Touch of Darkness = 10 + Monk Level + Wisdom Modifier vs Fortitude Save
Stunning Fist = 10 + 1/2 Monk Level + Wisdom Modifier + Stunning +10 vs Fortitude Save
Touch of Despair = 10 + Monk Level + Wisdom Modifier vs Fortitude Save
All 3 are Fortitude Saves, all 3 on my monk sit around 41 (once live), and my stun lands 85% of the time in Epics.
When my Stunning Fist DC was around a 36, it was a 40% to 45% land in Epics.
Good then as long as you have a 30 wisdom at 20 then you will have roughly an 85% chance to get full damage on touch of death. And according to your numbers, if you have a 21 wisdom, then you have roughly a 40%-45% chance to land ToD for full damage. Thanks.
No attitude just an observation and request. He mentioned his friends and guildies and that made them fair game in my reply. If you give me an answer to a question that has nothing to do with the question, I'm going to tell you.
I don't think that's unreasonable in any way.
Last edited by Goldenadult79; 09-24-2010 at 01:10 AM.
"Whoever fights monsters should see to it that in the process he does not become a monster. And when you look long into an abyss, the abyss also looks into you."
Hey there,
I'm new to the game and to monks. I've noticed that there is a change coming down the line for Dark Path Monks. How does the U7 changed to ToD affect this build - if any?
My opinion is that this build was made and created around the no-save Touch of Death.
Touch of Death is 53.5 DPS (Damage Per Second)
If you do not have the wisdom to be able to get this to land, you will be looking at a figure of 27.25 DPS (Damage Per Second), which is still good, so yes, this build still works well, but it is going to receive a damage downgrade.
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If you dont focus on improving the tod save at all. Then this build shouldn't be changed. It already starts at the highest strength it can get and strength is the dps stat for all melee's.
To get a "decent" tod save you would have to adjust the stats to
15 (+6 item, +2 tome, +xx excep. 23)
15
16
8
14 (all level ups(5),+2 tome, 6 item, +xx excep., ends up being 27)
6
27 is actually going to give a lower save than you need to be at the best possible save dc which would require 30 wisdom. The problem here is, no mater what you do, without +3 or +4 tomes you wont be getting the GM strength stance. Not without dropping constitution. Which would mean no GM earth strikes either which this build relies on for most of its Damage. To even get strength to 16 you would have to drop constitution down to 14. Making things worse without a +4 tome you wont be getting to 18 wisdom either so that means no GM water stance for more wisdom. No +3 dex tome? Now you dont have GM Wind stance.
Adjusting this build for wisdom changes it pretty drastically. Theres no guarantees it will increase the dps in any meaningful ways either. You'll defeinately get more tod damage, but the loss of damage bonus from strength would effect every swing. At 130+ hasted monk swings a minute thats a lot of damage to lose over time.
edit-typo's
"Whoever fights monsters should see to it that in the process he does not become a monster. And when you look long into an abyss, the abyss also looks into you."
Wait for half-orcs: same STR (18) but +4 Wis mod (14 wisdom vs. 6 wisdom).
14 wis +2 tome + 6 item = 22, or +6. 10+20+6 = 36. Toss in a pair of improved cursespewing handwraps, wait for the red dot (well, not really, 250 is better than 0), and you're good to go (DC40).
Now on the pitfiend raid bosses (its only like half the raid bosses in the GAME) you can't land curse, so there just pray for good rolls.
This nerf is gonna suck, but what can ya do...
Last edited by Jamma; 10-01-2010 at 03:34 PM.
nm!
"Whoever fights monsters should see to it that in the process he does not become a monster. And when you look long into an abyss, the abyss also looks into you."
Yeah the nerf was expected for me and it changes nothing about this build. He was a beast before he had touch of death, and he was even better when he has a single 500 point touch of death. All this does is brings him back to a single 500 point touch of death 80% of the time.
This build was overpowered before, I couldnt play any other melee since the damage + survivability was so much less then my monk. The build has been brought in line with other melee now but its still amazingly powerfull with great survivability.
Edit: I have updated the first post to let everyone know that the nerf has done nothing to affect the viability of this build.
Last edited by Hydro; 10-01-2010 at 05:24 PM.
I don't see how keeping wisdom at 6 (4 in fire stance) is not going to affect this. 10+20(monk) +0 (4wis +6 wis item) +2(tome) = 32 +tactics2 = 34 DC. That's enough to MAYBE land on vale and before. Anything above vale are gonna mostly be fails meaning 250 damage. Taking ToD in U6 that did 500-1500 in Fire to a whopping 250 flat in U7 is a pretty big change in my opinion. Don't most barbs crit for that much? =\
Making this Half-Orc can probably save it, but on epics and probably in amrath it's still gonna be a little low of a save.
Thank you.
This is exactly what I've been trying to explain to everyone for a week. All the nerf does is bring ToD back to where it was when it first came out. And that's if you dump wis. If you don't dump wis, it's still much better than it was when it first came out.
And we all remember how much we loved it when it was released.
The sky is not falling.
.
I agree that the nerf was expected. Whats the solution?
It's not important how many people I've killed, It's important how i get along with the people that are still alive.
nothing, its still a dc of 29, yes i know not that high, but might still be able to hit casters, his dps is still high, its just gone from 500 insta dmg to 250, but build looks solid enough to live through that with no more than a bit of dust landing on him and thats only because of some glittering dust it found :P
It's not important how many people I've killed, It's important how i get along with the people that are still alive.
yeh, but casters in the game seem to have a low fortitude save, i noticed that before i redone my monk... level 17 had a stunning fist dc of 34 and i was still able to stun casters in shavarath alot, so -3 dc might not be that good, but it should work on casters a bit, and its only mainly the healers i used touch of death on myself anyway, (totally different build but same could be said for this monk) i stunned everything else, he will probably triple earth it, and his triple earth will make up for touch of death anyway.
i just did iq2 elite... it was embarassing... quivering palm dc of 30 yet i was hitting everything with it, so some quests will be no problem for touch of death DC's even with dump wisdom
edit:- hydro i am thinking of writing a monk guide, is the any chance i could use this as the strength monk part? wanna make it for 2 reasons, 1: to make sure i have the aspects of a monk down to a tee, and 2: to help new players thinking of making a monk, and answer all the questions i had back when i first started ^^
Last edited by manumase; 10-02-2010 at 01:12 PM.
This build looks pretty nice. Seriously considering TRing my halfling dex/wisdom monk into something that can do better damage without relying on ToD...
Only thing I'm not 100% sure on is the race.
Would half-orc perhaps be better? Advantage over WF for me would be that orc uses the same gear that a halfling already has, +4 extra str (plus more when low on health), +2 wisdom, stronger divine heals. Disadvantage would of course be -4 con, -2 int, wf immunities (though monks get poison and disease built in), no arcane heals... What do you think?