Did another test comparing Junrenshi Habaki(+kick rate) vs. Dune Boots(+kick damage) on lesser colbiri. It was only 1 mob each and my parser's broken again, but Dune boots came out on top. Since I didn't have a parser, I just threw the numbers into Excel for the math.
Dune boots did an average of 174.5 damage per kick.
Junrenshi did an average of 116.9444 damage per kick.
I'm going to have to do a lot more testing(and get a working parser), and probably get the highest level of the +kick rate boots for a proper comparison; but based on a my limited test, Dune's are still better overall.
They do, that's what I said in the post you quoted.i think the new kick attack feet mean that you kick more often, not for more dmg. i tried them out and it seemed like i was kickin more with them on.
Did another test comparing Junrenshi Habaki(+kick rate) vs. Dune Boots(+kick damage) on lesser colbiri. It was only 1 mob each and my parser's broken again, but Dune boots came out on top. Since I didn't have a parser, I just threw the numbers into Excel for the math.
Dune boots did an average of 174.5 damage per kick.
Junrenshi did an average of 116.9444 damage per kick.
Because I was curious about the damage difference between the two, and since I didn't have a working parser, I wasn't going to type up an hour's worth of numbers to try to figure that crap out. The damage difference was significant enough(+50% damage is pretty huge) that the +rate boots would have to have a good bonus to them to overcome the damage.Why would you measure damage per kick using one thing that increase damage and the other increases rate, but completely leave out the rate increase? Of course Dune boots are going to win in the test of damage per kick. You would have to measure total damage from kicks on a monster to get something closer to accurate.
I only tested it on 2 mobs when I was messing around, *Note: I was watching my TP bar more than what I was doing* I landed an attack and got something ridiculous like 19%TP. The return on Asuran was pretty nice.
I liked it for the very small test I did. Need more parses.
Anyone noticed an increase in delay with footwork activated? or was I just imagining it.
How much store TP do you have equiped, And how much store TP would be required to make it 20%. In a sense you could have a 5 kick setup.
You can still counter; the usual Counter animation still applies.
You can Guard still; however, you do not Guard with feet.
Hundred Fists can still be used. During this time, you will use your fists.
As per regular fist attacks, when Kick Attacks activate, you will do your kick from Footwork, and then another kick from the Kick Attacks, resulting in two kicks.
Double Attack can also activate, resulting in three kicks in one round.
Base TP gained while Footwork is active is 13.1 TP per kick.
Zoning and KO causes Footwork to be lost.
TP bonus applies to initial two hits on Weaponskills as well.
TP return for weaponskills is 13.1 for the first two hits, and 3 for each consecutive hit.
Delay is modified by Haste spells and Haste equipment but Weapon delay has no impact on base delay.
Delay at level 75 with Martial Arts VI is 300, with the 60% slow penalty it turns to 480 delay which is 8 seconds. Haste gear and spell reduces the 60% penalty, full haste gear reduces penalty to 35% slow. Which is 405 delay -> 6.75 seconds.
A penalty will be imposed on magic, song, and ninjutsu casting while Footwork is in effect. This penalty is a 60% increase in casting time and recast time.
If you are moving and you are within attack range, you will throw one punch equal to the damage and TP as a normal footwork kick.
How much store TP do you have equiped, And how much store TP would be required to make it 20%. In a sense you could have a 5 hit setup.
And it was 19% tp return? Because if you add like 6 +store tp you can get 20% per kick making a true 5 hit setup... it would be insane
And it was 19% tp return? Because if you add like 6 +store tp you can get 20% per kick making a true 5 hit setup... it would be insane
Too bad MNK weaponskills blow ><
Also, Staff MNKs who know they are are doing are awesome. I think i was with Eormanric and i saw him beating the shit out of things with a staff while on MNK. Would be cool to see MNK/SAM and all the new abilitys
In exchange for a penalty to attack delay and to spell timers, the monk receives an increase to damage and attack power, as well as a bonus to the amount of TP gained per kick. The monk must have a hand-to-hand weapon equipped to receive these bonuses.