Slightly different path... on 10/21/2012 03:13 PM CDT
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Name: Yangh Race: Elf Profession: Monk (shown as: Martial Artist)
Gender: Male Age: 325 Expr: 1577516 Level: 38
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 59 (4) ... 69 (9)
Constitution (CON): 94 (22) ... 104 (27)
Dexterity (DEX): 61 (10) ... 71 (15)
Agility (AGI): 99 (39) ... 109 (44)
Discipline (DIS): 98 (9) ... 108 (14)
Aura (AUR): 81 (20) ... 91 (25)
Logic (LOG): 98 (24) ... 110 (30)
Intuition (INT): 82 (16) ... 92 (21)
Wisdom (WIS): 95 (22) ... 105 (27)
Influence (INF): 43 (7) ... 53 (11)
Mana: 42

Level 0 Stats for Yangh, Elf Monk

Strength (STR): 30
Constitution (CON): 85
Dexterity (DEX): 33
Agility (AGI): 80
Discipline (DIS): 89
Aura (AUR): 69
Logic (LOG): 89
Intuition (INT): 70
Wisdom (WIS): 88
Influence (INF): 27

Yangh (at level 38), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Combat Maneuvers...................| 180 80
Brawling...........................| 180 80
Physical Fitness...................| 140 40
Dodging............................| 184 84
Arcane Symbols.....................| 70 15
Harness Power......................| 54 11
Mental Lore - Transformation.......| 140 40
Perception.........................| 128 34
Climbing...........................| 128 34
Swimming...........................| 128 34

Spell Lists
Minor Mental.......................| 20

Yangh, your Combat Maneuver training is as follows:

Skill name Mnemonic Ranks
Surge of Strength surge 3
Burst of Swiftness burst 3
Perfect Self perfectself 5
Punch Mastery punchmastery 2
Slippery Mind slipperymind 2

Available Combat Maneuver Training Points: 2

How? Level 1-20 1x spells, 1x cm, 2x brawl, 1x pf, 2x dodge, started with 1x trans lore but nuked it to up cm to 2x somewhere about train 17. Also throw in the harness to get to 42 mana (was shooting for 40, but the extra 2 just ensured with 20 spell ranks that it was fairly easy to maintain 1202, 1204, 1208, 1209 and 1220, 1215 if I'm really bored, it stinks.) 1216 as a last minute add on. When hunting with Yinh she adds 1213 so both martial stances are running.

Why? 3 ranks surge and 3 ranks burst allowed perfect self, 5 ranks not possible until 29 trains, got slippery mind between level 4 perfect and level 5.

Where? Once spells hit 20 in the minor mental, stop spells totally, make up missing ranks of cm (like 2 or 3 missing ranks) and missing ranks to 1x transformation lore also 15 ranks of arcane symbols to get into the runes in the broken lands near the landing. Added 2nd rank of slippery mind then decided hey the 5 mm per rank plus the additional % chance to tier up with punch was awesome for punch mastery, began adding that. It'll be the final rank in 5 more levels once I've got 12 CM points. After that rank 3 slippery mind (it literally has saved Yangh's tail on multiple occasions - love this cm) Along the way began playing 1x catchup in climb, swim and perception.

Where next? Once perception, climb and swim approached 1x started playing catchup on dodge toward 3x. Once it hits about 2.5x will start playing catchup on pf toward 2x. Additional CMs after rank 3 slippery mind will be rank 3 evasion mastery then playing around with cdef, cmobility and cfocus.

Effectiveness? At level 12, Yinh and I managed to solo kill one of the Agresh shadow walkers (I think mid 40's), at 14 Yinh and I managed to kill without any other character assistance a sneaking troll assassin in the Ta'Vaalor Agresh/Vagresh/King Assassination plot. Not sure of level, but think they were post-cap. At level 18 Yinh helped kill one of the Agresh troll generals and had that as max kill until recent level 36ish fwi invasions changed both Yinh and my max kill to a grimwarm troll barbarian.

Solo hunting? With wizard spells, light and deep blues: At 18 we travelled to Ta'Illistim and had excellent success vs. kiramon workers and defenders (approximate level 42 and 48 respectively). At 24 trainings we played around in the black/blighted forest and managed to fry vs black boars and one hellishly long fight against one of the ogres there. We decided that wasn't a great place to hunt for monks 30 some odd trains younger than the creatures there.

27 trainings - rift plane one vs raving lunatics. Using a not-so-secret method of bypassing the sphere, we entered the rift. Unfortunately Yinh was dropped on plane 2 while Yangh hit plane one. Amazingly enough we both managed to avoid undead while hooking back up. We found a solo raving lunatic and began wailing on it. Results were extremely disappointing. So... After decaying we tried again. Splat. Rift hunting doable by about a level 32 or 33 monk (rt is faster than raving lunatics and self-generated ds with statue and symbol of protection is high enough to survive the lunatics - killed one. Shear fear = death after killing one lunatic).

30ish trainings - played around with shear fear hunting and various items to avoid it. Monks vs eidolons - very unsuccessful. Won't be going back to bonespear anytime soon.

32 trains - monks vs fire mages - awesome with robes with 95% (not sure if it's higher) fire resistance. They're monk candy.

34 trains to present - thinking of sneaking into Maaghara tower near Illistim. Mostly we just uphunt about 15-20 levels when not doing bounties. Good times.

If anyone wishes to ask about training, Yinh isn't all that experienced and is carbon copying me. More than happy to explain our training path to anyone wishing to know.

Good luck to all upcoming monks!

Yangh (and watching over my shoulder, Yinh)

PS - for all the haters we'll preempt the comments by adding, "Hey, no way that's true." :)
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Re: Slightly different path... on 10/21/2012 03:14 PM CDT
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>PS - for all the haters we'll preempt the comments by adding, "Hey, no way that's true." :)

Ahh, but it is true. See you guys in game ;)
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Re: Slightly different path... on 10/22/2012 11:02 AM CDT
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Wiz and cleric on tap plus two together and that's all you can do? ;)

Actually I think that's about right. Things which are candy for uphunters should be even sweeter for UAC monk uphunters and I doubt any critter has yet been designed with defense against monks in mind so there will be plenty of monk candy in invasions if you can avoid taking on roomfuls at a time and AOE spells from "defenders".

I'd have piled the punch mastery all the way as soon as possible, but otherwise I reckon you have got the optimum training for the job you were doing with it. 1220 at 20 has to be superior to any other training path, the bonuses at the top end of MnM are just so big and it seems to have turned out tricky in the 20s for those that didn't grab them as soon as possible.
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Re: Slightly different path... on 10/22/2012 02:45 PM CDT
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Level 29 with 9 spells. Missing some DS but by no means hindered.
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Re: Slightly different path... on 10/22/2012 08:19 PM CDT
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>Wiz and cleric on tap plus two together and that's all you can do? ;)

Wish I had a cleric on tap for Yangh. Would have been nice not to have had to lose all the in-head experience he had due to occasional town cleric rezzes. Think you have my characters confuzzled a bit ;) The whispers I got and having had Wrending join another character, a wizard, thinking it was mine when he attempted to hunt with us while we were in a hunting area assuming it was my monk's alt or main was pretty funny too. Nope, not me either.

Two monks fighting together didn't necessarily need any punch mastery. Just training us both in it because it's nice first hit to do up to 100 damage or so on a like-level creature. It makes it a little easy though which is why we uphunt often.

Yangh
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Re: Slightly different path... on 10/23/2012 09:41 PM CDT
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>Using a not-so-secret method of bypassing the sphere, we entered the rift.

I would like to be let in on this secret. Please file a bug report.

Also, remember that even though the UCS can be used to hit and kill just about anything with enough time, it is not meant to enable constant extensive uphunting. If you are able to use it as such, it sounds like I may have to put in additional tiering limitations based on level.
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Re: Slightly different path... on 10/24/2012 09:14 AM CDT
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> If you are able to use it as such, it sounds like I may have to put in additional tiering limitations based on level.

Would they be slowed down much even if they couldn't get out of decent?

I expect decent works fine for a hasted group and I found it paid me not to try to tier when group hunting. Use jab and someone else kills it before you get enough damage to get exp from the kill.
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Re: Slightly different path... on 10/24/2012 05:22 PM CDT
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Just please oh please don't make this a nerf for people not doing crazy uphunting. While its the most fun combat style in the game right now it is already slower than several other combat styles when just killing same level critters.
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Re: Slightly different path... on 10/24/2012 06:44 PM CDT
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>I would like to be let in on this secret. Please file a bug report.

Several years ago this method was posted on the boards. At least two official names in red stated it was not a bug and working as intended.

>Also, remember that even though the UCS can be used to hit and kill just about anything with enough time, it is not meant to enable constant extensive uphunting. If you are able to use it as such, it sounds like I may have to put in additional tiering limitations based on level.

I am able to use it as such due to a pretty extensive knowledge of game mechanics, rt, etc. However, I do NOT exclusively uphunt. Yangh has at level 38 over 156k bounty points, so I've done a considerable number of bounties with him. I do get bored, though. Typically I uphunt ALL of my characters until they reach about level 50-60 anywhere from 10-40 trains over their head. I would hope before additional tiering limitations are implemented for just one class or style of hunting or based on consistent uphunting for just one character of a class that ALL styles of hunting are tweaked due to one player being able to consistently uphunt in that class or with that particular hunting style. (An example of how I uphunt with various character includes, but is not limited to: AS bolt spells, archery, TWC, CS, hurling, sword and board, and any other method my other characters use to uphunt on a regular basis.)

Example: When a certain portal was left open on Teras accidentally, a level 14 ranger and a level 17 warrior made the trek through the portal. The level 17 warrior consistently uphunted until like level 40 on teras with a 2 hander. He never hunted anything under 25 trains older than him. Does this mean 2 handed weapon hunting needs to have additional tweaking or limitations? I should hope not.

Example: Same level 14 ranger with help from a few strategically rubbed blue crystals and a scroll or two was hunting fire sprites. He made it to level 50 or so doing such. Does this mean archery should be downtweaked? I should hope not again.

Example: A certain cleric during the felstorm invasions in River's Rest was uphunting about 30ish trainings for months on end. Does this mean the cleric based spells should receive a downtweak or be changed so that is more difficult or not possible? Again, I should hope not.

Anyone with a fairly extensive knowledge of mechanics can, if willing to accept that their character will die many more times than if hunting like level creatures, uphunt the heck out of the game. That's part of what makes it fun for me as a player. Other people have other goals or not any interest in uphunting. Still others struggle just to hunt like level creatures. Just because I can run a character in such a manner does that mean that the entire UCS needs revamping? Hardly. Additionally, one of the reasons my characters often are able to uphunt so horrendously over their level is via group hunting. When Yangh has hunted solo, the max consistent is about 10-12 levels over his head. Since 10 levels is doable via asking for harder tasks in the adventurer's guild, I'd say that additional limitations to the tiering system are unneeded.

In fact, I would highly recommend if a nerf is in the cards for people definitely NOT to convert any of their characters. Monk DS and TD with the CvA just wouldn't be worth it if the class were nerfed anymore then it already has been. (IE MM penalty reduction for the armor/shield/ranged weapontry making monks less unique or specialized for UCS) The object of the game is to have fun. That's what I pay for. That's why I drastically uphunt my younger characters. Before making a blanket statement that if my character can do it the whole UCS tiering system needs to be adjusted, perhaps look at ALL people who use UCS and see what levels they hunt. Just a suggestion. I'm sure that it'll help keep some of the player base if everyone is reviewed, not just my single monk.

Yangh
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Re: Slightly different path... on 10/25/2012 05:07 AM CDT
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<Yangh's last post and the one he was responding to>

If a someone wants to go splat as often as they kill something by uphunting 40+ levels, they're more then welcome to have at it as far as I'm concerned. UCS might allow a level 1 character to kill a level 100 critter, but it does nothing to protect them from whatever that critter decides to throw at them.

Personally, I'd rather see other melee weapons converted to a system similar to UCS then for UCS to be down-tweaked. From my experience, the three best weapons against a critter in plate are claids, UCS, and mauls... and I would say in that order except I'm not completely convinced UCS doesn't deserve to be listed first.

I can understand how GRAPPLE would be extremely effective against a foe in plate, but my monk was regularly PUNCHing the heart out the back of plate wearing orcs when he was like level and even got a few single JAB kills on them. For comparison, my warrior who's 20 levels above the same orcs still takes at least three swings to kill them with a MORNING STAR.... something that was designed to defeat plate mail! And both characters are doubled in their respective weapon skills!

I'm not trying to make an argument that UCS is overpowered (well, maybe PUNCH and JAB crits should be looked at when it comes to using them against heavier armors...). I think it's probably one of the best balanced systems we have at the moment. What I'm trying to point out is that melee weapons are underpowered and have been for years. I mean seriously, no one uses blunt weapons for anything other then RP purposes and sword and board is useless for anyone that doesn't ambush.

Starchitin

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Re: Slightly different path... on 10/25/2012 11:24 AM CDT
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>I can understand how GRAPPLE would be extremely effective against a foe in plate, but my monk was regularly PUNCHing the heart out the back of plate wearing orcs when he was like level and even got a few single JAB kills on them. - OM1E5GA

It's not possible to one-shot kill a target in plate with JAB. With a 500 endroll and excellent positioning the best you could do is 44 total damage with a non-fatal, level 3, injury. There are no fatal JAB criticals and only a few Rank 11s that result in non-fatal L3 injuries. With good positioning (Tier 2) the highest critical possible (rank 8)will only result in a minor injury.

Mark
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Re: Slightly different path... on 10/25/2012 01:15 PM CDT
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I've crit killed with jabs. Its not that it happens on the first shot, its that it happens at all thats disconcerting.

I think you could get a jab crit kill with the second UAC attack on a fresh critter if the first was a jab from hiding, or any other from the open. You could crit kill with a jab from hiding on your first attack if the critter had been wounded by someone else.

>my warrior who's 20 levels above the same orcs still takes at least three swings to kill them with a MORNING STAR.... something that was designed to defeat plate mail! And both characters are doubled in their respective weapon skills!

Three is too many. Off with its leg. Off with its head. That shouldn't be impossible with a 20 level advantage unless the orc is padded as well.

I have the impression that there is less crit randomisation in the UCS, so torso locations are a lot more likely to give crit kills than with weapons, but haven't actually collected the data to check. I go for the head as a matter of style, not because I am convinced of mechanical advantage. The high level crit messaging on other locations is just too Marvel comic genre for me to want to see much of it.

I think stance is the only really important factor for critters. I don't care what armor they wear, but I do care whether they are in offensive or defensive stance.

I'm not sure crit padding makes that much difference either or indeed if its even taken into account by the UCS. I don't think the padding on a mammoth slowed me down with the UAC, but it definitely makes it awkward to crit kill them with a morning star.
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Re: Slightly different path... on 10/25/2012 02:42 PM CDT
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You must be mistaken, jabs can't do fatal criticals.
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Re: Slightly different path... on 10/25/2012 02:44 PM CDT
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Also, it has been said before already that in UCS there is less critical randomization and that the attacks will usually be at the higher end of the crit table.
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Re: Slightly different path... on 10/25/2012 03:21 PM CDT
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>I've crit killed with jabs. Its not that it happens on the first shot, its that it happens at all thats disconcerting.

>I think you could get a jab crit kill with the second UAC attack on a fresh critter if the first was a jab from hiding, or any other from the open. You could crit kill with a jab from hiding on your first attack if the critter had been wounded by someone else.

Yes. We've discussed this in another thread in H&C. That only happens as a result of stacking R3/L3 injuries to head, neck, eyes, chest or abs. Stacking L3 back criticals will not result in a fatal outcome. There are really four injury ranks/levels: L1, L2, L3 and Fatal. Jab criticals are limited to maximum L3. Because fatal criticals are always accompanied by an L3 injury (with one exception, CS-based Rank 5 plasma chest critical) we commonly refer to fatal criticals as Fatal L3s which is technically incorrect.

A target with an existing L3 head wound will die from a Rank 11 JAB head crit due to the stacking effect; not because it is intrinsic to the critical.

Mark
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Re: Slightly different path... on 10/25/2012 03:32 PM CDT
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>You must be mistaken, jabs can't do fatal criticals.

This jab is fatal when it stacks on an existing wound. "Multiple rapid punches make a mess of the [target]'s head!"

As is this one. "Elbow drives into the [target]'s throat in a devastating strike!"

Its quite easy to crit kill with a jab if you are trying to. If you aren't trying to, it just happens occasionally as a result of crits like this "Strong downward swing staggers foe and dents skull!" giving openings to jab from attacks at good.

...
Here I am trying to set the tree up for a head kill but damage its neck on the first go. Hitting the neck again is fatal.
...

>jab head
You make a precise attempt to jab an elder tree spirit!
You have excellent positioning against an elder tree spirit.
UAF: 285 vs UDF: 126 = 2.000 (capped) * MM: 121 + d100: 60 = 302
... and hit for 40 points of damage!
Elbow drives into the tree spirit's throat in a devastating strike!
The tree spirit chokes, momentarily unable to speak!
The tree spirit seems at a loss for words!
Roundtime: 4 sec.
R>
An elder tree spirit writhes on the ground, laughing softly under its pain.
R>
An elder tree spirit writhes on the ground, laughing softly under its pain.
>jab neck
You make a precise attempt to jab an elder tree spirit!
You have excellent positioning against an elder tree spirit.
UAF: 285 vs UDF: 126 = 2.000 (capped) * MM: 121 + d100: 90 = 332
... and hit for 42 points of damage!
Elbow drives into the tree spirit's throat in a devastating strike!
You hear a sound like a weeping child as a white glow separates itself from the tree spirit's body as it rises, disappearing into the heavens.
The tree spirit slowly settles to the ground and begins to dissipate.
Roundtime: 4 sec.

...
and shortly afterwards I go for the head crit kill and get it.
...
R>jab head
You make a precise attempt to jab a spectral woodsman!
You have excellent positioning against a spectral woodsman.
UAF: 259 vs UDF: 207 = 1.251 * MM: 108 + d100: 89 = 224
... and hit for 34 points of damage!
Multiple rapid punches make a mess of the spectral woodsman's head!
Roundtime: 4 sec.
R>jab head
You make a precise attempt to jab a spectral woodsman!
You have excellent positioning against a spectral woodsman.
UAF: 259 vs UDF: 173 = 1.497 * MM: 119 + d100: 70 = 248
... and hit for 36 points of damage!
Multiple rapid punches make a mess of the spectral woodsman's head!

[You have 27 kills remaining.]
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Re: Slightly different path... on 10/25/2012 04:51 PM CDT
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>This jab is fatal when it stacks on an existing wound. "Multiple rapid punches make a mess of the [target]'s head!"

Yes, that is a rank 11 crit but that in itself isn't a fatal crit.
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Re: Slightly different path... on 10/25/2012 07:52 PM CDT
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I don't think the UAC system is all that disconcerting at all, jabs included. Considering that Bards, Immo Wizards, Empaths, and even Sorcerers can crit kill with spells without hard roundtime in 3 seconds should say that the UAC system with its tiering up timing and all is not that far off. Without ambushing it takes me about 15-20 seconds to tier up and kill something starting from a jab. I'm sure this timing will decrease a little with ambushing but I haven't added that into my attack scripts yet.

UAC is fine as it is, isn't OP by any means but not under powered either. It's balanced imo.
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Re: Slightly different path... on 10/25/2012 08:12 PM CDT
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>Considering that Bards, Immo Wizards, Empaths, and even Sorcerers can crit kill with spells without hard roundtime in 3 seconds should say that the UAC system with its tiering up timing and all is not that far off.

Multiple, sometimes even whole room fulls at the same time. Correct me if I'm wrong but because you can't use MoC with the new UCS monks are the class that can't get multiple kills at once (using UCS.)
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Re: Slightly different path... on 10/25/2012 08:15 PM CDT
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You are slightly wrong. There is a CMAN that lets you jab multiple opponents. of course the second part of your statement about multiple kills is probably true since jab is not particular handy for actual kills.
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Re: Slightly different path... on 10/25/2012 10:04 PM CDT
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>Several years ago this method was posted on the boards. At least two official names in red stated it was not a bug and working as intended.

If you're sure that it isn't a bug, feel free to post it or send me an email instead of filing a bug report. I would still like to be let in on this secret.

Otherwise, I'm fully aware of what other hunting styles can accomplish. My statement was meant as more of a gentle warning that if too many people manage to slip through the cracks and use systems in ways that they aren't intended to be used, it increases the odds that we'll clamp down on it. I probably should have phrased it to sound less immediate and specific.

>I'm not sure crit padding makes that much difference either or indeed if its even taken into account by the UCS.

Weighting and padding of both types are taken into account. Their effects are less pronounced because of how the calculations are done.
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Re: Slightly different path... on 11/01/2012 06:38 PM CDT
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>If you're sure that it isn't a bug, feel free to post it or send me an email instead of filing a bug report. I would still like to be let in on this secret.

The odds of me posting ANYTHING that might help others after your response to my last post, Finros, are between zilch and the odds of me winning the powerball. Since I don't play, that also is zero. To have my character's hunting style, without any viewing of you directly, basically threatened to be downtweaked went WAY over the line of overreaction without any data.

>Otherwise, I'm fully aware of what other hunting styles can accomplish. My statement was meant as more of a gentle warning that if too many people manage to slip through the cracks and use systems in ways that they aren't intended to be used, it increases the odds that we'll clamp down on it.

I'm also quite aware of what other hunting styles can accomplish. I use this knowledge to massively uphunt ALL of my young characters. Amazingly enough, without using systems in ways they are not intended to be used. Please let's not make that assumption because I know and use ways that have already been multiple times stated by GMs that they are working as intended to get into what are thought to be age-restricted hunting grounds.

Again. an assumption, a totally off-based one, was made here. That I was using the system (UAC) as Yangh in a manner that it was not intended to be used. How about instead of again making an incorrect assumption, you actually watch me hunt Yangh when I'm uphunting him? I believe you'll find that I use no tricks or anything that are not 100% above board as far as enhancives, outside spells, magic items, mechanics etc that are available to 100% of the characters in game. I just use them well with whatever hunting style I use (archery, hurled, twc, sword and board, CS, bolt as, UAC, etc) with my characters. I do it quite well with all my younger characters.

I do know as a result of your reply, the only way I'm ever going to post results of my character's hunting is... Well zero. I do give you kudos for turning one player's excitement to ashes in a matter of merely one reply to a post. If that was your intention, you performed quite admirably.

Yangh
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Re: Slightly different path... on 11/07/2012 09:09 PM CST
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Yangh....that was a weird over the top response to Finros. take a midol and calm down. the man isnt coming for you in a black helicopter. Finros' explanation of his point was credible.
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Re: Slightly different path... on 11/07/2012 09:15 PM CST
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But he does have a black helicopter, mind you.
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