Below are some mathematics I put together for areas specifically pertaining to MNK's. There are some abilities like Counterstance, Dodge, and Focus that have no raw stats to go by, so I didn't even try to boggle my mind on those.
Boost
For each Boost, it will multiply your attack by 12% and with Temple Gloves equipped, 18.75%.
$ATT = Attack;
$NB = Normal Boost (No Temple Gloves);
$AB = Boost with Temple Gloves;
$TATT = Total Attack before next hit
Normal Boost: $ATT + $NB = $TATT(floor);
AF Boost: $ATT + $AB = $TATT(floor);
For example, if your ATT is at 220 + 12% = 246
On a side note, removing your Temple Gloves *may possibly* reduce your enhanced Boosts for Chi Blasting, even though you may not see your ATT number go down. However, it is best for you to go with what you think is best. Some people chose to swap on Devotee's, some people do not.
Counterstance
Granted, I have no clue what kind of value or number our Counterattack is at, nor do I have an idea how much Counterstance multiples or adds to that. However, after running further tests and the help of Kinematics (the person, not the science), we came to this conclusion:
DEF after Counterstance is activated = 1 + VIT / 2 + Any modifying job traits or abilities.
Chakra
Chakra's forumla is based solely on your VIT.
VIT x 2 = Total HP Recovered (Example: 60 x 2 = 120HP)
With AF1 Body Piece - Temple Cylcas:
VIT x 3 = Total HP Recovered (Example: 60 x 3 = 180HP)
With AF2 Gloves (in addition to AF1 Body) - Melee Gloves:
VIT x 3.6 = Total HP Recovered (Example: 80 x 3.6 = 288HP)
Currently, my macro for Chakra is the following:
/equip hands "Melee Gloves"
/equip body "Temple Cyclas"
/ja "Chakra" <me>
/wait 1
/equip hands "Alkyneous's Bracelets"
/equip body "Kirin's Osode"
I also throw on my Genbu's Kabuto to get some extra HP as well.
Focus
Focus doesn't really have a formula. But according to extensive research, Focus will give you a +20 ACC increase. With your Temple Crown it becomes +25 or +30 ACC. As well, I have also heard that if you pop Focus and then remove the crown, the +ACC bonus drops back to +20 as opposed to staying at +25. Really, I have heard of it going either way. Your best bet is to test it out yourself and see what you are most comfortable with.
Dodge
Dodge doesn't have a formula either. But also according to extensive research, Dodge will give you a +20 EVA increase. With your Temple Gaiters it becomes +25 EVA. Like Focus, if you pop Dodge and remove the gaiters, the +EVA bonus drops back to +20 instead of staying at +25. Really, I have heard of it going either way. Your best bet is to test it out yourself and see what you are most comfortable with.
Chi Blast
There is no confirmation on the following formula, but from my experience, this has been 80-90% accurate for me. This is all based on my own theory and I do not guarantee it is accurate. Chi Blast does ignore the mobs DEF, however, if the mob has Utsusemi or Blink up, the DMG will be absord and substantially less. Chi Blast is solely based on MND and Boosts, not ATT.
$MND = Total MND;
$BOOST = Total Boosts;
$RBMA = Normal Random Boost Multiplier (0.25 .. 0.60);
$RBMB = AF Random Boost Multiplier (0.75 .. 1.10);
$DMG = Total DMG from Chi Blast;
Without AF:
$MND * ($BOOST * $RBMA + 1) = $DMG(floor);
With AF (Temple Gloves Boosting):
$MND * ($BOOST * $RBMB + 1) = $DMG(floor);
For Example:
If you have 60MND and you boost for 10 times without Temple Gloves, the equation could look like this:
60 * (10 * .45 + 1) = 270
If you have 110MND and you boost for 11 times with Temple Gloves, the equation could look like this:
110 * (11 * .90 + 1) = 1089
When I made these examples, I stated the average or middle ground of the RBM (Random Boost Multiplier). Again, the theory of the RBM is solely my idea, it may not be accurate.
This formula is strictly based on Boosting prior to your Chi Blast, if you do not Boost, it will be a very small amount of DMG close to what your total MND is at.
Delay & Haste
Hand-to-Hand Delay
HTH = 480
HTH/MA1(1) = 400
HTH/MA2(16) = 380
HTH/MA3(31) = 360
HTH/MA4(46) = 340
HTH/MA5(61) = 320
HTH/MA6(75) = 300
$HD = Hand-to-Hand Delay;
$WD = Weapon Delay;
$TD = Total Delay on attacks;
$HD + $WD = $TD;
With my Spartan Cesti (113 WD) and HTH/MA5 (320 HD), my total delay is at 433.
Based on 1 real life second = 60 Delay.
$TD/60 or 433/60 = 7.2 seconds for each round of punches.
Now if we factor Haste into the picture:
We will use a Brown Belt, for example, which is 8% Haste.
So my $TD (433) - 8% = 398.36 TD. 8% of 433 = 34.64.
So we can do 398.36/60 = 6.6 seconds for each round of punches. That nearly shaves off half a second, which is noticeable. Thus, why Fuma Kyahan alone, is not very noticeable when it only represents 3% Haste:
433 - 3% = 420.01 TD. 3% of 433 = 12.99.
420.01/60 = 7 seconds for each round of punches.
As far as the Haste spell, it comes to 12%. I have found multiple RDM posts about this and proof with numbers.
Now if you wanted to see how this would impact your delay if you had a lot of haste gear, we could use this example:
Fuma Kyahan - 3%
Panther Mask - 2%
Byakko's Haidate - 5%
Black Belt - 12%
With a total of 22% Haste, we would see this:
433 - 22% = 337.74 TD. 22% of 433 = 99.8.
337.74/60 = 5.6 seconds for each round of punches. So if we threw in the haste spell on top of that:
433 - 34% = 285.78 TD. 34% of 433 = 147.22.
285.78/60 = 4.7 seconds for each round of punches. That is insane and if the 12% is true for the spell Haste, you could also get Advanced March and Victory March stacked from a BRD which is rumored to be another 12% combined.
Base Damage for Hand-to-Hand
(HTH Skill)/9.1 * 0.9 + 3 is the known equation.
My HTH is currently at 237, so it would be:
237/9.1 * 0.9 + 3 = 26.4 Base DMG
Now add my Spartan's Cesti Weapon DMG of +20 and the total is now 46.4 combined base and weapon DMG.
Oh yes, and for all of you Monks out there that hear from their buddies who use two-handed weapons about them having 40 or 60 DMG. Just think, my combined base DMG for 1 fist is 46.4, for boths fists that would be 92.8 base DMG. That is not even including Kick Attacks or Double Attack from subbing WAR. :-P
TP Return for Hand-to-Hand
Based on this equation that I have seen multiple times on JP sites:
((DELAY-180)/256) * 6 + 5 /2 = TP per fist
So for my delay of 443, it would be the following:
((443-180)/256) * 6 + 5 / 2 = 5.581 which rounds up to 6 TP per hit.
That's pretty much a given.
Monk Stats
This section is not really too mathematical, but as a guide of how these individual stats directly impact Monks.
STR:
1) Increases curve for DMG you can inflict
2) Increases Maximum allowed DMG - raises the ceiling
3) High STR is needed to directly overcome mobs high VIT
4) 2 STR = 1 ATT
5) 2 STR = 1 RATT (Ranged ATT)
VIT:
1) Lowers DMG curve that can be inflicted upon you
2) Lowers amount of DMG you will take depending on mobs STR
3) 2 VIT = 1 DEF
4) Increased VIT = Increased Chakra
5) Higher VIT also effects certain WS's for higher DMG
6) Your reduction in DEF for Counterstance relies on VIT
DEX:
1) Increases chance of critical
2) Increases critical DMG
3) Many people tend to believe that 2 DEX = 1 ACC since 2 STR = 1 ATT and 2 VIT = 1 DEF, however, this is not confirmed since we cannot see the raw ACC stat. However, according to SE DEX does have an impact on ACC.
4) While DEX could help with your Accuracy, you should never use substitue ACC for DEX. If that particular slot has an option for a DEX item or an ACC item, you should always go for the ACC.
AGI:
1) Increases Evasion
2) 2 AGI = 1 RACC (Ranged ACC)
3) Higher AGI is needed to overcome mobs high DEX
MND:
1) Directly raises DMG for Chi Blast's.
INT:
1) Helps with magical resistance which is not severely important.
CHR:
1) There are rumors that CHR helps certain WS's, but I have not found this to be factual and like INT, it does not appear to help a MNK much at all.
I did mention in here about Ranged Attack and Ranged Accuracy. Granted, we really don't have much, we can still throw the pebbles line for pulling when Chi Blast is still cooling down.
Stat Hierarchy:
Parent: STR AGI DEX VIT
/ \ / \ | |
Child: ATT RATT EVA RACC ACC DEF Weapon Skill Modifiers
I found this off of another thread on AK, but it will show how some stats can directly effect your WS DMG. Unfortunately it is not complete and I have been searching quite a bit to find the missing information, but I have not found it.
Hand-to-Hand WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment Combo 1.00 1.50 2.00 x3 STR_20%, DEX_20% Shoulder Tackle 1.00 x2 VIT_30% More stun One Inch Blow 1.00 x2 VIT_40% Ignore more DEF Backhand Blow 1.00 x2 STR_30%, VIT_30% Crit Rate Raging Fists ??? ??? ??? x5 STR_??? Spinning Attack 1.00 x2 STR_35% Attack Radius Howling Fist 1.50 2.00 3.00 x2 STR_20%, VIT_50% Dragon Kick 2.00 2.50 3.00 x2 STR_50%, VIT_50% Asuran Fists 1.00 x8 STR_50% or VIT_50% Accuracy
Physical WS DMG Calculation:
WD: Base damage of your WS
D: Base damage of your weapon (i.e. Spartan Cesti = 20)
fSTR: difference between your STR and target's VIT
WSC: Secondary attribute like STR_50 (50% of your STR).
fTP: Multiplier (Please see chart above).
PDIF: (your ATK/target�s DEF)
WSC = integer(any secondary attributes) x @
Level @
Lv75... 0.83
Lv74... 0.83
Lv73... 0.84
Lv72... 0.84
Lv67... 0.86 or 0.87 (perhaps 0.87)
Lv60... 0.90 or 0.91 (perhaps 0.90)
Lv40... 0.94
Lv37... 0.94 � 0.99
Lv31... 0.94 - 0.99
For example, suppose you have 80 STR and 80 VIT and use Dragon Kick (STR_50%, VIT_50%):
WSC = integer[(80 * 0.5) + (80 * 0.5)] * @ = integer(40) * @ = 40 * @
@ = 0.86 or 0.87 at LV68 and it will decrease as you level up. It's 0.83 at LV75.
WD = (D + fSTR + WSC) * fTP
Actual Damage of WS is then calculated in this way:
DMG = WD * PDIF = (D + fSTR + WSC) * fTP) * PDIF
So in this example, let's say you are LV68 using Spartan Cesti and fighting a Tormentor in Den of Rancor and you use Dragon Kick at 200% TP. Your STR is 80, VIT is 80 and your ATT is 400, the Tormentor's VIT is 50 and it's DEF is 200. The equation would look like this:
WSC = integer[(80 * 0.5) + (80 * 0.5)] * 0.87 = integer(40) * 0.87 = 40 * 0.87 = 34.8 so WSC = 34.8
fSTR = 80 - 50 = 30
WD = (20 + 30 + 34.8) * 2.5 = 212 so WD = 212
PDIF = 400/200 = 2.0
DMG = 212 * 2.0 = 424 WS DMG
Now of course this does not factor in SATA, and I am just putting guesstimated numbers up for the VIT/DEF of the Tormentor. But you can get the jist of how it works.
The formulas and calculations were based and taken from the following thread:
WS Damage Modifiers
Damage Output Calculated
The equation I have seen most often is the following. There may be errors with this as I attempted to translate from a JP site:
DMG = (MNK_STR - MOB_STR)+(WPN_DMG * ((MNK_ATT/MOB_DEF)+3+ random(-0.5 .. +0.5)))
So based upon the example I put above with a Tormentor:
MNK_STR = 80
MOB_VIT = 50
WPN_DMG = 20 (Spartan's Cesti)
MNK_ATT = 400
MOB_DEF = 200
Random variable = 0.1 (Just as an example)
DMG = (80-50)+(20*((400/200)+3+(0.1))) = 43.1 DMG
Skill Ratings
The following will show our ratings for each skill that is for MNK. This does not including your SJ skills. Basically, the rating will let you know what MNK's excel in, and what we do not.
Hand-to-Hand: A+
Guard: A
Evasion: B+
Staff: B
Club: C+
Parry: E
Throwing: E
Edited, Wed Dec 28 02:52:08 2005 by DJSlyde
