Probably 50 ki and a lot of health, like Rise of the Phoenix. Steep cost, and can only use it while fighting a lot, as monks tend to only have that much ki while bashing away at Shavarath portals or raid bosses. But that's exactly when it'll be nice. =D
Sniff... I even wrote python to decode and reverse it... but was too slow.
But just for kicks... here ya go:
Code:
#!/usr/local/bin/python
alpha = ['A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M',
'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z']
endString = ""
fileHandle = open("eladrin3.txt", 'r')
lines = fileHandle.readlines()
for line in lines:
for quad in line.split():
letter1 = int(quad) / 100
letter1 = ((letter1 % 10) * 10) + (letter1 / 10)
letter2 = int(quad) % 100
letter2 = ((letter2 % 10) * 10) + (letter2 / 10)
if letter1 > 26 or letter2 > 26:
print "Out of Range Error"
exit()
if letter1 is 0:
if letter2 is not 0: #Catch final half quad
endString += alpha[letter2-1]
else:
endString += alpha[letter1-1] + alpha[letter2-1]
print "%s" %endString[::-1] #Reverses it
Result: TOUCHOFDEATHPREREQUISITESPATHOFINEVITABLEDOMINIONSTATICCHARGEPOROUSSOULWINTERSTOUCHALLCONSUMINGFLAMELEVELNINEMONKCOSTFOURAPFIFTYKITOUSEYOUSTRIKEYOUROPPONENTDOWNWITHTWISTEDKIDEALINGFIVEHUNDREDADDITIONALDAMAGE
Didn't optimize the code...was in a hurry... probably would have attempted it in one line of Perl a decade ago... but I so much prefer readability to Python these days. Perl just has TOOOOO many ways to do everything... makes maintenance a pain.
__________________
Still unhappy with the reaver's refuse no-progress rune lottery.
Probably 50 ki and a lot of health, like Rise of the Phoenix. Steep cost, and can only use it while fighting a lot, as monks tend to only have that much ki while bashing away at Shavarath portals or raid bosses. But that's exactly when it'll be nice. =D
It'll all depend on the cooldown as to if that strike is really valuable. I don't think it will cost hitpoints from the monk. If the cooldown is low then it might make Fire stances more valuable against big bosses, as the monk has a way to dump excess Ki into DPS.
I am unimpressed with active abilities to increase elemental vulnerability if they only cause 10% extra damage. The cost to get that extra 10% fire damage is high:
1. The monk must pass up on all the useful Harmonious Balance powers.
2. The monk character spends AP on the debuff.
3. The monk player must attack the target before the fire spells are cast.
4. The monk player must press the icon for the effect.
5. The the attack must hit.
6. Ki is spent for the debuff.
The best case for that ability would be something like fighting Lich Sorjek with Wall of Fire. And even if you do everything right and give the mages consistent +10% damage from their spells, that still doesn't look great compared to what a Harmonious Balance monk would be doing, which is -25% spellpoint costs (and for less effort)
It'll all depend on the cooldown as to if that strike is really valuable. I don't think it will cost hitpoints from the monk. If the cooldown is low then it might make Fire stances more valuable against big bosses, as the monk has a way to dump excess Ki into DPS.
I am unimpressed with active abilities to increase elemental vulnerability if they only cause 10% extra damage. The cost to get that extra 10% fire damage is high:
1. The monk must pass up on all the useful Harmonious Balance powers.
2. The monk character spends AP on the debuff.
3. The monk player must attack the target before the fire spells are cast.
4. The monk player must press the icon for the effect.
5. The the attack must hit.
6. Ki is spent for the debuff.
The best case for that ability would be something like fighting Lich Sorjek with Wall of Fire. And even if you do everything right and give the mages consistent +10% damage from their spells, that still doesn't look great compared to what a Harmonious Balance monk would be doing, which is -25% spellpoint costs (and for less effort)
Agree 100%
The percentage increase is too low to be worth it.
It'll all depend on the cooldown as to if that strike is really valuable. I don't think it will cost hitpoints from the monk. If the cooldown is low then it might make Fire stances more valuable against big bosses, as the monk has a way to dump excess Ki into DPS.
I am unimpressed with active abilities to increase elemental vulnerability if they only cause 10% extra damage. The cost to get that extra 10% fire damage is high:
1. The monk must pass up on all the useful Harmonious Balance powers.
2. The monk character spends AP on the debuff.
3. The monk player must attack the target before the fire spells are cast.
4. The monk player must press the icon for the effect.
5. The the attack must hit.
6. Ki is spent for the debuff.
The best case for that ability would be something like fighting Lich Sorjek with Wall of Fire. And even if you do everything right and give the mages consistent +10% damage from their spells, that still doesn't look great compared to what a Harmonious Balance monk would be doing, which is -25% spellpoint costs (and for less effort)
I might have a slightly higher opinion of these abilities than most do. Sometimes, you care about damage per second rather than damage per mana - Sor'jek being a great example, where the longer the fight persists, the more mephits spawn and the more chaotic everything becomes.
In such a situation Aligning the Heavens, whilst an extremely powerful ability, may not be as suited to that encounter as the fire damage amplification debuff.
Likewise for encounters like Arraetrikos in Shroud part 4 on Normal or even Hard, in many groups a Sorc spamming Polar Ray simply won't run out of mana - but a Monk can now give them a +10% DPS boost that stacks multiplicatively with everything else.
I'd like to see them pushed to 20%, but let's see how they go at 10% first. I don't think they will be worthless.
I might have a slightly higher opinion of these abilities than most do. Sometimes, you care about damage per second rather than damage per mana - Sor'jek being a great example, where the longer the fight persists, the more mephits spawn and the more chaotic everything becomes.
In such a situation Aligning the Heavens, whilst an extremely powerful ability, may not be as suited to that encounter as the fire damage amplification debuff.
Likewise for encounters like Arraetrikos in Shroud part 4 on Normal or even Hard, in many groups a Sorc spamming Polar Ray simply won't run out of mana - but a Monk can now give them a +10% DPS boost that stacks multiplicatively with everything else.
I'd like to see them pushed to 20%, but let's see how they go at 10% first. I don't think they will be worthless.
Likewise for encounters like Arraetrikos in Shroud part 4 on Normal or even Hard, in many groups a Sorc spamming Polar Ray simply won't run out of mana - but a Monk can now give them a +10% DPS boost that stacks multiplicatively with everything else.
If you're killing him so fast that the sorcs can't burn through their mana, then your victory was never in doubt, so who cares about giving 10% more DPS to 16% of the party? The monk could probably AFK entirely and not change the outcome as perceived by the other players.
Conversely, if the team is having trouble killing the boss, then +33% damage spells and healing spells might turn the tide between victory and defeat. (Or between spending many potions and less many potions)
Someone posted an essay on this subject, but I can't find it now. The title was "WAWF- Win Already Won Fight". A DPS boost would look more favorable compared to a spellpoint reducer if the enemy had (noticeable) self-healing, or there was some other time pressure such as shadowfiends.
Only 10%, huh. Guess I was thinking it'd be 20%, because that would be a decent number.
I wonder if anyone has done the math on how much this will increase the DPS from the monk himself, if he's using the lightning punches or even a Shocking Burst handwrap. How long will it take for the extra damage from the debuff to compensate for the damage you could have gotten by spending the Ki directly on attacks (or on SF/QP)...
Only 10%, huh. Guess I was thinking it'd be 20%, because that would be a decent number.
I wonder if anyone has done the math on how much this will increase the DPS from the monk himself, if he's using the lightning punches or even a Shocking Burst handwrap. How long will it take for the extra damage from the debuff to compensate for the damage you could have gotten by spending the Ki directly on attacks (or on SF/QP)...
Does any monk use a Shocking Burst ring?
They should: holy burst on one and shocking burst on the other is, by far, the optimal ring set.