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  1. #61
    Bagel
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    Re: Footwork - New MNK JA info

    A mnk friend is 64 and has footwork.
    Edit: he got 65 shortly after I got on. So it could be 64-65.

  2. #62
    E. Body
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    Re: Footwork - New MNK JA info

    it's not lvl 62-63-64, i'm guessing this is a level 65 JA

  3. #63
    Relic Weapons
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    Re: Footwork - New MNK JA info

    TP or no TP it still doesn't change the fact that it has a base 480 delay and haste doesn't seem to affect it appropriately.
    That's like a 2-hand weapon that you can't speed up. How lame is that? Footwork seems to confer an attack bonus (like 2-hand weapon nowadays due to str -> atk conversion) but does it also have the same accuracy bonus?

    The whole JA is just buggy, like the whole patch. As much as I applaud SE for making daring changes to make the game fresh, they really should at least test it a bit before releasing it instead of having us do it.

  4. #64
    Bagel
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    Re: Footwork - New MNK JA info

    My guard is pretty under lved but every time I use footwork I get more guard skill ups more often then I usually do without it on.

  5. #65
    F5 Like A Boss.
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by gandorf
    My guard is pretty under lved but every time I use footwork I get more guard skill ups more often then I usually do without it on.
    Placebo effect.

  6. #66
    New Spam Forum
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by Sanjiyan
    The whole JA is just buggy, like the whole patch. As much as I applaud SE for making daring changes to make the game fresh, they really should at least test it a bit before releasing it instead of having us do it.
    seriously... who programmed this ja?

    it would've made more sense to just give the kick a 480 base delay, use the same tp formula for 480 delay, have it affected by haste like everything else, and give it the 2h str/dex bonuses instead of adding some weirdass store tp+92374 and slow+ rules.

  7. #67
    They're just like us
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by Kurokikaze
    Quote Originally Posted by gandorf
    My guard is pretty under lved but every time I use footwork I get more guard skill ups more often then I usually do without it on.
    Placebo effect.
    Not necessarily, What guard level and what level mobs?

  8. #68
    New Odin
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    Lakshmi

    Re: Footwork - New MNK JA info

    Quote Originally Posted by jerkbox
    Quote Originally Posted by Sanjiyan
    The whole JA is just buggy, like the whole patch. As much as I applaud SE for making daring changes to make the game fresh, they really should at least test it a bit before releasing it instead of having us do it.
    seriously... who programmed this ja?

    it would've made more sense to just give the kick a 480 base delay, use the same tp formula for 480 delay, have it affected by haste like everything else, and give it the 2h str/dex bonuses instead of adding some weirdass store tp+92374 and slow+ rules.
    Then everyone would hit up the kick stance, stack haste and give MNK functions that SE obviously didnt want the job to have. The kick stance is supposed to be a function for hitting things that h2h fails against, leaving room for 2h jobs to do their roles at say.... an HNM. The balancer is the fact that MNK cant speed up its kicks while a standard 2hander can speed itself up via haste so 2h will still have an edge but MNK wont be forced to lolChiBlast or whore a BRD for buffs in order to stay barely in the fray.

    The JA is supposed to add flexability to MNK, not turn it into yet another 2handed job.

  9. #69
    Sea Torques
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    Re: Footwork - New MNK JA info

    it's affected by slow but seems unaffected or very marginally by all types of haste. It's just broken, not functional and far from useful in it's current state. But whats the bet SAM get something new before we get our 1 JA in 4 years fixed to a workable state.

  10. #70
    Bagel
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    Re: Footwork - New MNK JA info

    79 guard(69 w/o pants on) and monsters are ones in east altepa. lv 30-40ish.

    My guard is way under lved >_>; shit is hard to lv.

    When you use hundred fists with footwork on it doesn't wear but you use your fists. Once it wears you go right back to kicks.

  11. #71
    Hydra
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    Re: Footwork - New MNK JA info

    Not sure if haste affects delay anymore, but /nin my recast timers were affected by haste, 1min Ni cast with +25%, much higher without. DK dmg seemed to be much higher (1795 on colibri without food /war.)

  12. #72
    Campaign
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    Re: Footwork - New MNK JA info

    The delay you get seems to be 480, which is the hand to hand delay without martial arts. I remember me and many other people already hypothesysed this as a likely chance, before the patch went up.
    If this is proved to be correct, then it doesn't matter which hand to hand weapon you equip, delay-wise, you will still get 480 with Footwork up.
    I wonder if it's the same with damage? Is Kick damage during Foowork somehow related to hand to hand damage? Does the +damage value on the equipped H2H weapon play a part in the formula to calculate kick damage during footwork?

    Because if, like appearently it is, +delay doesn't play a part AND +damage do not play a part yet, this opens new chances to equip weapons during Footwork. We would be looking for H2H weapons that have good bonuses (att, acc, str, vit, store tp, subtle blow whatever), and won't care about shitty +delay/+damage.

    Kick Attacks CAN process during Footwork in the form of an additional kick each turn, just like double attack. From this point of view Melee Hose and Bahamut Hose seem to be a better choice than Byakko's Haidate, since appearently +haste currently produce diminished returns while footwork is up? I wonder how those new "enhances kick attacks" equipment parse compared to Dune Boots.

    Also, we need to clarify what happens during counter and during hundred fists. During counter you see a "punch" animation, but how is the damage calculated? According to the H2H currently equipped? Or according to the Kick damage?
    And for hundred fists? Same question. Shows punches animation, and from what I've seen it seems normal H2H damage, not kick damage.

    I'd like more detailed information on Weapon Skills as well. Aside from an increased TP return, do they have anything different? Probably Dune Boots can play a part. If Weapon Skills are calculated using Kick Damage instead than the base H2H damage + the usual 18 damage from Destroyers, it means Dune Boots (with their hidden +damage, I think it works that way?) could make a difference, just like a weapon on H2H does.


    The increased cast time on Utsusemi instead makes me think this setup won't be effective agaisnt Chariots in Salvage, like I thought. And I'm a bit concerned about the TP you give to mobs. Someone said they give much more TP than expected? That way don't we lose the "advantage" of having one single powerful attack every turn, instead of many fists giving a load of TP to monsters?

  13. #73
    Melee Summoner
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    Re: Footwork - New MNK JA info

    ok now its going in the right direction.

  14. #74
    New Merits
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    Re: Footwork - New MNK JA info

    MNK/DRG

    100TP > Asuran > Hit > Jump > High Jump > Asuran

  15. #75
    Relic Weapons
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    Re: Footwork - New MNK JA info

    Or finish with DK, grants Fragmentation.

  16. #76
    Puppetmaster
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    Re: Footwork - New MNK JA info

    Can anyone confirm if kicks are blunt dmg or if they are classed as something else? Try kicking the crap out of some jelly without formless strikes up (I'd try but I'm at work atm).

    *actually if you have formless strikes try that also to see if it works with kicks, if they are blunt dmg.

  17. #77
    New Spam Forum
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    Re: Footwork - New MNK JA info

    IN a LOOSE test on Greater colibri at nyzul, I was underwhelmed by the general effect, but after closer inspection, I've deemed this a decent tool situationally


    Dune Boots DO seem to have a great effect on DK's damage (/nin I was averaging 5-700 on a 13% return(thats 1 hit omg)and 900-1100 with a 26%), hard to see on asuran, especially when the returns were so varied when BRD songs were up, but I can't deny that SE is gonna nerf the 43% asuran, that just reeks of the old days in KRT /cry.

    Haste gear/spells....idk, usually get tp in haidate/fuma/BB/turban, I tried things with both haidate and melee hose, (to the person that said they tossed them, you're a fucking idiot) and had RDM haste on basically full time, and it was very difficult to truly gauge the frequency of the double kick variance, but with 5 kick merits and the 5 from melee hose.... double kicks happened, alot.

    I really want to test this on something that actually has defense, and woulda loved to check out the Sneak attack, but I heard SA was broken anyway so I just logged in and my LS asked me to merit.

    The other MNK in the party was of the same mind as the retard that throws away gear in previous posts and said that this JA sucked, but depending on what SE does to it in the undoubtedly long string of emergency maintenances to come, I don't think anyone should pass judgement atm.... for now it's a neat toy, but yall here on the Advanced forum with pick it apart with math, bitch and moan, and deem it to be suck, and I'll still have fun cracking things for 1200 with DK, and making sick light skillchains

  18. #78
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    Re: Footwork - New MNK JA info

    Quote Originally Posted by Burnsy
    Dune Boots DO seem to have a great effect on DK's damage
    On DK or all WSs?
    Because if you noticed a difference only in DK it could mean they made DK formula calculated in a different way during Footwork, and just that.
    If it affects all WSs, it probably means something like the one I said in my previous post is happening. I.e. WS damage is calculated normally but your Feet Damage + Boots damage (if you have kick enhancing boots) is calculated as base weapon damage, instead than base fist + h2h weapon damage.

    Furthermore, did you notice if going barehanded/equipped with weapon affected in any way your damage or your kick attack speed?

    Also, I've always assumed that every H2H WS was intended to be at least 2 hits because H2H works slightly differently from dual wield, where you have 2 independent attacks from 2 weapons merged into an attack turn.
    In H2H you have one single attack turn made by two swings. The result is almost the same, just a subtle difference I'd say.
    But I wonder if with Footwork, which is an attack turn made by a single attack (kick) they bothered to change WS and made the 2hitters into 1 hit? I don't think so, why am I askiing it...

  19. #79
    Hydra
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    Re: Footwork - New MNK JA info

    This just in! Totally Awesome! XD

    75MNK/37SAM, Rajas Ring, Chivalrous Chain and Brutal Earring as only forms of Store TP+ besides trait. 14TP per kick instead of 13.

    Also this:

    http://img.photobucket.com/albums/v3...FootworkSC.png

  20. #80
    LD
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    Re: Footwork - New MNK JA info

    Screwing around on merit mobs is all fine & good, but the test will be on high def/level mobs. That's what'll make or break this JA.

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