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Leafiara (prime)/Mechanical Musings/The Autumnwinds' Magical Monk Guide: Difference between revisions

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<font color="red">'''Does enchanting UC handwear and footwear help with DS?'''</font>
<font color="red">'''Does enchanting UC handwear and footwear help with DS?'''</font>


No on footwear. Yes on handwear, but only by 0.1 DS per +1 enchant in offensive stance and 0.35 DS per +1 enchant in defensive stance. Work on your armor if you want more DS!
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS!




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Like I said, any race can do well as a monk. I'm not down on half-krolvin, exactly, but I'd rather truly excel at ''something'' than be a generalist. Play a half-krolvin if you like their excellent verbs, though!
Like I said, any race can do well as a monk. I'm not down on half-krolvin, exactly, but I'd rather truly excel at ''something'' than be a generalist. Play a half-krolvin if you like their excellent verbs, though!



<font color="red">'''Should I train Ambush?'''</font>

The short answer is no. Now for the long, fun answer!

Flimbo's Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you ''did,'' it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training.

In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery for many years. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that:

* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!)
* Knocking creatures down helps (I don't remember if we'd known this or not)
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but I think we underestimated how much)
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success

<blockquote>
<font color="blue">'''Intuition Sidebar!'''</font>

Even with tanked Intuition like I recommended, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even ''standing'' foes. Of course, they need Acrobat's Leap for that.
</blockquote>

To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let's use that in an example.

With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you'd have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let's say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%.

Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let's say everything had reached 91%, 86%, and 83%. Even that's not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you'd need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that's +17 DS in offensive stance) at 3x costs!

What if you eased back to the old 24 Ambush mark? Then you'd need 148 Combat Maneuvers. Perfect Self has kicked in, so let's call it 144 Combat Maneuvers needed. Even that's already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!)

In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you ''can'' reach max or near-max success rates with some Ambush, but not ''so'' high that you reach max or near-max success rates even without Ambush.

''But even then,'' we're only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-300 damage. Another option is using Twin Hammerfists to inflict the Vulnerable status, which means your ''unaimed'' attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed.

(I'm not making up Bearhug numbers, by the way. Sariara regularly deals 200-300 damage with them to shan warriors, wizards, rangers, and clerics even though they're a base seven levels higher, she only has three ranks of Bearhug, and she's an aelotoi, the fourth worst race for Bearhug due to small size.)

Like PSM3's wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I've made my choice: forget Ambush and play to my strengths.
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Revision as of 12:07, 27 June 2024

By Leafiara Autumnwind, in loving memory of Saraphenia Autumnwind.

Last updated June 24, 2024.

Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.


Introduction: How to Use This Guide

This guide is for all magical monks from 0 exp to 39,000,000! (What do I mean by a magical monk? One not using Kroderine Soul. Somebody else will have to write that guide!) I'll go over monks' strengths, weaknesses, other unique qualities, things to consider, others' perspectives that I hear about, training plans, and so on.

This guide is exhaustive within its scope, or at least it can be.

  • If you want an exhaustive guide, read through it in order.
  • If you want the opposite of an exhaustive guide, jump to the "tl;dr Recap: Cookie Cutter" section at the end.
  • If you're not sure whether you want an exhaustive guide, read the "Why Play a Monk" section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you're intrigued afterward. The Cookie Cutter section provides an overview of what to do and gives a small window into what the rest of the guide covers, which is why to do it.

I've made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!

Speaking of experience, what's mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I'm now working on my monk Sariara to fill in my knowledge gap before level 43; she reached level 30 early on June 17, 2024.

And speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn't have had the passion or interest--at least on my own. When I say I've written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I'll call it a job well done!

No further ado. Let's get on with it!


(Want to read the entire guide? Click here to uncollapse all sections at once!)


Why Play a Monk or Why Not Play a Monk?

Pondering the appeal of why to play a monk at all? Click here!


Character Creation

Need to walk through the creation of your monk? Click here!


Unarmed Combat Primer

Still figuring out how unarmed combat works? Click here!


Training Plan: Skills

Wondering how to train your monk's skills? Click here!


Training Plan: Exclusive Choices

Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!


Further Character Progression

Curious about feats, meditating, or upgrading your monk's gear later? Click here!


Odds and Ends

Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!


The TL;DR Recap: Making Cookie Cutter Monks

Low on time or thought processing power and just want a cookie cutter build you don't need to put much thought into? Click here!


Denouement: An Unexpected Journey

First, thank you for reading The Autumnwinds' Magical Monk Guide.

Whether you read only the parts of it you were interested in, read every single word, or anything in between, I'm thankful for every reader.

Sometimes I write a "guide" partially or even almost entirely for myself. For example, with Ascension Considerations, I was going to do the math on efficient progression anyway, so I figured I'd take the extra time to turn what could have been private spreadsheets into wiki tables. Pre-Ascension Stopping Points (which I just noticed is really outdated) originally was a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters' skills when they want a template of where to take their post-cap training.

This one was for you guys, though. I hope it's been helpful, I hope it's gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.

That said, if you were here only for mechanical informational purposes, I'm pretty much done with those. There's one more at the very end for people with multiple character slots (not multiple accounts, but character slots), but otherwise, you can head out! I wish you a good day or good night and hopefully I'll see you around the lands.

Thank you again.


Curious on the backstory of why this guide exists and why now? Click here and we'll close out.