Monk: Difference between revisions

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* Ability caps: 280
* Ability caps: 280
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== Weight limits ==
:''Main article: [[Armor Class]]''
The following is from [http://forums.station.sony.com/eq/index.php?threads/ac-vs-acv2.210028/#post-3078126 a post by Dzarn, EQ Developer].  It supersedes any weight information in the chart above.
Based on your level you have a hard cap on the amount of weight you can carry and you have a soft cap on the weight you can carry.
Level 15: HardCap 32: SoftCap 15
Level 30: HardCap 34: SoftCap 16
Level 45: HardCap 36: SoftCap 17
Level 51: HardCap 38: SoftCap 18
Level 55: HardCap 40: SoftCap 20
Level 60: HardCap 45: SoftCap 24
Level 62: HardCap 47: SoftCap 24
Level 64: HardCap 50: SoftCap 24
Level 65: HardCap 53: SoftCap 26
Level 70: HardCap 53: SoftCap 28
Level 75: HardCap 53: SoftCap 30
Level 80: HardCap 54: SoftCap 31
Level 85: HardCap 55: SoftCap 32
Level 90: HardCap 56: SoftCap 33
Level 95: HardCap 57: SoftCap 34
Level 100: HardCap 58: SoftCap 35
Staying under the hard cap allows you to receive an AC bonus that gets increasingly worse if you are over your soft cap. Going over your hard cap will cause you to incur an AC penalty however. The way this is calculated is as follows:
If your total weight is less than your (Hard Cap - 1) then your bonus starts out as (your level + 5). If your total weight is greater than your soft cap, then a 'Reduction' is applied, this reduction is a float so decimals will come into play. Your reduction is equal to your current weight minus your soft cap multiplied by 6.66667, this reduction is capped at 100.0 then your reduction is set equal to 100 minus reduction divided by 100. Your bonus is then multiplied by this reduction value and if it is less than 0 it is set equal to 0. As an equation:
'''ACBonus = PlayerLevel + 5'''
'''If Weight > SoftCap:'''
'''Reduction = (Weight - SoftCap) * 6.66667'''
'''If Reduction > 100.0: = 100.0'''
'''Reduction = (100 - Reduction) / 100'''
'''ACBonus = ACBonus*Reduction'''
'''If ACBonus < 0: = 0'''
After that occurs the AC bonus is multiplied by 4 and divided by 3, because 'EQ Math'. As an equation:
'''ACBonus = (4 * ACBonus) / 3'''
Now if the previous case was not true and it turns out that your total weight is greater than your (Hard Cap +1) then you will incur an AC penalty that can be as bad as (your level + 5). The 'Penalty Multiplier' is equal to your total weight minus 10 less than your hard cap then divided by 100.0, if this 'Penalty Multiplier' is greater than 1.00 then it is set to 1.00. Your penalty is multiplied by 4 then divided by 3 then multiplied by this 'Penalty Multiplier'. In equation form:
'''Penalty = PlayerLevel +5'''
'''Multiplier = (Weight - (HardCap-10.0))/100.0'''
'''If Multiplier > 1.0: = 1.0'''
'''Penalty = (4 * Penalty) / 3'''
'''Penalty = Multiplier * Penalty'''
At the end of all of that, either your penalty or your bonus is added to your 'Class AC Bonus' for monks.





Revision as of 09:56, 17 April 2014

Items

Removes mob buffs

Epics

Disciplines

Level Discipline Effect Timer
1 Throw Stone Combat Abilities (Techniques) 8
5 Elbow Strike 8
10 Focused Will Discipline Disciplines (Timer 4) 4
30 Resistant Discipline Disciplines (Timer 4) 4
35 Phantom Zephyr Combat Abilities (Techniques) 9
40 Fearless Discipline Disciplines (Timer 4) 4
50 Phantom Wind Combat Abilities (Techniques) 9
51 Stonestance Discipline Disciplines (Timer 1) 1
52 Thunderkick Discipline Disciplines (Timer 3) 3
53 Whirlwind Discipline Disciplines (Timer 1) 1
54 Voiddance Discipline Disciplines (Timer 1) 1
55 Disciple's Aura Auras (Defensive) N/A
56 Innerflame Discipline Disciplines (Timer 2) 2
57 Hundred Fists Discipline Disciplines (Timer 2) 2
57 Phantom Echo Combat Abilities (Techniques) 9
59 Silentfist Discipline Disciplines (Timer 3) 3
60 Ashenhand Discipline Disciplines (Timer 3) 3
61 Planeswalk Discipline Disciplines (Timer 4) 4
61 Leopard Claw Combat Abilities (Direct Damage ) 8
63 Healing Will Discipline Disciplines (Timer 4) 4
63 Speed Focus Discipline 10
64 Phantom Call Combat Abilities (Techniques) 9
65 Earthwalk Discipline Disciplines (Timer 1) 1
65 Phantom Shadow Combat Abilities (Techniques) 9
65 Ancient: Phantom Chaos Combat Abilities (Techniques) 8
66 Dreamwalk Discipline Disciplines (Timer 4) 4
68 Counterforce Discipline Disciplines (Timer 6) 6
68 Fists of Wu Statistic Buffs (Misc) N/A
69 Phantom Cry Combat Abilities (Techniques) 9
69 Dragon Fang Combat Abilities (Direct Damage ) 8
70 Rapid Kick Discipline Disciplines (Timer 5) 5
70 Heel of Kanji Disciplines (Timer 5) 5
70 Master's Aura Auras (Defensive) N/A
71 Phantom Silhouette (Rk. I, II, III) Combat Abilities (Techniques) 9
72 Impenetrable Discipline (Rk. I, II, III) Disciplines (Timer 1) 1
72 Second Wind (Rk. I, II, III) 12
73 Echo of Misdirection (Rk. I, II, III) Disciplines (Timer 6) 6
74 Clawstriker's Flurry (Rk. I, II, III) Techniques (Offensive) (Special) 8
74 Scaledfist Discipline (Rk. I, II, III) Disciplines (Timer 3) 3
75 Moment of Calm (Rk. I, II, III) Disciplines (Timer 4) 4
76 Shimmering Silhouette (Rk. I, II, III) Combat Abilities (Techniques) 8
77 Third Wind (Rk. I, II, III) 12
77 Astral Projection (Rk. I, II, III) Utility Beneficial (Vision) 18
78 Echo of Deception (Rk. I, II, III) Disciplines (Timer 6) 6
79 Wheel of Fists (Rk. I, II, III) Techniques (Offensive) (Special) 8
79 Crystalpalm Discipline (Rk. I, II, III) Disciplines (Timer 2) 2
80 Moment of Tranquility (Rk. I, II, III) Disciplines (Timer 4) 4
80 Delay Death (Rk. I, II, III) Combat Abilities (Techniques) 7
81 Calanin's Synergy (Rk. I, II, III) Techniques (Offensive) (Special) 8
81 Phantom Apparition (Rk. I, II, III) Combat Abilities (Techniques) 9
82 Fourth Wind (Rk. I, II, III) 12
82 Chrono Projection (Rk. I, II, III) Utility Beneficial (Vision) 18
83 Echo of Distraction (Rk. I, II, III) Disciplines (Timer 6) 6
83 Vigorous Shuriken (Rk. I, II, III) Combat Abilities (Physical) 14
84 Whorl of Fists (Rk. I, II, III) Techniques (Offensive) (Special) 8
84 Punch Through (Rk. I, II, III) Techniques (Offensive) (Special) 11
85 Moment of Placidity (Rk. I, II, III) Disciplines (Timer 4) 4
85 Defer Death (Rk. I, II, III) Combat Abilities (Techniques) 7
85 Flinch (Rk. I, II, III) 9
85 Drunken Monkey Style (Rk. I, II, III) Utility Beneficial 14
86 Dreamwalker's Synergy (Rk. I, II, III) 8
86 Phantasmal Apparition (Rk. I, II, III) 9
86 Respite (Rk. I, II, III) 12
87 Cloud of Fists (Rk. I, II, III) 16
87 Fifth Wind (Rk. I, II, III) 12
88 Echo of Confusion (Rk. I, II, III) 6
88 Ironfist Discipline (Rk. I, II, III) 3
89 Jab Through (Rk. I, II, III) 11
89 Six-Step Pattern (Rk. I, II, III) 8
89 Void Body (Rk. I, II, III) 11
90 Deny Death (Rk. I, II, III) 7
90 Five Breaths (Rk. I, II, III) 4
90 Heel of Kai (Rk. I, II, III) 5
90 Intercepting Fist (Rk. I, II, III) 9
91 Reprieve (Rk. I, II, III) 12
91 Veiled Apparition (Rk. I, II, III) 9
91 Veilwalker's Synergy (Rk. I, II, III) 8
92 Sixth Wind (Rk. I, II, III) 12
92 Tiger's Balance (Rk. I, II, III) 15
92 Void Step (Rk. I, II, III) 17
93 Crane Stance (Rk. I, II, III) 13
93 Echo of Obfuscation (Rk. I, II, III) 6
93 Inner Rejuvenation (Rk. I, II, III) 13
94 Diamondpalm Discipline (Rk. I, II, III) 2
94 Seven-Step Pattern (Rk. I, II, III) 8
94 Veiled Body (Rk. I, II, III) 11
95 Decry Death (Rk. I, II, III) 7
95 Heel of Kojai (Rk. I, II, III) 5
95 Six Breaths (Rk. I, II, III) 4
96 Earthforce Discipline (Rk. I, II, III) Increase damage / Protection / Stun resist 1
96 Rest (Rk. I, II, III) Regen endurance if below 21% 12
96 Shaded Apparition (Rk. I, II, III) Reduces aggro radius 9
96 Shadewalker's Synergy (Rk. I, II, III) Flying Kick bonus 8
96 Sting of the Wasp (Rk. I, II, III) Throwing attack bonus 8
97 Eagle's Balance (Rk. I, II, III) Extra attacks 15
97 Seventh Wind (Rk. I, II, III) Regen endurance 12
97 Shaded Step (Rk. I, II, III) Increase dodge 17
97 Swift Reflexes (Rk. I, II, III) Increase block 17
98 Echo of Prevarication (Rk. I, II, III) Mesmerize 6
98 Eye of the Storm (Rk. I, II, III) Increase damage 17
98 Reflex (Rk. I, II, III) Increase block and melee mitigation 9
99 Eight-Step Pattern (Rk. I, II, III) Extra attacks 8
99 Terrorpalm Discipline (Rk. I, II, III) Increase damage 2
99 Zalikor's Fang (Rk. I, II, III) DD plus increase damage 16
100 Forestall Death (Rk. I, II, III) Low health heal / protection 7
100 Heel of Zagali (Rk. I, II, III) Flying Kick bonus 5
100 Phantom Partisan (Rk. I, II, III) Swarm pets 16
100 Protection of the Shadewalker (Rk. I, II, III) Heal with every block or riposte 7
100 Seven Breaths (Rk. I, II, III) Regen endurance 4

Abilities

Level Abilities Gained
1
  • Skills: 1H Blunt, 2H Blunt, Hand-to-hand, Bind Wounds, Dodge, Dual Wield, Kick, Mend, Throwing, Sense Heading, Defense, Offense, Swimming, Fishing, Beg, Alchohol Tolerance
  • Skills (Iksar): Forage (capped at 50), Swimming (100)
  • Regen Rate (Human): 2 points every 6 seconds if sitting, 1 if feigning death, 1 if standing
  • Regen Rate (Iksar): 4 sitting, 2 FD, 2 standing
  • Fists Damage/Delay: 4/36
  • Weight Limit: 14 stones*
    * The term "stones" is used generically for role play and need not have any relationship to the real world term in which 1 stone = 14 lbs.
3
  • Skill: Safe Fall
5
  • Skill: Round Kick
  • Fists Damage/Delay: 5/36
8
  • Skill: Sneak
10
  • Skill Tiger Claw
  • Fists Damage/Delay: 6/36
  • First damage cap removed (~20pt cap)
12
  • Skill: Block
15
  • Skill: Double Attack
  • Skill: Offense - increases by 10 points instead of usual 5
  • Fists Damage/Delay: 7/36
  • Weight Limit: 15 stones
17
  • Skill: Feign Death
18
  • Skill: Instill Doubt
20
  • Skill: Eagle Strike
  • Regen Rate (Human): 3 sitting, 1 FD, 1 standing
  • Regen Rate (Iksar): 6 sitting, 2 FD, 2 standing
  • Fists Damage/Delay: 8/36
  • Second damage cap removed (~30pt cap)
25
  • Skill: (Human): Dragon Punch
  • Skill: (Iksar): Tail Rake
  • Fists Damage/Delay (Human): 9/35
  • Fists Damage/Delay (Iksar): 9/36
27
  • Skill: Disarm
28
  • Primary Hand Damage Bonus: 1
29
  • Skill: Double Attack - checks apply to off-hand attacks at 150 DA skill.
30
  • Skill: Flying Kick
  • Skill: Offense - increases by 10 points instead of usual 5
  • Fists Damage/Delay (Human): 10/34
  • Fists Damage/Delay (Iksar): 10/35
  • Fists become magical weapons
  • Weight Limit: 16 stones
31
  • Damage Bonus: 2
34
  • Damage Bonus: 3
35
  • Skill: Riposte
  • Fists Damage/Delay (Human): 11/33
  • Fists Damage/Delay (Iksar): 11/34
37
  • Damage Bonus: 4
40
  • Fists Damage/Delay (Human): 12/32
  • Fists Damage/Delay (Iksar): 12/33
  • Damage Bonus: 5
43
  • Damage Bonus: 6
45
  • Fists Damage/Delay (Human): 13/31
  • Fists Damage/Delay (Iksar): 13/32
  • Weight Limit: 17 stones
46
  • Damage Bonus: 7
49
  • Damage Bonus: 8
50
  • Skill: Phantom Wind
  • Regen Rate (Human): 4 sitting, 1 FD, 1 standing
  • Regen Rate (Iksar): 8 sitting, 2 FD, 2 standing
  • Fists Damage/Delay (Human): 14/30
  • Fists Damage/Delay (Iksar): 14/31
51
  • Skill: Bind Wounds cap raised to 210 and can bind wounds up to 70% at 80hp per bandage with 201+ skill.
  • Skill: Flying Kick minimum damage raised to 40.
  • Regen Rate (Human): 5 sitting, 3 FD, 2 standing
  • Regen Rate (Iksar): 12 sitting, 8 FD, 6 standing
  • Ability to divert experience into the Alternate Advancement Experience Pooll
  • Ability to train General Alternate Advancement Skills
  • Weight Limit: 18 stones
  • Improved Damage Table
52
  • Damage Bonus: 9
53
  • Skill: Flying Kick minimum damage raised to 42.
  • Fists Damage/Delay (Human): 14/29
  • Fists Damage/Delay (Iksar): 14/30
54
  • Skill: Flying Kick minimum damage raised to 43.
55
  • Skill: Flying Kick minimum damage raised to 44.
  • Ability to train Archtype AA Skills
  • Weight Limit: 20 stones
  • Damage Bonus: 10
  • Improved Damage Table
56
  • Regen Rate (Human): 6 sitting, 4 FD, 3 standing
  • Regen Rate (Iksar): 16 sitting, 12 FD, 10 standing
  • Fists Damage/Delay (Human): 14/28
  • Fists Damage/Delay (Iksar): 14/29
57
  • Skill: Flying Kick minimum damage raised to 45.
58
  • Skill: Flying Kick minimum damage raised to 46.
  • Damage Bonus: 11
59
  • Skill: Flying Kick minimum damage raised to 47.
  • Fists Damage/Delay (Human): 14/27
  • Fists Damage/Delay (Iksar): 14/28
  • Ability to train Class-specific AA Skills
60
  • Skill: Triple Attack
  • Skill: Flying Kick minimum damage raised to 48.
  • Regen Rate (Human): 7 sitting, 5 FD, 4 standing
  • Regen Rate (Iksar): 18 sitting, 14 FD, 12 standing
  • Fists Damage/Delay (Human): 14/26
  • Fists Damage/Delay (Iksar): 14/27
  • Weight Limit: 24 stones
  • Improved Damage Table
61
  • Damage Bonus: 12
  • Regen Rate (Human): 8 sitting, 6 FD, 5 standing
  • Regen Rate (Iksar): 20 sitting, 16 FD, 14 standing
  • Ability to train Planar AA Skills
  • Ability caps raised to 260
62
  • Ability caps: 265
63
  • Regen Rate (Human): 9 sitting, 7 FD, 6 standing
  • Regen Rate (Iksar): 22 sitting, 18 FD, 16 standing
  • Improved Damage Table
  • Ability caps: 270
64
  • Damage Bonus: 13
  • Ability caps: 275
65
  • Regen Rate (Human): 10 sitting, 8 FD, 7 standing
  • Regen Rate (Iksar): 24 sitting, 20 FD, 18 standing
  • Fists Damage/Delay (Human & Iksar): 15/20
  • Improved Damage Table
  • Ability caps: 280

Weight limits

Main article: Armor Class

The following is from a post by Dzarn, EQ Developer. It supersedes any weight information in the chart above.

Based on your level you have a hard cap on the amount of weight you can carry and you have a soft cap on the weight you can carry.


Level 15: HardCap 32: SoftCap 15

Level 30: HardCap 34: SoftCap 16

Level 45: HardCap 36: SoftCap 17

Level 51: HardCap 38: SoftCap 18

Level 55: HardCap 40: SoftCap 20

Level 60: HardCap 45: SoftCap 24

Level 62: HardCap 47: SoftCap 24

Level 64: HardCap 50: SoftCap 24

Level 65: HardCap 53: SoftCap 26

Level 70: HardCap 53: SoftCap 28

Level 75: HardCap 53: SoftCap 30

Level 80: HardCap 54: SoftCap 31

Level 85: HardCap 55: SoftCap 32

Level 90: HardCap 56: SoftCap 33

Level 95: HardCap 57: SoftCap 34

Level 100: HardCap 58: SoftCap 35


Staying under the hard cap allows you to receive an AC bonus that gets increasingly worse if you are over your soft cap. Going over your hard cap will cause you to incur an AC penalty however. The way this is calculated is as follows:


If your total weight is less than your (Hard Cap - 1) then your bonus starts out as (your level + 5). If your total weight is greater than your soft cap, then a 'Reduction' is applied, this reduction is a float so decimals will come into play. Your reduction is equal to your current weight minus your soft cap multiplied by 6.66667, this reduction is capped at 100.0 then your reduction is set equal to 100 minus reduction divided by 100. Your bonus is then multiplied by this reduction value and if it is less than 0 it is set equal to 0. As an equation:

ACBonus = PlayerLevel + 5

If Weight > SoftCap:

Reduction = (Weight - SoftCap) * 6.66667

If Reduction > 100.0: = 100.0

Reduction = (100 - Reduction) / 100

ACBonus = ACBonus*Reduction

If ACBonus < 0: = 0


After that occurs the AC bonus is multiplied by 4 and divided by 3, because 'EQ Math'. As an equation:

ACBonus = (4 * ACBonus) / 3


Now if the previous case was not true and it turns out that your total weight is greater than your (Hard Cap +1) then you will incur an AC penalty that can be as bad as (your level + 5). The 'Penalty Multiplier' is equal to your total weight minus 10 less than your hard cap then divided by 100.0, if this 'Penalty Multiplier' is greater than 1.00 then it is set to 1.00. Your penalty is multiplied by 4 then divided by 3 then multiplied by this 'Penalty Multiplier'. In equation form:

Penalty = PlayerLevel +5

Multiplier = (Weight - (HardCap-10.0))/100.0

If Multiplier > 1.0: = 1.0

Penalty = (4 * Penalty) / 3

Penalty = Multiplier * Penalty


At the end of all of that, either your penalty or your bonus is added to your 'Class AC Bonus' for monks.