** This is not going to be short **
So. Let's talk about monks, and why the forums -or at least some very outspoken members- hate them. I'm going to make the case that the new nerf to QP comes out of a misunderstanding of what endgame looks like, and the basic features of the class.
There's a witch-hunt going on around monks. Some of the hate is justified, some is not, and I'm going to try to lay that all out in terms of game mechanics.
There is a perception that monks are both overpowered, and bad for the balance of the game. I think the conversation has gotten very muddled, and a big part of this is because of confusion over what constitutes a monk. According to many people, if it has a yellow bar, it is a monk. Here are some common builds: stick-acrobats (13 rogue/6monk/1somethin), 20 unarmed monks, centered kenseis (12fighter/6monk/2something), various archers (12monk/6ranger/2something or 11ranger/6monk/x), 16/2/2 shiradi wizards, 17druid/2wizard/1monk. I have seen all of these snidely dismissed on the forums as being examples of monk-overpoweredness. Obviously, something about this doesn't add up: these are all incredibly different builds which share almost nothing offensively. Yet, forum-folk persist in calling all of these characters monks. We don't make this judgement about other classes: a 18/2 wizard rogue is not called a rogue, a 18barb/2fighter isn't a fighter. So what's going on here?
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Let's talk about the offense side of things first. For years monks were considered to be subpar-to-bad damage, now this impression has shifted. I argue that this is entirely due to the new viability of weaponized monks. Monks offense has traditionall been unarmed damage, and that has a few unique characteristics:
1. It is fast.
2. It is fairly high base damage (for those with >12 monk levels, dance of flowers, Improved Martial arts).
3. It has by far the worst critical profile in the game.
Points 1 and 2 have reasonably well balanced Point 3 in DDO's history. It's easy to overlook point 3, so let's detour quickly to show how important that is. Consider a unarmed monk in earth stance 4, with the overwhelming crit line, in Legendary Dreadnought (this is the best critical profile possible for a monk). Consider also a balizarde kensei (we won't give them monk levels for earth stance, but they do of course have Overwhelming Crit).
unarmed monk criticals: 19-20 x 5
Balizarde kensei(no earth stance): 13-18 x3, 19-20 x5.
So, assuming that each player hits on a 2 and confirms all their crits (this also biases the analysis in the favor of the unarmed monk), we get:
expected unarmed damage over 20 rolls: 27 x (physical damage) + 10 x Seeker = (17 x 1 + 2 x 5)
expected balizarde damage over 20 rolls: 40 x (physical damage) + 28 x Seeker = (12 x 1 + 6*3 + 2 x 5)
So, for a given amount of base non-crit physical damage X, the TWF kensei ends up with 50% more physical damage overall due to crits alone. This ignores the far greater additional benefit of seeker to that player, and this is as generous an analysis to the unarmed player as possible.
Critical profile is incredibly important. For the TWF kensei above, the damage on 0% fort vs 100% fort is more than doubled, again before including the effects of seeker. It used to be the case that unarmed's comparative disadvantage in critical profile was less important: on the one side all bosses had 50% or more fort, and on the other trash was stunnable. The latter remains true, but the former not so much: there are a multitude of ways to debuff or bypass fortification now.
Further, the monk enhancement trees give exactly 2 enhancements that boost unarmed damage: Empty Fist Mastery (T5, Shintao) boosts base damage from d6 to d8, and sneak attack enhancements are available in Ninja Spy. And let's not forget that two of the three real melee damage destinies (Fury of the Wild and Legendary Dreadnought) have crucial abilities which do not function with unarmed attacks (Momentum swing, Lay Waste, Pulverizer, Adrenaline are all useless with unarmed).
What point am I making with this? In order to compensate for lackluster crit profile of unarmed and poor damage-boosting enhancements, base-damage increases and to a much smaller degree bonuses from stances (Earth gives +1 crit multiplier on 19-20) are necessary. Here's the rub: due to recent changes allowing Kensei to remain centered with their weapons of choice, these offsetting abilities are completely accessible to characters wielding anything at all. Hence, Balizarde and ESOS users in Earth stance and twisting Dance of Flowers, truly benefiting from the best of both worlds. By appropriating the perks that are necessary to keep unarmed damage competitive, centered kensei monks can stand in both spaces at once.
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That wraps up the offense side of things. Defense is a bit trickier, and has to do with two facts:
1. PRR has dramatically diminishing returns above 60 or so
2. Monk is very front-loaded defensively
Remember when MOTU came out? Very few melee were splashing monk for defense at that point, and there's a reason. It wasn't easy to hit 60+ PRR numbers then on a non-shield build, so the foregone PRR from armor was potentially devastating. Further, you couldn't be centered while wielding rapiers/greatswords/whatever, so shadow fade wasn't an option. Changes since then have made 8 fighter/6monk the backbone for very effective defensel: +6% dodge and shadowfade, along with 27 PRR from earth stance, along with other easy sources of PRR to reach at least 50. There isn't really any defensive opportunity cost anymore for adding monk to your build: high-enough PRR is still achievable, and there are now ways to remain centered/shadowfaded with any weapon.
To summarize so far: weaponized monks benefit a lot from recent changes, and have access to all the goodies that made unarmed monks viable despite their weaknesses/bugginess, but suffer none of the tradeoffs.
So if it's weaponized monks that are a balance problem, why did unarmed monks get nerfed instead?
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On live, it's possible to get a higher Quivering Palm DC than is possible for any of the other instakill abilities: necromancy, assassination, implosion. However, there's a lot of misinformation as to what levels are actually achievable: the usual forum inflation would have you believe that DC 80 quivering palm is completely standard. This is not quite right, to say the least. It takes all the necessary past lives, a very specific splash and a complete focus on wisdom and gearing for QP to even hit 70 DC, which is detrimental to both survivability and damage. Personally, my wisdom-focused monk (BF, 16/2fighter/2paladin) runs around with mid 60s, in EE Shadowsights and with all relevant pastlives and gear other than completionist. So, about the same as a fully-geared and focussed PM. The difference of course is that the PM can kill from distance. The power of mobility in this game is immense- almost all damage is avoidable with distance and a little strafing. In terms of character power, there is nothing in DDO that can approximate the ability to deal damage at a distance.
Take a look at the achievements section. Browse through all the pages since Shadowfell was released, see how many of those characters had quivering palm on their hotbar. I counted one.
Is it too easy to achieve a workable QP DC on live? A bit, yes. The ceiling is higher than that of comparable abilities, although to reach that ceiling requires greater sacrifices of survivability and versatility/damage than doing so with either assassinate or necromancy. In its state on Lammania, quivering palm is useless at high-levels. Incidentally, so is every monk ability not named Stunning Fist or Kukan-Do: Tomb of Jade, Jade Strike, Dismissing Strike, Flash-bang are all utterly without purpose outside of heroic levels.
To those who would accuse me of favoritism: **** right, my monk is my favorite toon to play. It's not my most powerful: I've soloed just about everything on each of my monk, AA, and Shiradi wizard, and the wizard and AA are both more versatile, powerful, and survivable. I'm sad to see that rabble-rousing has resulted in a reactionary change, rather than thoughtful adjustments. I don't know if the ship has already sailed, but in the interests of balance I'd suggest rethinking the centering on non-monk weapons, the front-loading of monk defensive benefits, and the purchase-ability of higher tier stances. QP does need adjustment, but this is pretty odious, and seems to miss the forest for the trees.
If you read this far, thanks! It's just a game, but it's a game I enjoy and these are my thoughts on how things fit together.