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View Full Version : Will SE change how Chakra and Martial Arts work?


Vyuru
05-23-2007, 10:47 AM
This will be in two posts I think, so another reason to make monk a subjob would be tied into the idea of making your Passive Trait meritable abilities remain in effect when that job is subbed.

The goal here is to make Monk a little more subjob friendly.

Could SE change how Martial Arts and Chakra work to make Monk a more party friendly subjob? As it stands,

Just so people know, with a monk subjob for a lvl 75 character, you could get up to Martial Arts III, Subtle Blow II, and Max HP boost II

Could Martial Arts affect all weapons and not just fists? Generally Martial Arts falls under anything dealing with weaponry, so it doesn't seem right that it only applies to H2H. The first Martial Arts trait takes off 80 delay, all others afterwards take off 20 delay. So Martial Arts III takes off 120 delay from your weapon, making a weapon with 480 delay swing for 360 delay. Now, this reduces delay, so you will get lower TP returns from it to my understanding, but I think that is a fair tradeoff.

Next thought, make Chakra AoE. It restores a modest amount of health every 10 minutes, I don't think that it is unreasonable to ask for it to be AoE especially given that in every other FF game the ability has been AoE. It is not a major reason to choise monk as a subjob, however if Martial Arts affected all weapons, with a monk subjob you'd get:

Auto Haste, +acc ability, AoE healing ability

Those would be the main features of using monk as a subjob, the kind of side bonus features would be Boost and Dodge. These can be used very nicely as a hate gaining tool for tanks, and for emergencies. I think that with those changes monk could be a very good subjob for both tanks and melee alike.

Legal Fish
05-23-2007, 11:58 AM
Why?

They were given Martial Arts because the delay of Hand to Hand is very high. This doesn't even make sense to me. It's pretty much Dual Wield.

Maybe give a separate base haste to a job like DRG(which actually needs a fix, unlike MNK), which is tied to haste, but gives no haste?

/MNK will never be used as a subjob for tanks because it doesn't give shadows like /NIN, doesn't negate physical damage as well as BLU or RDM, and doesn't generate more hate than /DRK(or /WAR)... this is after your changes.


Most importantly: MNK is one of the strongest jobs in the game, they do not need adjustments. If there is any adjustment required for MNK, it would be a reason to use other weapons aside from Destroyers at level 75.

In addition: This is a suggestion changed to look like a question.

Malacite
05-23-2007, 11:59 AM
I don't think that it is unreasonable to ask for it to be AoE especially given that in every other FF game the ability has been AoE.

No it wasn't.

FFV and FFT were both self-target. I don't recall how it was done in FFIV.


What would be cool actually, would be to change Martial Arts into a passive haste trait. Then it would even enhance spell timers, making for some interesting combos and it would still make perfect sense. The Martial Arts ability could just be seen as a a form of training/meditation to speed up one's movements (thus the haste).


EDIT: I'm amazed that neither Monk or Ninja have passive evasion up traits. How THF got all of them is beyond me since all 3 jobs have good reason to have that job trait (and no, dodge doesn't count)

Arctic Wolf
05-23-2007, 12:25 PM
Next thought, make Chakra AoE. It restores a modest amount of health every 10 minutes, I don't think that it is unreasonable to ask for it to be AoE especially given that in every other FF game the ability has been AoE. It is not a major reason to choise monk as a subjob, however if Martial Arts affected all weapons, with a monk subjob you'd get:


Don't forget, there's a merit-able ability for Monks that already has an effect concerning HP. Mantra, increases the maximum HP of party members. This doesn't have that much to do with Chakra though, and I understand your point. I'm quite it's not AoE for a good reason though.

KoukiRyu
05-23-2007, 12:35 PM
FFV and FFT were both self-target. I don't recall how it was done in FFIV.


In FFT it was AoE, and that could be where she's getting it from. I promise it's AoE, look it up if you must. :D

Malacite
05-23-2007, 01:03 PM
Ack you're right sorry, been a while since I last played FFT.

raidenn
05-23-2007, 01:28 PM
Monks have a ton of abilities and traits.
I do hate doing that Boost every few seconds.

Armando
05-23-2007, 01:57 PM
Even if they did change Martial Arts, you can't make it a fixed Delay subtraction, otherwise say hello to super-broken THF/MNK Hornetneedle time.

Raydeus
05-23-2007, 04:37 PM
That could be fixed if the Martial Arts trait only applied to two-handed weapons; after all MNKs have a decent staff skill rating. (^-^)b

Vyuru
05-23-2007, 09:51 PM
Well ok, maybe Chakra hasn't been AoE in all the FF games, I stand corrected on that.

And yeah, when I wrote this I didn't fully consider how one handed weapons would be affected by a straight up delay reduction, make the total amount be a percentage based reduction though and I think it could work.

I'd rather have the Martial Arts apply to all weapons though, right now we have ninja for one handers and samurai for two handers, having a job that could benefit both when used as a subjob would be nice.

seq
05-25-2007, 05:43 AM
it'd break NIN/MNK :/
I'd rather get Polearm mastery,Scythe mastery or Great Axe mastery for DRG,DRK & WAR than having to rely on my sup.job to reduce my A+ weapon's delay.^^"

Cali
06-04-2007, 02:34 PM
it'd break NIN/MNK :/
I'd rather get Polearm mastery,Scythe mastery or Great Axe mastery for DRG,DRK & WAR than having to rely on my sup.job to reduce my A+ weapon's delay.^^"

My idea as well.

A general haste boost will just create more rampage-WAR that has negative intelligence... The current problem with weapon system is that even though 2handed weapons hit harder, the overall damage done by 1handed weapon is much better than that of a 2handed over the same time frame; therefore what OP suggested will only lead to 1-handed weapon being more overpowered.