Unknown2010-05-18 23:04:10
Does the monk being entangled/paralysed/prone cost momentum when it hits them, or only if they don't attack for a certain amount of time?
Janalon2010-05-18 23:15:48
Hey since this thread is about Monk balance issues, I was wondering what other psymets (namely stealth users) thought about monk psionics. I love the idea of the skillset, and don't think that I'll ever skillflex for acrobatics (despite the advantages in combat, which I am not an active combatant). Sure, it's not as powerful, but I don't think that you can compare apples to oranges.
I love all of the various buffs to mitigate health, magical, and wounding/bleeding damage. Very helpful for hunting... especially blood boil. I also get a kick out of body fuel used in tangent with cell adjustment and introspection; never have to worry about deffing with power-cost buffs. Admittedly, I'm too lazy to use biofeedback against lucidians or gorgogs, but meh.
My main beef is with all the incongruences between the general psionics skillset and how monks passively employ psionics. Psionic skills like shatter, psychic push, alter aura, and hyperhidrosis (among many others) do nothing for me because they require an open channel and can't be used in combination with kata attacks. Same thing goes for cell adjustment and shift during combat.
I'd also like to see some evoy-ed solutions for the likes of biocurrents. Would love to see a new combat passive skill that can be used to enhance katas the way double pain should (or does if you actively seek to increase wounds with kata strength soft).
Anyone else?
I love all of the various buffs to mitigate health, magical, and wounding/bleeding damage. Very helpful for hunting... especially blood boil. I also get a kick out of body fuel used in tangent with cell adjustment and introspection; never have to worry about deffing with power-cost buffs. Admittedly, I'm too lazy to use biofeedback against lucidians or gorgogs, but meh.
My main beef is with all the incongruences between the general psionics skillset and how monks passively employ psionics. Psionic skills like shatter, psychic push, alter aura, and hyperhidrosis (among many others) do nothing for me because they require an open channel and can't be used in combination with kata attacks. Same thing goes for cell adjustment and shift during combat.
I'd also like to see some evoy-ed solutions for the likes of biocurrents. Would love to see a new combat passive skill that can be used to enhance katas the way double pain should (or does if you actively seek to increase wounds with kata strength soft).
Anyone else?
Unknown2010-05-18 23:19:42
We lose momentum in the following ways:
1) Changing targets: -2 mo
2) Attacks: - 1 mo per action/modifier
3) Time.
1) Changing targets: -2 mo
2) Attacks: - 1 mo per action/modifier
3) Time.
Janalon2010-05-18 23:26:07
QUOTE (Sahmiam Mes'ard @ May 18 2010, 07:19 PM) <{POST_SNAPBACK}>
We lose momentum in the following ways:
1) Changing targets: -2 mo
2) Attacks: - 1 mo per action/modifier
3) Time.
1) Changing targets: -2 mo
2) Attacks: - 1 mo per action/modifier
3) Time.
Some katas will drop you -2mo in the Nekotai skillset.
The kata +1 momentum boost (i.e. kaife, a two-handed kata in the Nekotai skillset) cannot be used to mitigate momentum dropping kicks.
I believe the decay time on momentum is -1mo per 7seconds without a kata action connecting.
Ixion2010-05-18 23:32:19
QUOTE (Vendetta Morendo @ May 18 2010, 11:29 AM) <{POST_SNAPBACK}>
It does. If someone is silly and forgets to raise their hood, a monk can be doing 2K damage per combo by the second combo hitting head.
Granted, this is notwithstanding that forgetting to raise hood is Always Bad, but it does illustrate the point that kills via wound-damage are still feasible.
Granted, this is notwithstanding that forgetting to raise hood is Always Bad, but it does illustrate the point that kills via wound-damage are still feasible.
This is so irrelevant it should just be deleted, sorry.
If you don't raise your hood you fail at life and deserve to heartstop to newtons.
QUOTE (Veyrzhul @ May 18 2010, 11:18 AM) <{POST_SNAPBACK}>
As long as you only consider one opponent, you could say that warriors' wound building and monks' momentum building isn't all that different. It's as if monks built wounds on all bodyparts simultaneously and reached a new level of wounding each time momentum rises. Which in itself is already alot easier than how warriors build wounds, especially since momentum cannot be cured.
Even more important in my eyes, though, is the fact that monks can deliver many, especially high end afflictions, 100% of the time. As a warrior, you can develop standard tactics to get a kill, but your optimal way of locking an opponent, for instance, may only happen one out of 10 times, due to the random element with wound afflictions. Often it will take a bit longer, and in rare cases alot longer. As a monk (I've only played a Tahtetso so far, but I guess this isn't alot different for the other specs), you can really plan out all of your offense from starting hit to killing move, and unless you get unlucky and get a 'fumble' miss, it will pretty much always work (unless you get hindered, obviously).
Another thing to consider is that monks actually have two 'horses' to bet on. They can use their arsenal to effectively afflict and finally kill with afflictions, but as wounds build up - and monks can do wounding that's often had me wonder -, their damage output also easily surpasses that of warriors. I've never tested it outside of real combat except one time with Narsrim ages ago, and I remember he did more than 2,000 damage per combo once my wounds had hit critical (I was a tae'dae Celestine with fairly good dmp, splendours and a shield rune, his tahto had lightning elemental runes). Not sure if that still works as nicely, but it was lethal back then.
Even more important in my eyes, though, is the fact that monks can deliver many, especially high end afflictions, 100% of the time. As a warrior, you can develop standard tactics to get a kill, but your optimal way of locking an opponent, for instance, may only happen one out of 10 times, due to the random element with wound afflictions. Often it will take a bit longer, and in rare cases alot longer. As a monk (I've only played a Tahtetso so far, but I guess this isn't alot different for the other specs), you can really plan out all of your offense from starting hit to killing move, and unless you get unlucky and get a 'fumble' miss, it will pretty much always work (unless you get hindered, obviously).
Another thing to consider is that monks actually have two 'horses' to bet on. They can use their arsenal to effectively afflict and finally kill with afflictions, but as wounds build up - and monks can do wounding that's often had me wonder -, their damage output also easily surpasses that of warriors. I've never tested it outside of real combat except one time with Narsrim ages ago, and I remember he did more than 2,000 damage per combo once my wounds had hit critical (I was a tae'dae Celestine with fairly good dmp, splendours and a shield rune, his tahto had lightning elemental runes). Not sure if that still works as nicely, but it was lethal back then.
All good points. That's always been my problem with monks; even in their current state, they can just about guarantee afflictions provided they have momentum, and have superior damage even with little to no wounds built without the drawbacks warriors face (wound level, THEN parry/stance/rebounding/HUGE LUCK FACTOR) Well.. that and absurd instakills, see tahtetso
Unknown2010-05-18 23:49:23
QUOTE (Ixion @ May 18 2010, 06:32 PM) <{POST_SNAPBACK}>
This is so irrelevant it should just be deleted, sorry.
If you don't raise your hood you fail at life and deserve to heartstop to newtons.
If you don't raise your hood you fail at life and deserve to heartstop to newtons.
I think it's less irrelevant than you are emphasizing.
It illustrates that the damage to wound scaling that Veyrzhul experienced still exists, and while in one-vs-one situations you won't be able to simulate this, it does crop up in group combat settings where those boosted wound levels can come from other monks/warriors hitting the same person. With monks, pile-on damage isn't just a flat increase.
Ixion2010-05-18 23:54:18
Wot? Hood being down has nothing to do with group dynamics- it deals with levels of lols and fail.
Group wounds and damage are scary, a point no one will contest so what are you trying to convince us of? It's entirely possible I missed it.. so explain better please?
Group wounds and damage are scary, a point no one will contest so what are you trying to convince us of? It's entirely possible I missed it.. so explain better please?
Unknown2010-05-18 23:58:13
QUOTE (Ixion @ May 18 2010, 06:54 PM) <{POST_SNAPBACK}>
Wot? Hood being down has nothing to do with group dynamics- it deals with levels of lols and fail.
Group wounds and damage are scary, a point no one will contest so what are you trying to convince us of? It's entirely possible I missed it.. so explain better please?
Group wounds and damage are scary, a point no one will contest so what are you trying to convince us of? It's entirely possible I missed it.. so explain better please?
I think you took my post too literally at face-value, and the point was obvious enough, so just disregard it now.
Nienla2010-05-19 16:30:43
QUOTE (Ixion @ May 18 2010, 07:54 PM) <{POST_SNAPBACK}>
Wot? Hood being down has nothing to do with group dynamics- it deals with levels of lols and fail.
Group wounds and damage are scary, a point no one will contest so what are you trying to convince us of? It's entirely possible I missed it.. so explain better please?
Group wounds and damage are scary, a point no one will contest so what are you trying to convince us of? It's entirely possible I missed it.. so explain better please?
Order Ixion Remove Helmet
*watch as Nekotai do work*
Ixion2010-05-20 04:13:29
Cursed=win
Geb2010-05-20 12:40:23
QUOTE (Janalon @ May 18 2010, 11:55 PM) <{POST_SNAPBACK}>
1) 0mo-1mo
2) 1mo-2mo
3) 2mo-3mo
4) 3mo-4mo
5) 4mo-5mo
Five hits to 5mo? And then a sixth hit if you want to boost to 6mo where a Nekotai can land the lock.
2) 1mo-2mo
3) 2mo-3mo
4) 3mo-4mo
5) 4mo-5mo
Five hits to 5mo? And then a sixth hit if you want to boost to 6mo where a Nekotai can land the lock.
You can get to 5mo in 4 hits without using power.
0mo - 1mo
1mo - 2mo
The +1 mo two-handed attack becomes +2 if you have momentum 2 and above.
2mo - 4mo
4mo - 5mo