So shintao got a bunch of neat stuff while the dark monks potentially got hit by the change to ToD.

What will the actual difference be though?


Touch of death: 250|500*1.8(2.8) damage every 15s at ~4 attacks/s=>approx equivalent to 7.5-15(23) damage/attack.

For e.g. shroud etc. Light vs. Dark would either be:

A. alignment (burst) of greater bane vs. metalline of greater bane where dark would have a slight advantage, 7+7*2/20 vs. 7.5+5.25

B. using the same wraps (decent greater bane) light monks are up 2-3 damage, more for higher difficulties than normal.

C. decent greater bane vs. metalline of pg. with e.g. shock of greater bane the light monk would get approx 15 advantage from weapon which will put light ahead by 2-3 damage.

That's the baseline assuming saves are unsuccessful.

Accounting for beating saves would require knowing the saves for the major mobs which I don't have any hard numbers for, help would be appreciated =)

I also don't know the specifics of the shintao thingies, i.e. cool down, save interval(2s?).

Can always speculate though;
Assuming that the dark monk will likely have approximately the same chance to land
a full ToD as the light monk will have of landing jade strike(JS), that the cooldown for both is 15s.

ToD will add: 7.5 damage*<chance of failed save>
JS will add: 0.1*total dps of party*<time affected>*1/30 attacks per fifteen s*<chance of failed save> due to the increased damage debuff.
Your average party should likely have in excess of 200*6 dps, assuming the second save is successful, i.e. time affected of 2, JS would thus be equivalent to 8 damage/attack and thus match/surpass the benefit of Tod beating saves.

JS also has a chance to proc tomb of jade on a crit, assuming that autocrits on a mob with 50% fortification results in at least 50% increase of damage this would be equivalent to:
0.5*total dps of party*<time affected>*1/30 attacks per fifteen s*2/20 chance to crit<chance of failed save>
Using the same example and assumption as for the debuff this would be equivalent to 4 damage/attack.

add smite tainted for the equivalent of 2 damage/attack, all scaled by chance to save ofc.

This is obviously a simplification though not accounting for a lot of things. A start though =)