if you were a designer for SE....

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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Skaw said:
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.

I think that's the point.
 
Lanien said:
I think that's the point.

Every other job has something else to offer besides offense, barring subjobs though. Without subjobs, Ninja retains most off its offense, all of its defense. Even without Utsusemi, WAR can switch up between defensive/offensive.

While Monk has an offensive defense, it more or less balances out with the hits that do make it through. Plus, it's absolutely useless, and detrimental, against physical skills. Where as Utsusemi and a Defender and armor swap are still excellent against said skills. And really, the amount of Counter+ gear isn't exactly coming in at the rate of the offensive gaps closing to balance out that.
 
Well I think before they look at Monk's damage output, they should rethink how they are doing 2H weapons. Those that use them feel left out in the cold.
 
Skaw said:
Every other job has something else to offer besides offense, barring subjobs though. Without subjobs, Ninja retains most off its offense, all of its defense. Even without Utsusemi, WAR can switch up between defensive/offensive.

While Monk has an offensive defense, it more or less balances out with the hits that do make it through. Plus, it's absolutely useless, and detrimental, against physical skills. Where as Utsusemi and a Defender and armor swap are still excellent against said skills. And really, the amount of Counter+ gear isn't exactly coming in at the rate of the offensive gaps closing to balance out that.

I am not sure I completely understand this, but you are mad that your abilities don't allow you to tank well? Monk has Dodge which boosts evasion without a single detriment so you will hopefully be able to dodge the attacks completely. Focus albeit offensive, increases accuracy with no effective downside which means you will be more accuracate, do more damage and kill faster (you don't need good defense if it dies faster, right?). Now I assume you refer mainly to counterstance which boosts your counter rate at the loss of pretty much all your defense. It sucks, but guess what? You're not a tank to begin with.

A warrior doesn't get the best of skills either for tanking. Defender? It's ok, but its at the loss of huge amounts of attack; I lose all chance of doing any damage and keeping any hate by using it. Berserk and aggressor basically kill tanking. All that is left is warcry which is great for a single weapon skill and mass hate, but useless from a defensive perspective. Neither job is meant to tank and I don't think many expect for them to tank beyond the first 30 or so levels.

And I think you give Formless far too little credit as far as the new merits go. I think a majority of the merits do suck to some degree, but formless was in my opinion one of the best choices added. You are now able to do damage to mobs that use Invincible (maybe even perfect dodge) and do normal damage against physically resistant mobs (Ultima/Omega do something like that I believe). Not much to scoff at when the best merits I am looking at for warrior is Tomahawk (useless 90% of the time) or Warrior's Charge which gives me a guaranteed double attack up to every 10 mins (Woohoo, an extra 100-200 damage every 10 mins, not exactly bragging rights). Savagery is a slight increase in TP gain while warcry is up, nothing too special and Aggressive Aim is just a slap in the face. SE decide about a year ago they wanted to nerf aggressor so that it no longer gives +r.acc like it once used to, only to give it back to us in the form of a merits. I'd give anything for something actually worth the effort to get the merits.

To be honest, I am confused as to where you even get the idea other jobs are coming close to becoming as high damage as monk. Nothing monumental has changed in the past 2 years or so. A majority of the end game elite gear choices are the same now as they were then. I think Brutal Earring and Walahara Turban are the only pieces that are considered standard gear that were not around 2 years ago and even then all jobs have access to it so it doesn't exactly take anyone down a notch, but instead raises the entire bar (or is it lowers the bar?). In my opinion, allowing other jobs to have access to another job's specific job trait without even having that job subbed is kind of stupid, but that's another discussion. What is it that is making monk devoid of anything special beyond lack of JSE or is that just it?

You have to realize, SE can't make anything exceptional anymore. By creating something better than pre-exiting items, they are making previous accomplishments and all future endeavors for that same goal pointless. Instead all they can do without ruining previous content completely is offer gear/weapons of slightly lower status, but with a slightly easier and quicker to obtain method. Although I hate to say it, but Peregrine may be correct and the end game elite are just a thing of the past and everyone will be just a small step shy of elite.
 
Lavi said:
I am not sure I completely understand this, but you are mad that your abilities don't allow you to tank well? Monk has Dodge which boosts evasion without a single detriment so you will hopefully be able to dodge the attacks completely. Focus albeit offensive, increases accuracy with no effective downside which means you will be more accuracate, do more damage and kill faster (you don't need good defense if it dies faster, right?). Now I assume you refer mainly to counterstance which boosts your counter rate at the loss of pretty much all your defense. It sucks, but guess what? You're not a tank to begin with.

A warrior doesn't get the best of skills either for tanking. Defender? It's ok, but its at the loss of huge amounts of attack; I lose all chance of doing any damage and keeping any hate by using it. Berserk and aggressor basically kill tanking. All that is left is warcry which is great for a single weapon skill and mass hate, but useless from a defensive perspective. Neither job is meant to tank and I don't think many expect for them to tank beyond the first 30 or so levels.

And I think you give Formless far too little credit as far as the new merits go. I think a majority of the merits do suck to some degree, but formless was in my opinion one of the best choices added. You are now able to do damage to mobs that use Invincible (maybe even perfect dodge) and do normal damage against physically resistant mobs (Ultima/Omega do something like that I believe). Not much to scoff at when the best merits I am looking at for warrior is Tomahawk (useless 90% of the time) or Warrior's Charge which gives me a guaranteed double attack up to every 10 mins (Woohoo, an extra 100-200 damage every 10 mins, not exactly bragging rights).
For the record, by far the best monk merits added is Invigorate, which just gives you a big regen bonus on top of your chakra. Formless strikes also isn't hugely impressive, in that your strikes are significantly weaker than normal punches would be, I'm hearing your attacks are around 50% with a maximum of 60% of your normal damage. It's something, but it's hardly worth building up. It's also not something to make monk a good damage dealer for endgame. The most common combination of the new monk merits will likely be 3 invigorate, 1 formless strikes and 2 penance, which pushes monk into more of a support role for endgame than a damage dealer.

As for your Warrior's charge, guaranteed double attack on a big damage weapon skill is definitely a nice improvement to your damage and has endgame potential.

What skaw is saying is that monk has been getting very little to almost nothing from SE for a very long time now. The only time that monk gets a boost, is when the gear added effects all jobs(Rajas/Brutal/turban is a perfect example) or if the change relates to their subjob, which isn't really boosting monk at all. Yes, no JSE yet, but SE is adding more gear for every other job which IS closing the gap between monk and the other DD jobs. Warrior/nin is a very capable tank, while easily able to change to a heavy damage dealer in a few seconds. Monk, on the other hand, is JUST a damage dealer; that's all we do, beat the shit out of everything and the difference is slowly eroding due to negligence on the part of SE. All of the other jobs are recieving attention to improve them through gear, while monk is being left behind, it's not fair is all.
 
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Like Baja said, Formless just isn't strong. It helps, but you're giving it far TOO MUCH credit.

I guess you need to have played the job for as long as I have to see the direction its going on. Dodges benefit is lol at best at 75.

And saying Warrior was never meant to tank? What!
emot-psyduck.gif


It gets most of the equipment Paladin gets(Adaman, Koenig, Shields) and has Provoke naturally.

Anyway. Give us the ability to use two hand to hand weapons and I'll be content, even if the job does fall behind WAR and NIN down the road in damage due to overall neglect. I'm the master of hand to hand combat, yet can't figure out how to use two seperate weapons! I mean geez, all the great FF Monks had natural ambidexterity.
 
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Shaunessy said:
So you want all H2H weapons DMG/delay/added effects, to be cut in half and sold seperatly? That will never happen.

Where the fuck did I say that? And exactly why would it never happen? Because it would add twice the damage? Hey, retard. It would only apply to the hand its on.. like every other weapon. I even said it would actually add delay. Read before you post, or gtfo.
 
Skaw said:
Anyway. Give us the ability to use two hand to hand weapons and I'll be content. I'm the master of hand to hand combat, yet can't figure out how to use two seperate weapons! I mean geez, all the great FF Monks had natural ambidexterity.
Ok so there is 2 ways to do this.

1) H2H weapons are a set. Therefore to use only one of that set you would need to cut all of it's stats in half, then add the new stats of a mixed set, to keep the current system for H2H DMG/delay/added effects ratings.

2) For some reason a MNK now grows two extra hands and can now equip 4 seperate knuckles.

{Hmmm.} It would never happen because if SE wanted H2H weapon sets to be mix and all worrbly burrbly, then they would of done it from the start. You can't change it now.
 
Shaunessy said:
Ok so there is 2 ways to do this.

1) H2H weapons are a set. Therefore to use only one of that set you would need to cut all of it's stats in half, then add the new stats of a mixed set, to keep the current system for H2H DMG/delay/added effects ratings.

2) For some reason a MNK now grows two extra hands and can now equip 4 seperate knuckles.

{Hmmm.} It would never happen because if SE wanted H2H weapon sets to be mix and all worrbly burrbly, then they would of done it from the start. You can't change it now.

Retard, Base hand to hand delay is 300 at 75. They can do this two ways.

Leave it as 300, and just add the delay of the second along with the first(which, really, why would it be half again? Math is good, go back to school.)

Or divide Martial Arts to apply to each fist individually with a base of 150(which would still add to 300, so wheres the half you like to talk about coming from?) and add the weapon delays from there.

Both methods end up with the same delay. Both end up with more delay than the current martial arts and hand to hand set up. Each weapons damage applies to the hand they're equipped on, like dual wielding. Each effect is applied to both attacks, unless otherwise stated(like Critical Hit+%,) like dual wielding. Unlike the first method. The second method allows Dual Wielding as a Monk, using a kraken club or other club in the subslot possible. While doable now, you can't use hand to hand weaponskills if your subslot is obstructed. However, I admit that would be way broken.

I really don't know how to make this more clear for those with lackluster intelligence. And "you can't change it now" doesn't apply. NMs didn't have gradual magic resistance increase. They do now. Ballista didn't always have gradual sleep resistance increase. It does now. Trick Attack didn't always have a damage increase. It does now. NMs didn't have a timer before they go extremely strong. They do now.
 
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Ok you are obviously to dumb to figure out what I'm saying, even though it is in plain english, so let me break it down for the lesser intelligent.

Destroyers, you like those right, are DMG+5 Delay+48. Base stats. with latent they are DMG+18 Crit+6%.

ok lets group those with say,

Diamond Knuckles are DMG+17 Delay+96, Vit +2 ACC +2

Now follow me here, I don't want to have to repeat myself.


Destroyers, DMG+18/2=+9 Delay+48/2=+24 Crit+6%/2=+3%
New stats for one knuckle= DMG+9 Delay+24 Crit+3%

Diamond Knuckles, DMG+17/2=+8 (because SE would probably round down on good stats and up on bad) Delay+96/2=+48 Vit+2/2=+1 ACC=2/2=+1
New stats for one knuckle= DMG+8 Delay+48 Vit+1 ACC+1


Now to equip one knuckle from each set to make a pair, you add the halved stats. See where the half comes from now retard? So new set would be...

DMG+17 Delay+72 Crit+3% Vit+1 ACC+1. I call these the Diamond Cutters. Any questions?
 
Yeah. What would be the point? Are you even reading what I'm posting? Thats not a fix. Thats a half-assed, confusing, hard to code, mid-way point that no one would want. I don't want one weapon. I want two. I have two hands. Let me use two different weapons. No dividing, no retarded adding. Just addition do delay(the set back,) and stats(the bonus.) It's not like hand to hand weapons are twice as strong as regular weapons. It's not like the stats are twice as much as regular weapons. The only difference between hand to hand now, and hand to hand as it should be, is that instead of needing one item, we'll need two.


Here's an idea, Shaunessy: Get a clue, then post.
 
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Bajaratt said:
For the record, by far the best monk merits added is Invigorate, which just gives you a big regen bonus on top of your chakra. Formless strikes also isn't hugely impressive, in that your strikes are significantly weaker than normal punches would be, I'm hearing your attacks are around 50% with a maximum of 60% of your normal damage. It's something, but it's hardly worth building up. It's also not something to make monk a good damage dealer for endgame. The most common combination of the new monk merits will likely be 3 invigorate, 1 formless strikes and 2 penance, which pushes monk into more of a support role for endgame than a damage dealer.

As for your Warrior's charge, guaranteed double attack on a big damage weapon skill is definitely a nice improvement to your damage and has endgame potential.

What skaw is saying is that monk has been getting very little to almost nothing from SE for a very long time now. The only time that monk gets a boost, is when the gear added effects all jobs(Rajas/Brutal/turban is a perfect example) or if the change relates to their subjob, which isn't really boosting monk at all. Yes, no JSE yet, but SE is adding more gear for every other job which IS closing the gap between monk and the other DD jobs. Warrior/nin is a very capable tank, while easily able to change to a heavy damage dealer in a few seconds. Monk, on the other hand, is JUST a damage dealer; that's all we do, beat the shit out of everything and the difference is slowly eroding due to negligence on the part of SE. All of the other jobs are recieving attention to improve them through gear, while monk is being left behind, it's not fair is all.

Here is what I was trying to get at and I think you both missed. The elite gear hasn't changed in 2 years with a few minor exceptions that have been stated. Why is this important? Those armors are roofs each job can never surpass. E-body/Ridill for warriors and D-body/Destroyers for monks (I think that's what's considered the best end game, no idea, I am not a monk). All the equipment choices in this game and the game developers have chosen to keep the same standard for the ultimate gear for 2 years. So each job has it's own glass roof so to speak. If those choices have not changed, then the jobs are no closer to surpassing their old ultimate gear combination now to become a high level DD next to monk then they were 2 years ago (Can exclude THF, but you'll probably agree THF is no top DD) and if they are approaching that level, it's not because they didn't have option 2 years ago, but because they are just now obtaining the gear. All the new options you have now are only slightly inferior to the ultimate gear, so you are still only encroaching on the level of being X's job's ultimate gear combination or it's damage threshold, but not the top damage dealer's threshold.

Skaw said:
Like Baja said, Formless just isn't strong. It helps, but you're giving it far TOO MUCH credit.

I guess you need to have played the job for as long as I have to see the direction its going on. Dodges benefit is lol at best at 75.

And saying Warrior was never meant to tank? What!
emot-psyduck.gif


It gets most of the equipment Paladin gets(Adaman, Koenig, Shields) and has Provoke naturally.

Anyway. Give us the ability to use two hand to hand weapons and I'll be content, even if the job does fall behind WAR and NIN down the road in damage due to overall neglect. I'm the master of hand to hand combat, yet can't figure out how to use two seperate weapons! I mean geez, all the great FF Monks had natural ambidexterity.

Dodge may not vastly improve evasion, but it still does. In comparison to a warrior with a C in evasion, I don't evade a single thing especially while wearing all the -eva, -AGI gear. I've seen MNK sub NIN, hit dodge and do a damn good job of blink tanking, maybe not on VT-ITs, but it's better than nothing. WAR cannot blink tank, shadows are gone far too fast and although they greatly lessen damage, once they are gone, its hard as hell to get them back up. I have absolutely no hate tools beyond provoke and warcry which effects become useless once I stop doing vast amounts of damage. I can hold hate for maybe 10-15 seconds before someone else steals it off me.

WAR can equip a lot of the same armors a PLD can, it's true, but that doesn't mean we make great tanks. Have you ever seen a WAR tank anything end game? It sucks, it really does. They take damage like crazy and can't hold hate for the life of them. Instead, we need to add THFs to control hate and WHMs to zerg curing. Not a very superior method in tanking really. Had a WAR/NIN tank Genbu with some of the best gear available and needless to say, he died fast and the tanking went right back to NINs and PLDs. There is a difference between "WAR was not a tank" and "WAR is not a tank" which is what I said. "Was" refers to how it was designed and meant to be as the designers made it. WAR was meant to be a tank; however, now PLD far surpasses warrior in that position and warrior takes "backseat" role as a melee job. "Is" refers to how it IS used today by the players and that is rarely ever as a tank.

Just for the record, how is hand-to-hand damage and delay worked? I know the basics, that there is a base damage and delay (not sure of the damage, but delay for lvl 75 is 300). I know that the weapons add to the base damage and delay, but how is that done? Is the damage and delay per hand or one lump sum? I am guessing from the numbers the delay is one lump sum and the damage is per hand since you get +20 DMG which seems small considering a single handed weapon goes from 5-8 DMG at level 1 to 40-50 DMG at level 75. With that, I see why people are getting confused at halving stats and everything. If you were to have two weapons, you'd need to halve the delay, but not the damage (I think). The stats would stay the same, but depending on the stat, could possibly reflect one hand and not both.

I think the large problem with this is that the stats added to all weapons are numbers figured out by the designer to give a good boost to each weapon without being too huge. If you were to split hand-to-hand weapons, you suddenly have +stats which were only ever meant to be given once and not as a huge grouping. For example, they intended for you to get the high damage and +crit. from destroyers, but not the double attack from Faith Baghnakhs which would make you a TP god and your weapon skills high in damage at the same time. See? SE didn't want you to be able to get the best of both worlds and all the weapons would need modifying. Faith Bag. have low base damage for a reason, so they don't become so over powering and being able to sub them while main handing a Destroyers would be just godly. That's just one example. Wagh Bag. have latent effect +18 DMG and hidden effect +5 acc +18 attack which SE deemed ok to add to a single hand-to-hand weapon, but if you combine that with another form of +att or +acc from a second hand-to-hand weapon, SE might consider it over powering for monks.

Note: All the "occasionally attacks twice weapons with virtue stone equipped" weapons are either double handed weapons or already have a superior alternative (Joyeuse/Ridill). There really isn't a good option for dual wielding any of these particular weapons.
 
Most of the "elite gear" has stayed the same because SE didn't want to trivialize previous accomplishments, but you're blind if you can't see that new "elite gear" has come out, and that almost none if it benefits monk. Monk's AF+1 is for chi blast or the body is for chakra, none of it is really beneficial for damage; whereas the AF+1 for most other jobs is very very good(whm sucks). The only recent(1 year or so recent) gear that benefits monk is a faith torque, as the faith baghs are easily beaten by destroyers. Some jobs get the benefit of Homam gear which is a good boost to their damage potential.

Warrior's ARE capable tanks, I've seen war/nin's out tank ninjas on some endgame mobs, they didn't have a problem holding hate or maintaining shadows. Utsusemi: ni is huge for tanking, and comparing any tank without ni to one with ni, the differences are obvious. I'm pretty sure that I heard that war/nin is a preferred tank for fafnir(haven't done fafnir in a long time so I forget), just because they can deal huge damage and have time to get shadows back up. Unless you suck with counting shadows or the mob wipes multiple shadows at once, it's not hard keeping one utsusemi up; it's even easier with haste. If a warrior is wearing a ton of -evasion, -AGI gear, no wonder they suck at tanking; but warrior gains access to some of the best gear for tanking AND damage dealing, making them capable of both.

As for hand-to-hand weapons, no offense, but I figured you didn't know how they worked from your other posts. Your base damage is supposed to be 10% of your hand-to-hand skill, so at 75 with no merits(276 skill) your base damage would be 27.6. Then, you add the damage from the hand-to-hand weapons, that's why they all include +damage, rather than just a damage number; so with destroyers unlocked(+18 ) your base damage would be 45.6; with full merits and a faith torque you'd get 47.9 damage, still beaten by some axes. The delay works the same way, your base delay is 300-480 depending on your level and the delay of the weapons is added to that base delay. It's a different formula than with every other weapon, and so most non-monks don't bother to learn it.

As for how "broken" two hand-to-hand weapons would be, you're ignoring the rules for dual-wielding other weapons. When a NIN dual wields their KS30 katana and a fudo, they don't get +9% critical hits, they gain +6% on one hand, +3% on the other, the same thing would apply to hand-to-hand weapons. If I have destroyers on one hand, and say Faith baghs on the other, the faith baghs don't get the +6% critical hits. Along the same lines, the double-attack chance of the faith baghs wouldn't carry over to the destroyers, just like the effect from joyeuse/ridill/krakken doesn't carry over to the main hand.

Also, the +damage from the hand-to-hand weapons wouldn't total up, just like the damage from anything dual wielded does not get totaled(woodville's + ridill =/= 90 damage). So with destroyers/faiths, you'd have 45.6 damage on one fist, and 36.6 on the other; so in effect you're weakening your actual damage for the benefit of additional stats. Then, you can add the delay from both weapons to balance out any "improvements" in the stats, with destroyers/faiths you'd go from 348 delay to 461 delay, a sizeable increase for getting double attack on one hand.
 
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Skaw said:
Yeah. What would be the point? Are you even reading what I'm posting? Thats not a fix. Thats a half-assed, confusing, hard to code, mid-way point that no one would want. I don't want one weapon. I want two. I have two hands. Let me use two different weapons. No dividing, no retarded adding. Just addition do delay(the set back,) and stats(the bonus.) It's not like hand to hand weapons are twice as strong as regular weapons. It's not like the stats are twice as much as regular weapons. The only difference between hand to hand now, and hand to hand as it should be, is that instead of needing one item, we'll need two.


Here's an idea, Shaunessy: Get a clue, then post.
So you want MNKS to have 4 hands then? Skaw what you are proposing is impossible, do you understand that word. Knuckles are two weapons that come in a set, one for each hand, or did you never figure that out in 75 levels.

Have you ever seen katars in real life? They are freaking huge. I would love to meet someone that can hold two of them in one hand and use them effectivly.
 
Shaunessy said:
So you want MNKS to have 4 hands then? Skaw what you are proposing is impossible, do you understand that word. Knuckles are two weapons that come in a set, one for each hand, or did you never figure that out in 75 levels.

Have you ever seen katars in real life? They are freaking huge. I would love to meet someone that can hold two of them in one hand and use them effectivly.
And you're not paying attention, when he wants to wield ONE of the weapons in the set in each hand. It's dual wielding two different hand-to-hand weapons, one in each hand, why can you not grasp that very simple concept?
 
Um...I did grasp that concept, and even showed you how it would work. What you want though is for MNKs to be able to equip two great swords, or something to that effect. What he is saying makes no sense in a practical manner, and SE will never do it.
 
Bajaratt said:
Most of the "elite gear" has stayed the same because SE didn't want to trivialize previous accomplishments, but you're blind if you can't see that new "elite gear" has come out, and that almost none if it benefits monk. Monk's AF+1 is for chi blast or the body is for chakra, none of it is really beneficial for damage; whereas the AF+1 for most other jobs is very very good(whm sucks). The only recent(1 year or so recent) gear that benefits monk is a faith torque, as the faith baghs are easily beaten by destroyers. Some jobs get the benefit of Homam gear which is a good boost to their damage potential.

Most elite gear is the same, so the level of top elite hasn't changed. Of the few instances you mention, those jobs didn't have much in the way of elite gear to begin with. Homam for instance is THF/PLD/DRK/DRG and of those jobs, PLD, THF and DRG are shafted for normal melee gear. THF and DRG get Assault Jerkin, Yay~ (sarcasm) or Hecatomb which is WS only. PLD get the Hauby, but in most instances, they'd prefer tanking gear over that and Homam gives them a little of both not to mention they aren't DDs anyways. Again, the end game ultimate gear is still mostly the same and nothing has changed. The only problem with MNK is the lack of JSE and they are not the only job that has that problem.

Bajaratt said:
Warrior's ARE capable tanks, I've seen war/nin's out tank ninjas on some endgame mobs, they didn't have a problem holding hate or maintaining shadows. Utsusemi: ni is huge for tanking, and comparing any tank without ni to one with ni, the differences are obvious. I'm pretty sure that I heard that war/nin is a preferred tank for fafnir(haven't done fafnir in a long time so I forget), just because they can deal huge damage and have time to get shadows back up. Unless you suck with counting shadows or the mob wipes multiple shadows at once, it's not hard keeping one utsusemi up; it's even easier with haste. If a warrior is wearing a ton of -evasion, -AGI gear, no wonder they suck at tanking; but warrior gains access to some of the best gear for tanking AND damage dealing, making them capable of both.

Just because you have access to the best gear doesn't make it possible. Assault breastplate BST/PLD/WAR/DRK/SAM, level 75, defense 65. Probably one of the best body armors for tanking next to M. Body because of its high defense. Does that mean that all those jobs can now tank? Any job can sub NIN and get shadows, not all jobs can keep them up. I can guarantee any WAR will have trouble keeping shadows. With Ichi (I know you said I need Ni but..) I lose shadows within 10 seconds guaranteed on a VT mob and if I was to use Ni, the same thing would happen. That means if I was to cast Ni before fight, lose shadows, Ni again (10 sec), then Ichi (another 10 sec), I'd still have 25 seconds left on the timer without haste and there isn't a way in hell I am getting 50%+ haste to cut off the 25 seconds. In order to keep shadows up completely, I need evasion and warrior just doesn't have enough base evasion to blink tank. Maybe in a few instances, they can tank, but in all those instances, they are going to need a lot of WHMs curing which basically cuts down on the desire for WAR tanks to begin with.

Bajaratt said:
As for hand-to-hand weapons, no offense, but I figured you didn't know how they worked from your other posts. Your base damage is supposed to be 10% of your hand-to-hand skill, so at 75 with no merits(276 skill) your base damage would be 27.6. Then, you add the damage from the hand-to-hand weapons, that's why they all include +damage, rather than just a damage number; so with destroyers unlocked(+18 ) your base damage would be 45.6; with full merits and a faith torque you'd get 47.9 damage, still beaten by some axes. The delay works the same way, your base delay is 300-480 depending on your level and the delay of the weapons is added to that base delay. It's a different formula than with every other weapon, and so most non-monks don't bother to learn it.

As for how "broken" two hand-to-hand weapons would be, you're ignoring the rules for dual-wielding other weapons. When a NIN dual wields their KS30 katana and a fudo, they don't get +9% critical hits, they gain +6% on one hand, +3% on the other, the same thing would apply to hand-to-hand weapons. If I have destroyers on one hand, and say Faith baghs on the other, the faith baghs don't get the +6% critical hits. Along the same lines, the double-attack chance of the faith baghs wouldn't carry over to the destroyers, just like the effect from joyeuse/ridill/krakken doesn't carry over to the main hand.

Also, the +damage from the hand-to-hand weapons wouldn't total up, just like the damage from anything dual wielded does not get totaled(woodville's + ridill =/= 90 damage). So with destroyers/faiths, you'd have 45.6 damage on one fist, and 36.6 on the other; so in effect you're weakening your actual damage for the benefit of additional stats. Then, you can add the delay from both weapons to balance out any "improvements" in the stats, with destroyers/faiths you'd go from 348 delay to 461 delay, a sizeable increase for getting double attack on one hand.

No, I think I hit it all on the dot with the exception of how base damage is figured. What you don't get is the fact SE DOESN'T want you to have a double attack Faith Bag. with high base damage. I understand the +6% crit only effects one hand or it would if you seperated them; however, what you neglect is the reason Faith have low base damage. Because you are getting one thing at the cost of another. You are getting DA at the cost of base damage. If you main hand destroyers and off hand Faith, you get both. Maybe not completely, but to a greater extent you get both. You get the DA on the off hand and the huge base damage and critical hits for when you weapon skill. If SE intended for you to have the best of both, they would have given you a ridill, but they didn't.

Now you want to add delays from both weapons. That I don't get either. No matter how much I look at it, you go from 348 to 461 delay which is about a 30% increase in delay and there is no way off handing any weapon besides maybe the faith bag. is going to net you enough improvement to make it worthwhile. You'd need to halve the delay to make dual wielding hand-to-hand weapons worthwhile unless you need to sub ninja and DW lowers the delay in some wierd way.
 
I'd personally like a new weapon class... hand and a half swords (which did exist, btw).

http://en.wikipedia.org/wiki/Longsword

In any event, add +50% delay/damage over the standard 1h sword and allow the users to switch between 1h and 2h mode when using it. Furthermore, allow players to do this without changing equipment like shields (just make the shield inert in 2h mode). The only restriction I would place on such a weapon would be loss of dual wield it because of the sword's size.

Game changing? Not really. Fun? Heck yeah. Imagine building up TP in 1 handed mode (and getting the TP bonus from Shield Mastery), then switching to 2 handed and busting out a Spinning Slash instead of a Vorpal Blade or Savage Blade. It would give PLDs a lot more versatility when it comes to skillchains, especially in the lower levels.
 
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