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  1. #181
    Hayleystrator
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by Xiliath
    I'm trying to get my hands on Meteor Cesti

    DMG: +8 Delay: +36 STR +3 VIT +4
    Subtle Blow +1
    Lv. 71 MNK

    Is just sexy.
    Assuming you have SA, this is best for DK? Or does base damage have an effect?

  2. #182
    Campaign
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    Re: Footwork - New MNK JA info

    weapon base damage does have effect

  3. #183
    Hydra
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    Re: Footwork - New MNK JA info

    Anyone else notice that your evasion goes down during Footwork, or is it just me?

  4. #184
    Sea Torques
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by SamanosukeShiva
    weapon base damage does have effect
    You're talking about weaponskill and not kicks right?

    I would expect that the weaponskill would still use the H2H as part of the modifier, so you would want a higher +DMG weapon as opposed to a stat based one even with this stance. I haven't tested myself but I would expect you are correct.

  5. #185
    Smells like Onions
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    Re: Footwork - New MNK JA info

    I am testing DK right now with bare hands.
    I did a 1762 SATA DK at 300tp that killed the mob and had 13tp returned.
    When I get a 26tp returned I'll edit in here.

    edit:
    2229 SA DK at 300tp with BARE HANDS.
    This proves that Meteor Cesti will probably be the top-choice for SA DK with footwork.

    (I also tried SA Full Swing with 300tp and footwork active with a low dmg pole, no goody
    this proves footwork doesnt stack with Full Swing, which would be too good to be true I think)

  6. #186
    Hydra
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by Xiliath
    I am testing DK right now with bare hands.
    I did a 1762 SATA DK at 300tp that killed the mob and had 13tp returned.
    When I get a 26tp returned I'll edit in here.

    edit:
    2229 SA DK at 300tp with BARE HANDS.
    This proves that Meteor Cesti will probably be the top-choice for SA DK with footwork.

    (I also tried SA Full Swing with 300tp and footwork active with a low dmg pole, no goody
    this proves footwork doesnt stack with Full Swing, which would be too good to be true I think)

    Except it's been stated numerous times in the topic that only H2H works with footwork.

  7. #187
    Smells like Onions
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by Pindle
    Except it's been stated numerous times in the topic that only H2H works with footwork.
    I know, thats why it was between () Was ment as a little extra info from a different angle.

  8. #188
    Hayleystrator
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    Re: Footwork - New MNK JA info

    Sweet, snagged a Meteor Cesti for 8k. =D

  9. #189
    Relic Weapons
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by Pindle
    Anyone else notice that your evasion goes down during Footwork, or is it just me?
    Yeah, I noticed that too. I thought it was because I didn't have all of my acc. gear on, but I was fighting Too Weak mobs... Would be nice though if during Footwork, your attributes followed the 2h weapon STR=ATK DEX=ACC system. Especially since your delay is longer than a 2h weapon..

  10. #190
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Re: Footwork - New MNK JA info

    So anyone tried Footwork VS H2H MNK for Merit PT?

  11. #191
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
    All hail Lord Yamcha

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    Re: Footwork - New MNK JA info

    Quote Originally Posted by Ratatapa
    So anyone tried Footwork VS H2H MNK for Merit PT?
    No, but I didn't like it at all in meripo. Kick is about the same dmg as 2 punches, and at times can be lower. + its slower. Not good for DoT

  12. #192
    assburgers
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    Re: Footwork - New MNK JA info

    480 isn't longer than a 2h weapon, unless you factor in the loss of haste.

    I am kind of saddened to hear that you don't get the .75 stat benefit though.

  13. #193
    Chram
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    Re: Footwork - New MNK JA info

    The general numbers are not favorable for Footwork in a merit party. Extreme estimates (dependent on values that are not confirmed yet and perfect conditions) put normal melee at possibly twice as much damage as Footwork melee, with the weaponskill damage being about the same. More conservative estimates put normal mode at around 33% to 50% better overall than using Footwork if weaponskill damage is included.

    Somewhat confirmed in a very small sampling in a merit party tonight. In normal mode my damage share was at 28%. Reset the parser and spent some time using Footwork, and my damage share was at 22%. Didn't want to hurt the party too much for personal testing; with the difference large enough to be painfully obvious, I didn't worry about trying to get more specifics just then. Only thing I really noted was that Dragon Kick damage improved to be on par with Asuran Fists instead of being about 30% behind.

    The main thing left to explore is how well Footwork performs on very high level mobs. Evidence so far indicates that that's where its strength lies.

  14. #194
    Sea Torques
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    Re: Footwork - New MNK JA info

    There seems to be an attack bonus when equipping +attack gear. I changed my Usukane Sune-Ate in and out, and noticed a difference of 9 attack while Footwork was active (compared to the difference of 7 without the JA active)... It was late, otherwise I would have tested more thoroughly. I plan on doing a bit more testing tonight...

  15. #195
    assburgers
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    Re: Footwork - New MNK JA info

    That sounds like something they would have done.

    Would have been so reasonable to just make it a base hth delay 2hed weapon... but nooo, they gotta slap in 60% Slow, 180 Store TP, and some boost to attack too?

    I mean, it works nice on hard targets, but that's really overcomplicated ain't it?

  16. #196
    CoP Dynamis
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by Burnsy
    Has anyone else noticed the numerous DBZ references in this patch? Zenni, Shenlong?

    Next thing you know they're gonna give us that MNK charge ability LD was talking about before the patch... Kamehameha {Do you need it?}
    LOL sry but have to say that it's not from DBZ but rather from chinese mythologie. Like Genbu suzaku kirin etc..

  17. #197
    Sea Torques
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by Max™
    That sounds like something they would have done.

    Would have been so reasonable to just make it a base hth delay 2hed weapon... but nooo, they gotta slap in 60% Slow, 180 Store TP, and some boost to attack too?

    I mean, it works nice on hard targets, but that's really overcomplicated ain't it?
    It makes a lot of sense if you think about it thoroughly. If they made it like H2H but with higher delay and higher base attack, everyone would abandon H2H in favor of Kick attacks (after exploiting the 25% haste that MNK gets, with double march and haste spells). The +slow makes any haste (spells/marches) marginal at best (which negates the ability to tank effectively with the ability active), the Store TP makes the ability somewhat useful considering the delay, and the attack boost gives a small but favourable increase in pDif for higher defense mobs, as well as allowing for a small advantage over the normal H2H for level correction situations.

  18. #198
    LD
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    Re: Footwork - New MNK JA info

    Still, I think it would be better for the slow to only affect attack speed, like a reverse Hasso. I don't see any reason to nerf Utsu while we're using this, even though most people will probably run /THF or maybe even /WAR.

  19. #199
    New Spam Forum
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    Re: Footwork - New MNK JA info

    Apparently the answer to your merit PT issue lies in: /drg
    A friend on mnk in dynamis subbed DRG and was getting back 26/36tp from jump/high jump, this coupled with asuran's TP, made him a WS machine every 3 minutes (i think that's jump's recast, haven't played drg in ages) or so.
    Asuran(43%) > Jump (26%) > HJump(36%) > Asuran (43%) you could easily sub in DK here and make self frag, or Raging Fists and self fusion, and then have another melee make the 3 part light (this is good)
    He could damn near kill normal dynamis mobs with this.

    In merit, I rarely WS more than once a party, especially if there is a SAM. You could feasibly h2h one mob, get tp, hit FW, WS next mob > jump > hjump > mob is prolly dead, asuran again and either sit on the jump recast, or scrub FW and go back to BAU.

    I don't see /war as being as versitile, only thing maybe you could do is make a Stp build, and try to max out that, but without something like jump, you're betting on low % procs of DA or KA, I'd rather bet on jump

  20. #200
    CoP Dynamis
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    Re: Footwork - New MNK JA info

    no /drg isnt the solution, one of my ls mates did a merit pt today with /drg and wasnt pleased about result too with footwork.

    I'm pretty sure footwork will only be good on high defence mob/endgame stuff.

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