Lavi said:Stats aren't halved on daggers, swords, etc. because it's a single weapon whereas a single Hand-to-hand weapon is two weapons combined for each hand. But all that aside, you act as if MNK is coming close to being dethroned as a top tier DD. I can agree, monk are getting screwed when it comes to JSE since there literally is none for the end game MNK; however, that doesn't matter. A large portion of MNK's greatness comes from thier own job over their gear selection or at least at this time. A MNK gets the martial arts job trait which reduces base delay of hand-to-hand weapons from 480 to 300 (~31% reduction with 100 delay added by weapon, ~20% if you consider that monk gets MA at level 1), kick attacks II, and probably one of the best 2 hours in game along with some very good job abilities. Stack that with a warrior sub and they have the best job abilities available in the entire game for any melee.
Comparatively speaking, all other melee have access to two choices in delay reducing gear/abilities, haste gear or dual wield. Dual wield requires NIN sub and has no other damage boosting stat beyond that. DW gets 15% delay reduction while subbing NIN and Suppanomimi gives an extra 5% reduction (20% total) or NIN main gets 30% reduction and another 15% in gear (AF body, relic legs and Suppa.; 45% total) compared to the ~20-31% given by a monk without using a gear slot to get that much. Although NIN is noticeably more, they also don't hit as hard as a MNK and are usually required to cast debuffs and tank. Haste gear is good for all jobs, but monk gets the best selection of +haste gear (BB>all) available. With the addition of the new merits, MNK seem to only be getting better in the DD department (Formless Strike) and still have a good place in end game (Chi Blast+Penance). As a warrior, I can keep pace with a MNK even considering my gear has better options for +att and STR compared to a MNK with very few exceptions (O.Kote). I seriously doubt anyone can possibly believe MNK is going to become lower tier DD anytime soon. Although, I do agree MNK is getting shafted when it comes to JSE, but they aren't the only job lacking in JSE (RNG doesn't have any and DRG does, but it sucks something terrible).
You're reading too deep, Lavi. While Monk is still great, the gap between us, Ninja, and Warrior has been closing over time, with very little boost to Monk.. Formless helps, but it's nothing to write to mom about. Penance just pushes MNK back in to the corner we want out of when it comes to end game. I'm not a Doomsayer, barking that Monk is becoming useless now, or in the near future.
But it's a pretty constant rate that there are other jobs approaching and surpassing what we can do in damage. We still have a while to go, but given SE's attitude toward the job of "hay its been there since day 1, lets ignore it years at a time and give it occasional goodies" will spell the jobs weakening eventually. It's getting tougher to stay above the other jobs, because theres never anything added in for us, specifically, to give us back the advantage.
Anyway, back to the topic. Yes, I know why daggers/swords/axes/katanas aren't halved because they're single weapons. I'm proposing the same thing to be done to hand-to-hand. And you're fooling yourself if you think hand-to-hand weapon offensive bonuses merit a complete half-effectiveness if they become single weapons. The bonuses just aren't that great, not to mention if they were single weapons, Martial Arts would need to be tweaked to accomidate such a change. Even so, delay would go up even if it wasn't, as it'd be(for example) 300+84+84, as opposed to just 300+84.
While sort of a nerf on delay function, it grants a good bonus from mixing up weapons.
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