Monk FD & Weight Limit

I found it pretty damned easy to stay under 19 on my 65 monk. WR bags are not hard to get.

ATM I am using Alchemists Pouch, The Easy Tmap bag and the MQ bag.



As for FD I am undecided.
 
Monance said:
ok that mustve been the case then. I just noticed when a friend SK of mine was pulling after fizzle he just used it again. He prolly had both FDs memmed.
I'm 99.999% sure that's incorrect, since no other spells work that way. Fizzle = instant recast, FD failure (getting hit by a spell) = whatever the recast time is. 4 seconds or something.

Monance said:
I noticed that if you pull more than 1 mob, the higher the number of mobs is, the bigger the chance to fail the FD. most of the double and sometimes triple fails in a row i got was versus a big bunch of mobs. I am pretty sure this is not a coincidence, and wanted to ask SKs and Necros out there if they have experienced the same thing on their FD
I suspect this is just a matter of perception. You remember the ones that matter. If had logs to support this you might be able to make a case, but I suspect it's either coincidence or merely perception.
 
Monance said:
I noticed that if you pull more than 1 mob, the higher the number of mobs is, the bigger the chance to fail the FD. most of the double and sometimes triple fails in a row i got was versus a big bunch of mobs. I am pretty sure this is not a coincidence, and wanted to ask SKs and Necros out there if they have experienced the same thing on their FD

where the hell are you getting this shit
 
Ya i already noticed this on live, so its not a SoD only problem.. Especially noticable when youre just running thru some zone to get to the other end and have a bunch of mobs on your ass.

The fail rate doesnt seem to depend on the level of the mob ur pulling, but on the number of mobs that agro you, because i had this happen on green mobs as well.

This would require some parsing I guess, but after 5 years of pulling this is what i have noticed. And yes it doesnt make sense
 
Monance said:
Ya i already noticed this on live, so its not a SoD only problem.. Especially noticable when youre just running thru some zone to get to the other end and have a bunch of mobs on your ass.

The fail rate doesnt seem to depend on the level of the mob ur pulling, but on the number of mobs that agro you, because i had this happen on green mobs as well.

This would require some parsing I guess, but after 5 years of pulling this is what i have noticed. And yes it doesnt make sense
I played a monk main on Live for several years and have played both my monk alt and a couple of other monk mains here and have never noticed or heard of anything like this.

I suspect it's like the person who was saying they get a 50% resist rate; you notice when things go wrong, and when things work the way you want them to, or when it doesn't matter, it just sort of fades into the background.

Temellin said:
FD fails are all about that RNG, sometimes you get lucky, sometimes you fail like 3x in a row!
FD fails are also all about the RNG, as in it's time to RNG GATE!
 
ya thats why i asked .. if anyone else has experienced this. anyone know of a good place with green mobs that agro on sight, where i could test this out?

edit: im sure this isnt something you notice easily, because there is not many cases where you get a lot of mobs agroed on purpose.
 
I didn't feel like reading the whole thing, but monk weight limit is absolutely fine where it is now. Speaking from experience, you can be at the optimal weight at any single tier just fine.
 
Yeah uhh, too many WORDS to read.
Didnt we just go over this FD fail rate thing a few months ago in another huge thread?

There are more than enough 0.0 or <1.0 100% giant bags available when you get to a level where you actually need to be hauling around tons of crap.. you can have something like 56 giant 100% slots for 0.6wt right now if you're in valor (?) :/ Sure, the coin weight blows if you're single clienting a monk, but im sure that could be fixed without raising the weight limit.

Echoing what Jun just said, you can manage around the cap just fine at any given tier, and even work in some of the intentionally heavy awesome items.
I cant really see changing the weight limit as doing anything other than creating problems down the road, as the item designers all pile weight onto new items to bring us right up to the cap again.
 
I thought that I would offer up an explanation of why (not that I actually know, obv) Monance could have noticed that FD fails seem to be related to the number of mobs that are involved...

Monance said:
The fail rate doesnt seem to depend on the level of the mob ur pulling, but on the number of mobs that agro you, because i had this happen on green mobs as well.

If this was the case, and tbh I haven't noticed any difference, it would only make sense from the standpoint of getting a FD "chance" with each mob individually - therefore, it becomes theoretically possible to succeed with n - 1 (n = the number of mobs chasing you or bashing your skull in :) ) and still fail with the last one and then fail to all. With the spell, since it doesn't fail (excluding fizzles and interruptions), it could be that that same "chance" I mentioned above wouldn't be in effect (e.g. - the "chance" is applied once and not once per mob).

Again, though, I am not saying that this is actually happening - just that from a certain viewpoint (well 2, the rp view would be the same, as the check is applied to every opponent - although it would also apply that way to the spell too :toot:) Monance's claim makes sense.

All that aside, I think FD is fine as it is - I would not, however, turn down any improvement ;)

On the issue of weight reduction bags - I have made do with the following:
  • Alchemist Pouch - from rats in DN holds 8 med items w/80%
  • Warden's Coinpurse - holds 4 small items w/55%
  • Seeker's bag - forgot the actual name but its the MQ reward w/the upgrade, so, 8 slot large items w/50%
  • Old Dusty Pouch - holds 2 small items, I used it for medical kit and bandages for about 45 lvls and 99AAs w/80%
  • Pouch of New Beginnings, FINALLY :toot: - easy tmap 10 slot giant w/100%
  • Rune Pouch - not a weight red bag but it has 8-slots, med items (I think) and weighes 0.0, holds most of my clickies atm
  • Aug kit - another bag that has no weight red and it has only 2 slots but it holds giant items and weighs 0.1

That leaves me with 1 open inventory slot (although I may have destroyed the Old Dusty Pouch after I got the tmap bag, so it may be 2 - check fomelo) in case I run across another weight red bag(s) and then I can't carry any more bags. None of these weigh more than 1.0 and all are easily obtainable with a single group (or less) at 65 - in fact I got everything but the tmap bag before lvl 55 or so. And there are others that I didn't get - one in Sorc's Lab, that I can remember off the top of my head - Kynd deleted it by mistake :( back in the day and I've only been back to the villiage a couple times and it hasn't dropped.

I would really have liked access to more bags at lower levels but I didn't see a "need" beyond how much loot I could carry - and I didn't choose a monk to get $$. In any case, I still don't see a need to make some "special" monk bags when there are at least 2 or 3 others (that I don't have) currently available that have very good weight red and don't weigh over 1.0 - it's just a matter of getting a hold of them (I'm still trying to get Lazuli's bag after more than a year - no one wants to kill him anymore it seems :) ).

Anyway, apologies for the novel, but there you go - my opinion...such as it is...on these topics.

Sst
 
the 1 from Lab is Runners Wrist Pouch 4 Slot Medium 100% WR

edit: it drops off a Kobold Runner (the drop is pretty rare) and it has 0.2 weight
 
Nice to know, Monance - I couldn't remember what it was and no one would have even noticed had I not clicked the link that comes with the delete message.

On another note, I just realized that fomelo doesn't list inventory slots...what's up with that? (;))
 
The bag from [Liam? I can't remember which WW dragon] is goofy easy to get. 100% weight reduction, forget whether it's large or giant, and idk whether it's 8 or 10 slot... but it's a great bag.
 
In regards to monk FD -

I would like to see an official response regarding a monk's PRIMARY ability. I have heard from some staffers that monk FD is considered a "secondary" ability, much like magician's ability to cast mod rods. If this is the case, and FD is considered a true "secondary" ability, then I would supposed monk FD is fine as is. (After all, magician's don't get a lot to modify their ability to cast mod rods past level 60).

If, however, monk FD is considered a "primary" ability (and I personally would argue that it IS, but that hasn't been established yet), then there is no reason that primary ability shouldn't get better as AAs/Itemization/Character Progression occurs. And I mean better than one AA set of rapid fail. I can imagine that Wizards would be pretty ticked if they did the same dps against tier 7 raid mobs as they do against tier 1 raid mobs. Primary ability.

If the powers that be would like monk FD to be considered a nice secondary ability, that's fine - but in that case a lot of the player base is confused as to exactly what a monks primary ability is: most monks I talk to honestly think it is (or should be) FD, and that monk DPS is secondary.

In regards to monk weight limit - No Comment.
 
From what some people say, pulling is indeed the monk's primary role, and as a matter of fact our FD skill maxes out at 39... and there is no further improvement until you get to skill rapid feign
 
The question is... is pulling a monk's main shindig, or are monks the best pullers? There's a big difference. If monks are meant to be the best pullers, that's been accomplished, although an argument could be made that their FD weakness makes the gap pretty narrow. If pulling is supposed to be the monk's main shindig, that would imply that they should excel at it relative to other classes (much like wizards with DPS, clerics with healing, warriors with damage mitigation). That is not currently the case; they have an advantage, but it's not a huge one, and it's offset by a pretty significant weakness.

Basically, if pulling is meant to be a monk's real role there might be some rebalancing warranted; if not, maybe not.
 
Monance said:
I noticed that if you pull more than 1 mob, the higher the number of mobs is, the bigger the chance to fail the FD. most of the double and sometimes triple fails in a row i got was versus a big bunch of mobs. I am pretty sure this is not a coincidence, and wanted to ask SKs and Necros out there if they have experienced the same thing on their FD

No.

You declare unfounded assumptions like this to be the absolute truth in every other post. Stop assuming that you know everything.
 
:(

I was kinda hoping your first reply on this topic would be on topic and on some of the valid points im making about FD skill cap and monk weight limit, but if youre going to generalize all of my in input in this thread like that i guess im wasting my time and energy.

edit: i wasnt aware that im beating a dead horse, and the only reason i posted in the first place, was that you said i should go for it on the forums.
 
Monance said:
:(

I was kinda hoping your first reply on this topic would be on topic and on some of the valid points im making about FD skill cap and monk weight limit, but if youre going to generalize all of my in input in this thread like that i guess im wasting my time and energy.

edit: i wasnt aware that im beating a dead horse, and the only reason i posted in the first place, was that you said i should go for it on the forums.

There may be a valid reason to give monks FD / higher weight limit, but this thread is really bad because instead of spending time talking about those, it's nearly all about how monks are useless and their fd is useless and necromancers are better and shadowknights are better and so on. It's all vaguely based assumptions that do nothing except derail the thread into a class vs class argument.

If you want to argue for more weight limit bags, you need to provide concrete examples at which levels weight limit bags are lacking and why the current crop of weight limit bags are bad (for example, "this bag is too hard to get for its relative use because..."), and hell, even an idea of what % you think FD should fail at would be nice. Until the thread is actually about the things you said it was going to be about instead of a shadowknight vs monk vs necro argument, I refuse to get involved other than to correct the most glaring false rumors being cooked up here.
 
Okay.

Im about to go FD about 5000-15000 times to get some numbers. I can give u one number though: The skill caps at 200, thats on 39.

I would have to reroll a monk to check for FD rates on lower levels, i would love to have someone actually in the level range of like 175 skill to do some FDs for me, but thats not going to happen, i fear.

Attention!! what follows are no solid facts but memories of mine:


So i can only give u a vague memory of mine thats like: Below 100 skill its not a viable and secure way to pull for your group because it fails way too often. I would lean out the window very far saying that even on 150 it wasnt good enough. The best way to CC in dungeons up to that level is to have someone root or have a CC with you that can mez. I can hardly remember FD splitting anything before I was level 35, but maybe that was just me being lazy about it, or me searching for easy places with few pulls over 1 mob. Thats for pure grouping BTW.

I also remember when i leveled up, that i had to destroy my gold silver and copper every 5 minutes because it would take me over the weight limit. I couldnt loot mastercrafted weapons, or even normal weapons before that level, or any chain or plate mail armor dropping.

Theoretically, If i kill 1 mob in 5 minutes (which is pretty slow) and only ever 3rd mob drops an item like above (which is a pretty low estimate as well), ....

1 hour.... 12 mobs .... 4 drops


.... i am missing out on at least 4 drops which can wield anything from 3-10pp of money when i sell to the merchants, per hour.

that was just an example of the simpliest of things you can loot: items that weild money at a vendor. I know this is not a parse but ive been really kind on the estimates. My question here is: Were monks supposed to have this "penalty" of being poor? If thats the case, i rest mine..
 
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