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  #1  
Old 08-18-2007, 09:35 PM
gernblan
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Posts: 394
Default MOnk mitigation is out of whack

Monks are too powerful, they are doing the same or better damage than rogues, far far more than warriors and at level 70 are incredibly powerful compared to other classes.

Monks, don't hate me, but you need a nerf, bad.
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  #2  
Old 10-01-2007, 04:10 PM
Lalolyen
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When it comes down to pure melee dps, the percentages should be about like this:
Using 2handed General Weapons
100% - Bizurker
86% - Paladin
84% - Shadowknight
79% - Monk
74% - Warrior
66% - Beastlord
52% - Ranger

Using 1hand General Weapons (without dual wield)
100% - Paladin
94% - Shadowknight
76% - Monk
74% - Ranger
71% - Warrior
35% - Beastlord
22% - Bizurker (unless they've upgraded this since TSS)

Utilizing dual wield and double attack:
100% - Monk
71% - Warrior
66% - Ranger
42% - Beastlord
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  #3  
Old 10-01-2007, 04:25 PM
KLS
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Posts: 1,348
Default

Yeah, melee balance has made a lot of strides toward balancing them recently, still need to rework the melee damage formula and the hit calc formula and it should be pretty good hopefully.
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  #4  
Old 10-02-2007, 04:01 AM
Congdar
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Join Date: Jul 2007
Location: my own little world
Posts: 751
Default

Quote:
Originally Posted by Lalolyen View Post
Using 2handed General Weapons
100% - Bizurker
86% - Paladin
84% - Shadowknight
79% - Monk
74% - Warrior
66% - Beastlord
52% - Ranger

Using 1hand General Weapons (without dual wield)
100% - Paladin
94% - Shadowknight
76% - Monk
74% - Ranger
71% - Warrior
35% - Beastlord
22% - Bizurker (unless they've upgraded this since TSS)

Utilizing dual wield and double attack:
100% - Monk
71% - Warrior
66% - Ranger
42% - Beastlord
Nice table, where does the rogue fit in? Is there another table showing who takes the most of a beating? When I left Live during PoP, Monks were pretty soft for the amount of damage they put out. Clerics would run outta mana healing a monk, where a warrior could take all kinds of damage. There's the tradeoff, power vs. tankability. Monks don't need a nerf and didn't on Live either.
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  #5  
Old 10-02-2007, 08:38 AM
gernblan
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Join Date: Aug 2006
Posts: 394
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I'm afraid they do. Currently, they are almost unkillable, able to take out our largest group bosses solo.

You say that's by design?

I'd certainly hope not!
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  #6  
Old 10-02-2007, 09:32 AM
Congdar
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Do monks have some special damage table separate from other melee? If so then maybe tweek it, but if monks use the same calcs as the rest of the melee's then you can't just go and say if(monk) { nerf } cuz that is wrong.

If changes are to be made lets compare apples to apples and oranges to oranges i.e. monk with <whatever melee> == same level, same aa's, same weapon ratios, same buffs etc. And who decides... and what says that table above is correct?
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  #7  
Old 10-02-2007, 05:21 PM
gernblan
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Join Date: Aug 2006
Posts: 394
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My point is, that monks (and SKs also, actually) are not working right in relation to other classes.

This isn't EQ live. To that end, the emulation from class to class may not be (read: is not) perfect... and if a class or two is still wonky then hell yes it may need tweaked even though others may not.

Let me guess: you play a monk. You love having some lifetap weapon and never dying right? Is that why you're being so defensive?

*I* run a server and it's my interest that my server works and is fair and balanced for all classes.

Period.

I could care less who gets nerfed or what. For the sake of my players and so that the real money I am sinking into this emu is well spent, I want a real game.

If that means nerfing the living crap out of monks, so be it
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