This boost blockin engage bug seems glaring. Im not sure if they even bother QA testing this stuff anymore.
This boost blockin engage bug seems glaring. Im not sure if they even bother QA testing this stuff anymore.
Of course they don't. Why would they bother. You'll keep playing even if they never fix it, so where's the incentive.
Pushing the update with Boost not working on WS is a pretty glaring error.
Someone elsewhere claims that Multiattack cannot proc with Boost up. At this point I'd say they're right.
Either way, this seems like an incredibly convoluted attempt to make MNK more competitive when they could've offered a plentiful of other much simpler and equally effective (if not better) solutions.
I wish they could've told us what exactely scares them so much.
Boost might be nice for WS if the increase really turns out to be good. It has to be VERY good to compensate for the delay penalty that you still get even if you WS.
I'm still getting mixed feelings from the change to Focus. The Additional crit is good, the additional acc is meh and the new duration sucks.
I'm still also bitter they did absolutely nothing for Impetus.
While they might change it because it feels awful, I think in their twisted minds they meant it to work that way because they were afraid of people exploiting boost by pre-boosting before engaging.
That's why they created so many complex combinations of negative aspects (other JA use cancel boost, cannot engage, cannot do this, cannot do that, X seconds delay, blahblah), they were really scared about something.
What this something is, I dunno, but MNK trumping the Damage scene for several months must have really left a bad impression on them.
Thing is, MNK is not the only job that happened to be incredibly powerful for a certain window of time, yet they seem to be scared about MNK only and not about the other jobs.
There was nothing different between MNK and the other jobs in their respective times of trumping from my perspective, unless I'm missing some key factor here?
Monk as a job (totally anecdotally) seems to always end up as in issue in any mmo.
Remember the big thing that happened on Diablo III with mnk? tldr; over powered, everyone took it up, nerfed into the ground, diablo 3 died.
Yeah, D3 definitely had problems because of Monk, lol.
The literal only thing I ever heard about D3 was RMT Auction house, and Huge MNK nerf. obviously it wasn't the only issue, but of note.
*reads posts + patch*
So it's your usual buffnerf(berff?) patch.
I think they actually goofed in the implementation/mechanics/programming. The damage buff is not enough to be worth worrying about to bother trying to prevent prebuffing., and I'm guessing that it doesn't stack. They probably took the simplest route they could think of (directly increasing delay) and neglected to remember about the way that delay interacts with engaging. All they need to do is give Boost some sort of bypass to that, and make it work with WS as was advertised, and we might have something useful.
Do any JA/spells overwrite/cancel Boost that are not in the same buff slot? If not, and assuming you can get enough MA+ to hit at least 4sec Boost duration, they I still think that doing Boost>Warcry>Berserk>WS could be good once they have Boost working w/ WS. (Insert your own favorite JAs into the sequence if you don't like those two.)
Regardless of how much haste/MA you have, Boost's duration has a minimum cap of your weapon's unmodified delay. Thus, if you're using Godhands, the minimum possible delay is (480+138)/60 = 10.3 seconds, while with Spharai it's (480+116)/60 = 9.93 seconds.
Unless they change the JA, you'll never get anywhere close to 4 seconds.
Thinking back now I said they'd need to basically bring boost to monster/jug pet fantod level boost to be good enough... and they basically did in terms of how much it increases dmg. Fantod being 4x boost now being that if you have 350 str though enhance effects probably make that threshold lower. Problem was they put all these gimps like not working with ws and insanely increasing delay (as if general ja delay wasn't enough to offset a lot of that to begin with) and not working on ws. Also 1 min recast is kind of high for what it does
Hm. I didn't have anywhere near enough MNK usable MA+ gear to try pushing it further down.. I know that at least once, I managed to get it to almost exactly 7sec using either Comeuppances or Calved Claws (the only 2x H2H weapons I had on me) and neither of those should be able to get that low. :/ The buff ticked down from 7 > 6 as soon as it appeared on the screen. This was why I was thinking that it might be possible to get down to 4sec or less, but maybe there was lag or something on my end that made the display show the wrong duration. I am on crappy DSL afterall.
Hmm. Maybe Boost's delay takes Martial Arts into account for the minimum delay, then? I did most of my testing with a Staff for simplicity's sake, with only a little H2H testing to see if basic values were the same across weapon types.
It definitely takes Martial Arts into account. Was able to drop a second off the timer display by equipping a naked+weapon character w/ 2x Mache Earrings. (Wasn't a full second off the duration, just enough to change the timer.) I'm pretty sure I saw the same behavior w/ Dual Wield. Since both MA/DW directly modify delay, it would make sense for them to have an effect even though gear haste does not. When I saw that 7sec timer, it excited me because I thought I figured out what the devs wanted us to be doing with it, which is why it really stuck out to me. Stacking MA+ gear for Boost activation seems like a way to make MA+ gear useful for something other than hurting your TP gain. lol
With all possible non-weapon Martial Arts gear (Shaolin Belt, Hizamaru Somen +2, Bhikku Cyclas +1, Count's Cuffs, Mache Earring +1 x2, and Rao +1 legs and feet), you could get to 206 base delay. That would put minimum Boost delay at 3.43 seconds (unarmed), 5.37 seconds (Spharai), and 5.73 seconds (Godhands).
Even at no actual delay besides normal ja delay it's an incredibly small increase to dps. Hell even if they get it working on ws at once a minute doubt it's going to make enough of a difference to make mnk attractive
In other thoughts wonder if it's just taking the delay used for tp calcs... so like maybe other forms of direct delay reduction might work.. I mean ninja can get over 80 dual wield so might be able to make it basically instant. Another though it's kind of funny how you can go faster by lowering your tp gain which kind of counters the increased gain you get from using the ability. It's like they are trying their hardest to make sure any positive on this comes with an equally large negative
The problem for boosting monk is ironically PUP. PUP would get to share any MNK weaponskill buff and they probably see that as unbalanced, given how strong and versatile the automaton is. Perhaps an easy fix is create a job trait for MNKs that strengthens the fTP for hand-to-hand weaponskills and only allow PUP to have a lesser tier version of it.