatal damage up to an amount equal to twice your GL-spender damage dealt. You are healed for half the remaining stored effect of Unbreakable if/when the buff expires.

    • Greased Lightning increases your movement speed by half your current GL value (up to +20% at 40 points).
    • Greased Lighting rises and falls (at 1 pt/sec) to a resting value of 20.


    SUPER-SAIYEN
    • A new skill, Opening the Gates, added.
      2 charges, 40s recharge.
    • OtG increases Movement Speed and Attack Speed by further 20% and doubles all on-hit effects (Blitz CD reduction, GL generation) but causes GL to drain, instead of increase, over time. The drain interval shortens by 5% (multiplicative) each tick (losing 1 GL per .35 seconds by 20 seconds in).
    • Converts Steel Peak to The Forbidden Chakra and Dive Kick to Enlightenment. TFC and EnL both use 40% GCD rollovers and, as weaponskills, refund some GL. This is mostly for ping-friendliness, keeping the total APM about the same and allowing one to actually see complete animations (instead of just having empty animation time between clipped-animation skills) by moving these oGCDs over to partial-GCDs.


    MISCELLANEOUS
    • New skill, Vault, added. It shares a cooldown with Thunderclap and propels you up to 12 yalms forward and grants a 2 second movement speed bonus (equal to Sprint). If Vault is not on any hotbar, Thunderclap will change to Vault whenever you have no applicable target. Their recharge time has been reduced to 20 seconds. Anatman just pauses all duration or resource to be lost over time. 2 charges, 40s recharge.
    • Twin Snakes potency decreased by 20 and True Strike potency increased by 20, increasing their potency-gap to 60 (i.e., a point where True Strike is actually worth keeping on one's bars and a 2-True-per-Twin rotation at high Skill Speed would actually be competitive).
    • Anatman has been taken off the GCD and its cooldown reduced to 20 seconds. It no longer extends Disciplined Fist or present form to maximum, but instead simply reverses their drain (causing duration to instead increase over time). It now additionally generates Chakra over time and Thunderclap and Vault recharge 400% more quickly during its channel.
    • Riddle of Wind and Riddle of Earth removed. Unbreakable fills the later's purpose just fine (and with more gameplay involvement) and the current Riddle of Wind is just an embarrassment.
    • Note: I'll likely just make SSS just another Blitz, effectively replaced by TK (since TK was the traditional GL spender and disengage skill).
    • Yes, there will be at least 10 Blitzes in total, and thus 5 new animations required. No, I would not mind Omnistrike, Rising Uppercut, and Dolphin Kick to be among those, either.
    • Some Blitzes may include rollovers (likely the SSS Blitz), a cast time (likely before a gap-close), recast elements (it turns into an oGCD that may be hit another time within 3s until you reach another 2-step or higher Blitz) or even a channel (think Phantom Kick). They needn't all be standard weaponskills with the partial AoE.
    • No, you will not be wasting any Blitzes (nor Blitz animations) to leveling up. If they get upgraded, it will be by a %-increasing trait that affects all of them.


    WORK IN PROGRESS
    • I still obviously need to come up with the different Blitz effects.
    • I'm probably going to add more depth to Full Blitz, which means the Blitz count may be even higher.
    • The numbers (especially, the potency values), obviously.
    • I may add back SSS as a 1-GCD rollover weaponskill.


    PREEMPTIVE ANSWERS (to likely questions)
    Opening the Gates as the name for going into the bursty drain phase? Why?
    You're opening your Chakra gates. I suppose Anatman could also have worked, but...
    Why copy Ninjutsu?
    Because the actual execution involved in current Blitz is effectively just a Meikyo-Midare (always exactly 4 actions), which is less flexible than Ninjutsu (up to 4 actions, where order can matter).

    Or more simply put, because it allows for more options and higher frequency. These Blitzes should still nonetheless feel plenty different from Ninjutsu.
    Why drop the Solar/Lunar aspect?
    More accurate would be to say that it's switched from two orders by which to pass through a forced 3-part loop, similar to Bard's songs, to many more possible combinations (and now permutations). Why have only one possible advanced Blitz (Tornado Kick, upgrading to Phantom Rush, at present) that only offers the choices between Lunar-first and Solar-first (or, yes, a 40s offset if that'd math out to be better over a long fight with a very predictable completion time) when you could have several choices?
    Why the Kenki-lite?
    Because it's a hell of a lot more fluid than a 5-point RNG-based bar with zero bankability and I feel the nuance in timing, especially around Unbreakable, allows more available complexity than did the previous bar-watching and the occasional delayed rotational oGCD to get out one's TFC before overcapping.
    What's the point of all these Blitzes if you're still only likely to use the 3 3-step choices?
    Having 3 choices is still better than our current mere 2 (which are quickly reduced to 1 for all but 1 in 3 parts of our rotational cycle). Additionally, I hope to tune the effects on a couple more to make 4 or 5 of them worth using rotationally, and all of them worth using situationally.
    (3)
    Last edited by Shurrikhan; 09-07-2023 at 11:38 AM.

  3. #3
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    Dewslam's Avatar
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    I'll take my own knack at this and borrow your thread to avoid clogging up the other like three monk threads with proposed rework theory crafting. And to show good faith effort I'll do my best to keep as many new changes and ideas intact as possible and, instead, make them better without discarding them.

    Step One: Reversions.
    Riddle of earth should just go back to how it was. 20% DR is fine, but give it the positional negation back. It's not necessary but RoE just feels awkward now, it's not a very viable buff for what it's purpose seems to be.
    Positionals: give them back. People were attached to them, and between riddle of earth and true north you can attain a pretty much perpetual positional negation if you care to.

    Step Two: Blitz
    Masterful Blitz: We should constantly accrue Beast Chakra as we fight, much like we do regular chakra. Masterful Blitz should be the button we press to cash it in like we do now. Perfect Balance literally should not be part of this equation. There's just no reason for it to.
    Masterful Blitz, and all of our blitzes, should also be OGCD with distinct cooldowns if blitz spam is too much of a worry, so if the big strong ones are on cooldown then you'll default to using celestial revolution. This means there's never time we're not doing something and hitting that blitz button.
    Furthermore if we have a full three beast chakra, getting a fourth should simply replace the third, wiping the first from the list. So something like this:
    R>C>O> and if you hit bootshine again or something that first raptor chakra gets ousted and you wind up with C>O>R> this means our beast chakra is constantly flowing and even if you're full, or if you make a mistake, you're not locked in.
    Also while I'm at it, locking blitzes down to simply either one of the same chakra, or one of each chakra is really boring. Especially since you guys replace two of our blitzes (one of them being tornado kick) with just better versions later on. Why not make it a bit more elaborate. You can get a lot of mileage out of the basic R,C,O combo format and could even make later blitzes combo off of other blitzes.

    Perfect Balance: Is fine just doing what it does, letting you freestyle or get a head start on whatever skills you want or need from any position. It didn't need the weird position EW gives it.

    Other Changes:
    Six Sided Star: turn it into a regular single target OGCD ability like Tornado kick used to be. Just make it Tornado Kick by a different name.

    Anatman: Give it the DR From Fists of the Earth. 10% or 20% it doesn't matter. Furthermore make it freeze ALL of your monk timers; your leaden fists, your disciplined fists, your form timer, make it keep your beast chakra from decaying. Also make it charge one a chakra per second because why not, it locks you into place and it's something people will literally only use between phases or whatever. Let monks charge their Ki and have their goku fantasy. Also let us thunder clap out of it.
    (2)

  4. #4
    Player
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    I hit the character cap but so I'll just quickly double post to say;
    Riddle of Wind: idk it can stay, but I just want to say if you're going to take away our fists of wind then give monk a passive movement speed buff. I think fists was 15%? Ninja's movement speed is equal I think. Monk should get that too.
    (2)

  5. #5
    Player
    Anahlise_Auhn_Giinslai's Avatar
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    Nanot'hrat C'hla'eag
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    Reaper Lv 70
    It had taken me a while to read through all of it, but as usual, I kind of like your Ideas, Shurrikhan. It also makes me happy to see that other people have had the same idea as me, to make Blitz more complex than just 3 smalls Blitzes, one a joke, and just one big Blitz. I am also in the middle of to write my own Blitz re-design idea, but it is not done, yet.

    DewSlam's ideas also look good, while I like DewSlam's idea to just post our own ideas in here, instead of to make new threads, so I may post some of my own Monk re-design concepts in here, at some point. On a side note, the coincidences are hilarious to me, because some of my own ideas just happen to be very similar to what you and DewSlam have written here...
    (1)
    Last edited by Anahlise_Auhn_Giinslai; 12-07-2021 at 08:47 AM.
    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    [...]A much better thing to do with a large amount of actions, too many for a player to use all of the actions, is to create in-class diversity. ...hieh.. my disappointment finds it mind-blowing stupid that FFXIV never did this, and has always done that delete actions nonsense, instead.[...] ------------ [...]"I want you to lower me down into my coffin... so that you can.. let. me. down.. one. last. time." - 6.0 Dark Knight[...]
    [...]"...you want to know.. why I chose to abandon the abyss for the void? ...It is simple. That power of darkness did fail me, so I chose to embrace a new power of the darkness...." - Anahlise, a Reaper[...]

  6. #6
    Player
    Shurrikhan's Avatar
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    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    DewSlam's ideas also look good, while I like DewSlam's idea to just post our own ideas in here, instead of to make new threads, so I may post some of my own Monk re-design concepts in here, at some point. On a side note, the coincidences are hilarious to me, because some of my own ideas just happen to be very similar to what you and DewSlam have written here...
    Absolutely; feel free. And I noticed the same with SpeckledBurd's stuff on the Monk Positionals thread. There are only so many ways to grab the low-hanging fruit, I guess.
    (0)

  7. #7
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    Indeed... (A lot of the?) Monk Players around here in the threads seem to all have a general agreed on idea, for how to improve Monk, and just need to agree on specifics... If only the Dark Knight threads would be as consistent with improvement ideas... any way, I just now had been to finish with to make this Six Sided Star redesign idea...

    Six Sided Star re-design idea

    First, a buff to Six Sided Star’s potency, so that it hits for the exact same potency of any two normal GCDs, to make Six Sided Star damage neutral. This will give the Monk the free choice to either use three normal GCDs, or use one normal GCD and Six Sided Star, as the two options will have the same damage potential.

    Additionally, Six Sided Star will grant one stack of the passive self-buff “Celestial Fist”, which will have a 10 second duration, and the effect of Celestial Fist will be: “allows the execution of a WeaponSkill that requires a certain form, without being in that form, and any additional effects that the action has will also activate, which includes to change form.” Celestial Fist will be able to pair with Perfect Balance, as well.

    This makes it so that Six Sided Star could replace two normal GCDs as a valid alternative to a 1-2-3 rotation, but only as a free choice, as the normal 1-2-3 rotation will also still be a free choice, since the two options are equal in damage, and a neutral choice. As a side note, my ideal Monk would have oGCDs, to use after Six Sided Star, to make up for and take advantage of to consolidate two GCDs into one bigger GCD.

    As for the numbers... BootShine(210), Leaden BootShine(310), True Strike(300), Snap Punch(250/310), Twin Snakes(280), Demolish(490/550), Dragon Kick(320). First, Demolish potency is too high, because of the DoT, so Six Sided Star should never replace Demolish, and only have Celestial Fist lead into Demolish. That said...

    If we account for every possible combination of two, we get 490 as the minimum, and 630 as the maximum, where Six Sided Star is already 550, so.. by my estimate, Six Sided Star’s potency would need to increase to at least 590, if not higher, to be damage neutral with two GCDs. Celestial Fist could lead from Six Sided Star, and refresh either Disciplined Fist or Demolish’s DoT, while also have a potential rotation between refresh points, with Six Sided Star into Dragon Kick and Leaden Fist, into Six Sided Star again, with Leaden BootShine next, and loop from there...

    All that said, Six Sided Star would be a optional alternative normal rotation, only outside of Perfect Balance and Blitz, as there would be no Beast Chakra from Six Sided Star.

    and also this less-words re-design idea for Anatman...

    Anatman re-design idea

    If you do some quick research on the actual definition of Anatman, and what the reference is, you will come to find that it refers to a doctrine of Buddhism, which is "anattā", or "anātman", of which means "non-self", or "substanceless". This Doctrine states: "that no unchanging, permanent self or essence can be found in any phenomenon. that there is in humans no permanent, underlying substance that can be called the soul. Instead, the individual is compounded of five factors that are constantly changing."

    So... If I were to base the in-game action Anatman, off of its source, to be honest... I think that it should serve the same purpose as Perfect Balance, and allow us to ignore the form requirements, to skirt around the combo system and use what ever actions that we want.

    It could be a separate action that is more effective than Perfect Balance, which is what I would prefer, or Perfect Balance could even upgrade into a new Anatman, via high-level trait. My idea is some thing like the new Anatman could be more effective than Perfect Balance, but have a much larger CD.

    for a example... Anatman grants six stacks of anattā, each stack the same as Perfect Balance stacks, but also with the Formless Fist effect, and a high enough duration, that the Monk can use three stacks, use a Blitz, then use the other three stacks, and use another Blitz, to gain both Nadi, and jump straight to the third bigger Blitz.
    The new Anatman would essentially be two Perfect Balances in one, and allow for a immediate jump into a triple Blitz burst, while also have the Formless Fist effect, so that Twin Snakes still applies Disciplined Fist, and Demolish still applies its DoT.
    (0)
    Last edited by Anahlise_Auhn_Giinslai; 12-08-2021 at 09:42 AM.
    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    [...]A much better thing to do with a large amount of actions, too many for a player to use all of the actions, is to create in-class diversity. ...hieh.. my disappointment finds it mind-blowing stupid that FFXIV never did this, and has always done that delete actions nonsense, instead.[...] ------------ [...]"I want you to lower me down into my coffin... so that you can.. let. me. down.. one. last. time." - 6.0 Dark Knight[...]
    [...]"...you want to know.. why I chose to abandon the abyss for the void? ...It is simple. That power of darkness did fail me, so I chose to embrace a new power of the darkness...." - Anahlise, a Reaper[...]

  8. #8
    Player
    Shurrikhan's Avatar
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    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    Indeed... (A lot of the?) Monk Players around here in the threads seem to all have a general agreed on idea, for how to improve Monk, and just need to agree on specifics... If only the Dark Knight threads would be as consistent with improvement ideas...
    To be fair, that's largely just because most have by now giving up on GL and stances, reducing the design-space to just different takes on how Blitz should fit, whereas there's a larger range in scope, still, for DRK's thematic precedents from which redesigns might draw.

    Some critiques:

    Six Sided Star re-design idea

    First, a buff to Six Sided Star’s potency, so that it hits for the exact same potency of any two normal GCDs, to make Six Sided Star damage neutral. This will give the Monk the free choice to either use three normal GCDs, or use one normal GCD and Six Sided Star, as the two options will have the same damage potential.
    Making it damage neutral will, counter-intuitive thought it may sound, be inherently not neutral, just due to the timings of Twin and Demolish (otherwise being clipped short). (This SS would never be permitted to let Twin drop except on Twin if and only if there are no Chakra spenders to be used in that lull, nor to cause a late Demolish.) Moreover, with it having a 10s PB-but-better attached via Celestial Fist, it's already allowing you to drop further low-ppgcd skills, just as PB itself and Blitz do, which means you'd want to rotate it as often as you could. Your high-SkS rotation might end up something like DK-Twin-Demo-Boot-SSS-DK-SSS-Boot-Twin-Demo, which would make MNK feel slow af. (Remember that BS and LF auto-crit, so they're effectively 315 and 393 ([320+465]/2) ppgcd, respectively.)

    Moreover, why make a disengage tool so powerful? It'd then become a matter of just not using it within one of our 9-step rotational strings in order to leave room for a forced 1-GCD+ disengage or, depending on SkS, within the same string as a Blitz (especially a Lunar one).

    I'd honestly really rather have this remain situational but just less clunky.

    My idea is some thing like the new Anatman could be more effective than Perfect Balance, but have a much larger CD.

    for a example... Anatman grants six stacks of anattā, each stack the same as Perfect Balance stacks, but also with the Formless Fist effect...
    I think this would feel less nuanced and integral without even being any stronger, as we can only milk LF's higher filler ppgcd so long without refreshing Twin or Demolish anyways.

    At present, Blitz is just long enough to optimize Twin and Demolish perfectly (so long as one never clips the GCD and is at a ~1.94s GCD or less). It fits great. The problem is simply that the 40s CD on PB makes you want to hold for a fresh DK-Twin-Demo string... which would then force you to delay the PB cast. I'd have to spreadsheet it out, but I suspect a ~30s CD would remedy that.

    for a example... Anatman grants six stacks of anattā, each stack the same as Perfect Balance stacks, but also with the Formless Fist effect, and a high enough duration, that the Monk can use three stacks, use a Blitz, then use the other three stacks, and use another Blitz, to gain both Nadi, and jump straight to the third bigger Blitz.
    This would merely trade a desynced 1st TK/PR for a either a desynced 2nd and longer lulls in core job actions, I would think.

    I'm also not sure why we need to have TK/PR within the initial raid CD period (instead of merely at the 60, 120, 240, 300, etc., marks). We'd merely be balanced around that slight potency boost, after all, while the slightly more backloaded damage seems to better fit our identities. Unless you make Blitz available every 20s, which would then gut much of its nuance in optimizing Demolish and Twin (or, seen from the opposite end, LF filler between those two), you're going to have at least 1 in 3 RoFs without a TK/PR simply because TK/PR is only 1 in 3 Blitzes.
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  9. #9
    Player
    Anahlise_Auhn_Giinslai's Avatar
    Join Date
    Jun 2021
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    222
    Character
    Nanot'hrat C'hla'eag
    World
    Goblin
    Main Class
    Reaper Lv 70
    Quote Originally Posted by Shurrikhan View Post
    Some critiques:
    Making it damage neutral will, counter-intuitive thought it may sound, be inherently not neutral, just due to the timings of Twin and Demolish (otherwise being clipped short). (This SS would never be permitted to let Twin drop except on Twin if and only if there are no Chakra spenders to be used in that lull, nor to cause a late Demolish.) Moreover, with it having a 10s PB-but-better attached via Celestial Fist, it's already allowing you to drop further low-ppgcd skills, just as PB itself and Blitz do, which means you'd want to rotate it as often as you could. Your high-SkS rotation might end up something like DK-Twin-Demo-Boot-SSS-DK-SSS-Boot-Twin-Demo, which would make MNK feel slow af. (Remember that BS and LF auto-crit, so they're effectively 315 and 393 ([320+465]/2) ppgcd, respectively.)

    Moreover, why make a disengage tool so powerful? It'd then become a matter of just not using it within one of our 9-step rotational strings in order to leave room for a forced 1-GCD+ disengage or, depending on SkS, within the same string as a Blitz (especially a Lunar one).

    I'd honestly really rather have this remain situational but just less clunky.


    I think this would feel less nuanced and integral without even being any stronger, as we can only milk LF's higher filler ppgcd so long without refreshing Twin or Demolish anyways.

    At present, Blitz is just long enough to optimize Twin and Demolish perfectly (so long as one never clips the GCD and is at a ~1.94s GCD or less). It fits great. The problem is simply that the 40s CD on PB makes you want to hold for a fresh DK-Twin-Demo string... which would then force you to delay the PB cast. I'd have to spreadsheet it out, but I suspect a ~30s CD would remedy that.

    This would merely trade a desynced 1st TK/PR for a either a desynced 2nd and longer lulls in core job actions, I would think.

    I'm also not sure why we need to have TK/PR within the initial raid CD period (instead of merely at the 60, 120, 240, 300, etc., marks). We'd merely be balanced around that slight potency boost, after all, while the slightly more backloaded damage seems to better fit our identities. Unless you make Blitz available every 20s, which would then gut much of its nuance in optimizing Demolish and Twin (or, seen from the opposite end, LF filler between those two), you're going to have at least 1 in 3 RoFs without a TK/PR simply because TK/PR is only 1 in 3 Blitzes.
    my thanks for the criticism. The perspectives of other people tends to have a use and help with to refine my ideas...

    my response for Six Sided Star:
    Quote Originally Posted by Shurrikhan View Post
    Making it damage neutral will, counter-intuitive thought it may sound, be inherently not neutral, just due to the timings of Twin and Demolish (otherwise being clipped short). (This SS would never be permitted to let Twin drop except on Twin if and only if there are no Chakra spenders to be used in that lull, nor to cause a late Demolish.) Moreover, with it having a 10s PB-but-better attached via Celestial Fist, it's already allowing you to drop further low-ppgcd skills, just as PB itself and Blitz do, which means you'd want to rotate it as often as you could. Your high-SkS rotation might end up something like DK-Twin-Demo-Boot-SSS-DK-SSS-Boot-Twin-Demo, which would make MNK feel slow af. (Remember that BS and LF auto-crit, so they're effectively 315 and 393 ([320+465]/2) ppgcd, respectively.)

    Moreover, why make a disengage tool so powerful? It'd then become a matter of just not using it within one of our 9-step rotational strings in order to leave room for a forced 1-GCD+ disengage or, depending on SkS, within the same string as a Blitz (especially a Lunar one).

    I'd honestly really rather have this remain situational but just less clunky.
    First, what if we change the durations of Disciplined Fist and Demolish's DoT?, then.
    One part of my entire Monk redesign project, would be to extend the duration of Demolish's DoT, and I could just extend the duration of Disciplined Fist, as well; to make it so that neither have such a tight and often refresh demand? Second, I made Celestial Fist to solve a problem... Since Six Sided Star does not break form shifts, but also has no connection to the forms, so it would never be able to interact with the form shift rotation, so I made Celestial Fist be the key for how Six Sided Star would fit into the normal rotation lock...

    That said, I do comprehend the problem that you point out here...
    I did realize that Six Sided Star would replace True Strike and Snap Punch, more than much else, and that the rotation would be Dragon Kick, BootShine, and Six Sided Star, only broken up by Twin Snakes and Demolish... I did have a.. tentative.. new idea, to deal with that a bit, though. what if Six Sided Star has a short CD?(it would still be a GCD, so this CD does have SkS reduction) It would set the rotation to a back and forth lull, between the BootShine/Dragon Kick/Six Sided Star rotation, the True Strike and Snap Punch instead of Six Sided Star rotation, and then back to the BootShine/Dragon Kick/Six Sided Star rotation, when Six Sided Star comes off of CD...

    and.. yeh... I forgot about the Guaranteed critical-hits. >.<
    so, this CD tweak.. I think?, would make it so that Six Sided Star's potency only needs to account for True Strike and Snap?, since it would not replace any other part of the rotation, and fit into just that one point in the rotation... as for Disciplined Fist and Demolish's DoT, they could have durations that set their refresh deamnd to always be in the third rotation? Twin Snake/Demolish rotation, into Six Sided Star rotation, into True Strike/Snap Punch rotation, back into Twin Snake/Demolish rotation, and then Six Sided Star comes off of CD for the Six Sided Star rotation; while BootShine and Dragon Kick are the constant, present in every micro-rotation, of the Macro rotation.
    would this solve the problems that you see in my redesign's first draft? and do you see any problems with this second draft of my idea?

    that said, I am not certain what you mean by that Monk would feel slow, as a consequence... Ideally, and in this theory of mine, Monk has the oGCDs that I plan to give to Monk, so the Monk could single-weave in oGCDs at every GCD, and double-weave after Six Sided Star, for the illusion of high speed to remain intact. before you ask, I have some ideas for oGCDs that Monk would use often, so that Monk is single and double-weaving oGCDs at a constant, for a constant speed of around one attack every 0.8 seconds.

    Last, is it not obvious that my redesign idea is for Six Sided Star to no longer be a disengage tool?
    my idea is for Six Sided Star to instead be a piece of the normal rotation, to make the rotation more "complex", in the sense of a variation.


    my response for Anatman:
    Quote Originally Posted by Shurrikhan View Post
    I think this would feel less nuanced and integral without even being any stronger, as we can only milk LF's higher filler ppgcd so long without refreshing Twin or Demolish anyways.

    At present, Blitz is just long enough to optimize Twin and Demolish perfectly (so long as one never clips the GCD and is at a ~1.94s GCD or less). It fits great. The problem is simply that the 40s CD on PB makes you want to hold for a fresh DK-Twin-Demo string... which would then force you to delay the PB cast. I'd have to spreadsheet it out, but I suspect a ~30s CD would remedy that.

    This would merely trade a desynced 1st TK/PR for a either a desynced 2nd and longer lulls in core job actions, I would think.

    I'm also not sure why we need to have TK/PR within the initial raid CD period (instead of merely at the 60, 120, 240, 300, etc., marks). We'd merely be balanced around that slight potency boost, after all, while the slightly more backloaded damage seems to better fit our identities. Unless you make Blitz available every 20s, which would then gut much of its nuance in optimizing Demolish and Twin (or, seen from the opposite end, LF filler between those two), you're going to have at least 1 in 3 RoFs without a TK/PR simply because TK/PR is only 1 in 3 Blitzes.
    This one is more difficult for me to explain, because it is out-of-context, and makes more sense if you knew my entire Monk redesign project...

    BUT, that said.. what made me have this idea in the first place, was that I have seen a lot of complaints about that Monk now has a barren downtime period, between the uses of Perfect Balance. My thought was that this new Anatman, separate from Perfect Balance, could replace Perfect Balance as the main "big burst", so that Perfect Balance can be the "small burst" that goes between the Anatman big burst; which sets Perfect Balance and its blitzes to be straight inside of that "barren downtime" period, and solve the downtime problem...

    would it not work out that way? I thought that this idea would work out...
    and I have seen other people make that same suggestion, to reduce Perfect Balance's CD down to 30 seconds, of which that I agree with.
    while, I have also seen some people repeat the suggestion to just make Perfect Balance have three charges... I am not certain which option is better, while a curious thought for me, would be to ponder and figure out what the potential outcome would be, and what would happen, if both suggestions were given implementation...


    also, here is a/the quick summary of another idea that I have had on my shelf:

    (still in development)redesign concept for Monks' Chakra resource(just the summary)

    The skeleton and backbone of my not-yet-complete redesign concept, takes the 14 Chakra of light and darkness as its base, 7 chakra for each side, to be a 14-point solid-resource dual resource pool, with the 7 Chakra of light as a fast build-up resource that the Monk spends often, with full-independent generation; and the 7 Chakra of Darkness as a slower build-up resource, that the Monk uses less often, albeit to execute more powerful actions; that is half independent in its generation, and half dependent on the Chakra of Light, for its generation...

    Also, disclaimer: I came up with that before the Reaper reveal, and before we found out how Reaper resources function. The similarity, other than that one is sold-resource and one is gauges, is a total coincidence... I did not copy the Reaper to come up with that idea.
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    Last edited by Anahlise_Auhn_Giinslai; 12-09-2021 at 03:18 AM.
    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    [...]A much better thing to do with a large amount of actions, too many for a player to use all of the actions, is to create in-class diversity. ...hieh.. my disappointment finds it mind-blowing stupid that FFXIV never did this, and has always done that delete actions nonsense, instead.[...] ------------ [...]"I want you to lower me down into my coffin... so that you can.. let. me. down.. one. last. time." - 6.0 Dark Knight[...]
    [...]"...you want to know.. why I chose to abandon the abyss for the void? ...It is simple. That power of darkness did fail me, so I chose to embrace a new power of the darkness...." - Anahlise, a Reaper[...]

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,076
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Machinist Lv 90
    On SSS:

    Again, personally, I just think the skill would work perfectly if it was just given the old Empyreal Arrow treatment (an oGCD that triggers the GCD) or, better yet, turned into a roll-over (an oGCD that adds a GCD's time to your existing time until GCD-refresh) and tuned accordingly (slightly more loss than a positional relative to filler ppgcd over its uptime cost, which may then in practice vary to be slightly less than a positional's cost just due to rotational opportunities thereby afforded -- such as trimming waste on Demolish/Twin or True/Snap casts per rotational string).

    For my part, I want SSS to feel like a very ready, responsive, and applicable tool with a slightly lower use threshold, but I don't want it to be anything more than (or as would detract from) that situational tool.


    On Anatman:

    I feel like the barren-ness of downtime is only going to be worsened by making PB longer (i.e., in the form of your Anatman idea) or by having more charges because it'd feel like it's less integral in setting up or being set up by normal rotation. A 3rd charge would be especially bad, since you'd only go into "Blitz phase" every two minutes, with a minor "waste" or "prep" Blitz once between each, making Monk feel like a mere one trick pony whose mechanics are only really felt every two minutes... and in an all the more rigid way.

    Blitz, at present, is what you might a mod-1 delay (as in, you'd reach your Demolish opportunity 1 GCD later in your rotational cycle). The Formless Fist at its end, though (and which I'd argue should be granted by consuming your last stack of PB, instead of by Blitz, even though it'd make our macrorotation more lenient), allows us to effectively adjust this by a further 2 GCDs. The 1-to-3 GCDs' mod value is huge for allowing us to optimize, and optimize from, the string before and after Perfect Balance. Since each of those are ~18 seconds, you're looking at ultimately a good 32 seconds per PB that can be tangibly affected by or tangibly set up any PB cast. The problem is just that it's 32 seconds... not 40, and we're almost inevitably going to lose a couple seconds perfect Demo timing off any two strings.

    Moreover, the 40-second CD cause PB first, then RoF, to sync to periods in which Twin and Demolish are too far split from one another to make for a good Lunar Blitz (especially without having to waste a Solar earlier on for double RF under buffs). Just drop the CD to 30 seconds and boom, Blitz could potentially have an impact on or from every rotational string. (Not that it'd actually be used quite that way, since you'd want to bank both Blitzes for RoF... hence my suggested Blitz changes in the larger revision... Though, after playing Monk more at 86+, I'd actually be fine my version of Blitzes, too, those having a longer cooldown.) Such adds complexity... kind of... but not in way that exceeds the value that could be had by making it a bit more intuitive.
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