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Post by Lipa on Jan 26, 2007 10:26:23 GMT -5
Yeah, macros are a bit awkward at the moment, but we've talked about it before... Probably the easiest solution would be simply that any new abilities would come at the end of the 'U' menu; this way, old macros wouldn't change...
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Post by Lipa on Jan 26, 2007 10:28:47 GMT -5
Ah, I see Variaz has beat me to the answer! ;D
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manchu
Rookie
*band Junkie....
Posts: 35
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Post by manchu on Mar 21, 2007 0:33:27 GMT -5
I'm not sure what the problem is... my half-elf monk is waxing everything in sight. Level 11, class 7. I put most of his skill points into Martial arts which is currently at 24. So damage is at 183-672. Even at level 2 against the rat he had a couple martial arts points and that was more than enough to paste him. Stats are basically spread between str, wis, dex and con. The only feat I use right now is ki punch and then only for physical resistors. With four blows at the damage he is dealing ki punch is a major step down in damage anyways...
One thing I'm wondering about though. He is currently wearing 'The Bronze Mail of the Healthy' which is some serious body armor and does not seem to suffer any type of penalties to his combat abilities as a monk. Is this accurate or do the penalties just not show up on the character screen?
-manchu
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Post by Variaz on Mar 21, 2007 8:45:37 GMT -5
Martial Arts skill:
- +2 to hit per skill points(not with a shield, +1 with armor) - +5 to_damages per skill points(not with a shield, 2 with armor) - Extra damages = Base unarmed damages(1d3) * (150% Martial arts skill level) - +1 to base damages dice and side every 15 points. - +1 blows for every 10 points - +2 AC for every skill points(if not wearing armor)
As you can see, the base damages are not affected by wearing an armor. But are you getting the extra blows? With 24, you should have at least 3 attacks with each hands, so that makes 6 attacks...
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manchu
Rookie
*band Junkie....
Posts: 35
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Post by manchu on Mar 21, 2007 11:31:27 GMT -5
Currently getting 4 blows each hand...
Based on the Marial Arts bonuses I should be getting half the to hit and less than half the to damage with body armor on. With out armor my monk is getting
+to_hit 115 +to_dmg 39 dmg 170-627
The armor is (+10,+10) so it does confer some bonus to both but with a Martial arts skill of 24 he should still come out better without but currently with the armor he is
+to_hit 127 +to_dmg 49 dmg 183-672
AC for the armor is 25,+20 but total AC goes up without the armor, which is what I would expect. He is wearing the armor for the combat bonus but also since it is life boosting and +1 to con so he gets a little over 120hp bonus right now.
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Post by Variaz on Mar 21, 2007 12:56:04 GMT -5
Ok, I'll have to check it out it seems...
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Post by zekk on Mar 21, 2007 14:52:34 GMT -5
Ki punch is missile type damage, which is half physical. unless you want to do half a normal punches damage for physical resisting, you might want something different. What, I'm not quite sure.
Also, I haven't tried this out, but you might want combat skill (or whatever it's called) at around 15-20 martial arts, you get power punch- double damage. with good skill in combat feat, later on you might have like 7 hits instead of 10 but most of them would be double damage, and also, with agility, jump away at the end. I'm not sure this is such a good idea due to needing 70 combat feat skill for 7 hits an arm, but I have not tried anything like that.
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Post by Variaz on Mar 21, 2007 15:11:02 GMT -5
You can the Elemental Lord's Fist of Elements, which does pure elemental damages! (Light is a great choice for taking down ghosts and undeads in general, though Acid can be good too, especially if you're having trouble beating golems.) Or, you can use the High Monk's Energy Punch, which does Mana damages. Energy Punch is stronger, although Fist of Elements can eventually gain radius if you invest a lot in it... Radius Fist of Elements + Combat Feats = Carnage. ;D
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