|
Dune Boots vs Fuma
Shiva.Weewoo
サーバ: Shiva
Game: FFXI
Posts: 3323
By Shiva.Weewoo 2010-06-12 14:56:17
Oh I know, was just saying if you were lucky enough to get them crafted in your favor and were gutsy enough to risk the augment it could be a dune trumper. Not worth the money/investment though unless you had such conditions in your favor from a crafter friend or yourself.
サーバ: Fenrir
Game: FFXI
Posts: 202
By Fenrir.Surgator 2010-06-12 15:25:35
but 20 d'attack isn't better then 5 on a weapon?
that is what i whant to know lol! supose i have a 26 dommage weapon and + 20 d'attack with a latent on him always active , it will not beat the weapon of 31 dommage on him?
サーバ: Shiva
Game: FFXI
Posts: 23653
By Shiva.Flionheart 2010-06-12 15:31:05
Fenrir.Surgator said: but 20 d'attack isn't better then 5 on a weapon?
that is what i whant to know lol! supose i have a 26 dommage weapon and 20 d'attack with a latent on him always active , it will not beat the weapon of 31 dommage on him?
You shouldn't always have footwork up.
You should pop it on for Dragon kick, and then take it off.
サーバ: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2010-06-12 15:32:56
Fenrir.Surgator said: but 20 d'attack isn't better then 5 on a weapon?
that is what i whant to know lol! supose i have a 26 dommage weapon and 20 d'attack with a latent on him always active , it will not beat the weapon of 31 dommage on him? Well, if you're TPing in footwork, which if you have a h2h dd build worth a damn, you shouldn't, but if you were, Kyoshu would be better for the 20 acc 20 attack.
If we're looking at dragon kick, landing the second hit imo is more important than 5 DMG and only landing 1 hit. If my acc were uncapped, I'd be using kyoshu for DK, too
Ramuh.Dasva
サーバ: Ramuh
Game: FFXI
Posts: 40469
By Ramuh.Dasva 2010-06-12 15:33:43
Hey if SE keeps pushing footwork it might actually become usuable outside of once every 5 min for a ws
サーバ: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2010-06-12 15:35:32
If they wanted it to be viable, they shoulda gave it ability to use hasso and 2handed bonus.
サーバ: Shiva
Game: FFXI
Posts: 23653
By Shiva.Flionheart 2010-06-12 15:44:38
I think Footwork should simply be re-worked.
Upon usage, character's kick attack chance is raised 20%
If the Melee Hose are equipped, Footwork will raise kick attack chance by 30%
Recast: 5:00
Duration: 2:00
ofc numbers will be crunched about how much %.
Kick based weapon skills will have a bonus when it's up too.
Siren.Snowe
サーバ: Siren
Game: FFXI
Posts: 161
By Siren.Snowe 2010-06-12 15:45:47
Not even gonna read the thread. Fuma onry.
サーバ: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2010-06-12 15:46:41
No reason to remove the option of keeping it full time or partial time. Things like Hasso, light arts, ect are options to keep up 100% of the time. And situations where it would be good, mnk may still not get invited because they'd only be useful for 40% of the time.
サーバ: Shiva
Game: FFXI
Posts: 23653
By Shiva.Flionheart 2010-06-12 15:48:30
Well I've always thought Focus & Dodge should be mutually exclusive, sort of like the Hasso / Seigan relationship.
Might be OP, but a man can dream.
サーバ: Siren
Game: FFXI
Posts: 10387
By Siren.Enternius 2010-06-12 15:49:35
So then you agree that just because MNK is MNK, they should get a double-Hasso? 20% increase to attack speed (Give or take, not going to do math), just for being MNK? I think maybe a 2 or 3 minute duration would be fair because it's kinda sorta like Hasso.
Granted, it doesn't give ACC or STR but if you were using Melee Hose and with capped merits, that's a 45% proc rate for kicks. That would be overpowered if it were up all the time. Like a Ridill if actually good sword jobs could use it.
サーバ: Shiva
Game: FFXI
Posts: 23653
By Shiva.Flionheart 2010-06-12 15:50:46
Like I said, The numbers would have to be crunched, but I simply can't see how footwork will be useful with any update.
サーバ: Siren
Game: FFXI
Posts: 10387
By Siren.Enternius 2010-06-12 15:52:14
Martial Arts needs to work for Footwork. Last I checked, Taekwondo is a type of martial arts too.
サーバ: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2010-06-12 15:56:49
@Etern, what are you talking about 20% kick rate isn't the same thing as "double hasso". It's the same thing as a lot of double attack, which doesn't compare to haste.
サーバ: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2010-06-12 15:58:36
W/ proper support, 20% kick rate doesn't even equal to a single hasso, yet alone a "double hasso"
サーバ: Shiva
Game: FFXI
Posts: 23653
By Shiva.Flionheart 2010-06-12 15:59:22
Fli make good idea?!
Caitsith.Linear
By Caitsith.Linear 2010-06-12 15:59:49
I thought full time Footwork was viable with Wargfangs. At least unless you've got somethign similar Vegetto's build going on.
I didn't follow the thread much, but that's what I got from it.
サーバ: Siren
Game: FFXI
Posts: 10387
By Siren.Enternius 2010-06-12 15:59:50
Assuming you're solo, which I never wasn't solo on MNK, it does compare to Haste. There's about a 2% margin at best. Again, said I wasn't doing math and it would obviously be different in situations where you have capped Haste (In which situation the +20% kick attack rate would beat any amount of Haste, I suppose) but I was speaking purely for solo because that's all I ever used my MNK for anyway.
サーバ: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2010-06-12 16:02:06
Shiva.Flionheart said: Fli make good idea?! Not really, already pointed out the issue on the recast
サーバ: Shiva
Game: FFXI
Posts: 23653
By Shiva.Flionheart 2010-06-12 16:04:43
Sylph.Tigerwoods said: Shiva.Flionheart said: Fli make good idea?! Not really, already pointed out the issue on the recast :(
サーバ: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2010-06-12 16:05:53
@Etern
Grasping for straws w/ solo, now aren't we?
Quote: I wasn't doing math Trust me, you don't have to mention it, as it was quite apparent with your assumption of double hasso
Quote: it would obviously be different in situations where you have capped Haste(In which situation the +20% kick attack rate would beat any amount of Haste, I suppose) Except for the fact that mnk can't currently hit hardcap haste and JA haste wouldn't be gear haste, so yea
Quote: but I was speaking purely for solo because that's all I ever used my MNK for anyway. Should said so earlier then, really. Solo'ing hasn't even been mentioned in the thread before this, and even then, still not a double hasso.
Leviathan.Pimpchan
サーバ: Leviathan
Game: FFXI
Posts: 756
By Leviathan.Pimpchan 2010-06-12 16:25:54
Dune are the best option for hundredfists unless weird situations like dex build or some ***.
In the end TP ing in this ***is about the same as using cross-counters or tp ing in usukane boots on SAM when you cap accuracy (who doesn't ? gimps for sure). Shiny gear syndrom.
サーバ: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2010-06-12 16:30:57
Leviathan.Pimpchan said: Dune are the best option for hundredfists unless weird situations like dex build or some ***.
In the end TP ing in this ***is about the same as using cross-counters or tp ing in usukane boots on SAM when you cap accuracy (who doesn't ? gimps for sure). Shiny gear syndrom. You're assuming all sams who have usu shoes also have body, but other than that, I'll concur on that point.
サーバ: Fenrir
Game: FFXI
Posts: 202
By Fenrir.Surgator 2010-06-12 18:53:50
i have a question now , what is the best set for hundred fist? because with hundred fist we don't need anymore haste gear right? so what will be the better?
サーバ: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2010-06-12 18:55:45
Well depends if you're hundred fisting cause ***just hit the fan or if it's a planned zerg. And are riding double minuet double madrigal and rocking feint.
By Thandar 2010-06-12 20:10:36
Sylph.Tigerwoods said: Well depends if you're hundred fisting cause ***just hit the fan or if it's a planned zerg. And are riding double minuet double madrigal and rocking feint.
Hot.
During my lower level monk days, most have advocated dune boots as primary non usukane choice in footwear. Now, it's main competitor is fuma, which people have always gone back and forth.
Now that I understand much more about the game than I did prior, I take back everything I've ever said about advocating dune boots, as fuma are a CLEAR CUT winner.
Some simple concepts that will help w/ this comparison.
A) You aren't kicking too often, dune boots only benefit kicks
B) Fuma benefit ALL of your attacks, including kicks as well (more attack rounds = more total number of kicks as well).
C) Fuma generates more TP, will help WS damage as well since you will ws more often. Dune boots only help your DoT portion. TP'ing in them adds nothing to WS.
Assuming 5 FSTR, capped merits, and destroyers, brutal earring
58 DMG/hit
40 DMG/Kick
2.1 punches/attack round
.15 kicks/attack round
(2.1 x 58) + (.15 x 40) = 127.8 DMG/attack round
Dune Boots, +30 DMG to kicks
(2.1 x 58) + (.15 x 70) = 132.3
132.3/127.8 = 3.5211268% increase in DoT
DoT accounts for 70% of a mnk's dmg where you'll get 30% damage from WS. Wearing Dune Boots during TP give NOTHING during WS, so this number only accounts for 70% of the before given value
3.5211268 x .7 = 2.46478876 ~~~ 2.47% increase in total damage
So, now let's say you have black belt, turban, and haidate, 22% haste, 2 marches, 1 haste = 67% haste
3/(100-70) = 10% increase to DoT and WS frequency (Haste, unlike dune boots DOES apply to all of your damage since it increases your DoT and since you land more hits, you gain more tp and thus ws more times)
10% > 2.47%
Now, I bet you're saying "Zomg I but that's an unrealistic amount of haste"
Ok, 0% haste
Going from 0% haste to fuma
3/(100-3) = 3.09% increase in DoT and WS frequency
3.09 > 2.47
Unless you go purely for DoT and plan to hold tp forever and not ws at all, Dune Boots NEVER win
Dune boots are only for when you are using footwork (which when you are it shouldn't be up for more than 5 seconds anyways)
|
|