r/TibiaMMO 1d ago

News Monk Adjustments

With today’s server save CipSoft added monk adjustments. Seems promising, especially the buff to the virtue of harmony and reduced cooldowns + stronger healing.

Teamhunting buffs sound decent, constant passive healing for ally and monk and even bigger buffs for all classes.

Monk

Self Sustain Improvement
Spirit Mend: Base power increased from 210 to 240

Team Hunt Improvement
Serene State: Active with 7 or fewer creatures adjacent instead of 5 or fewer
Virtue Healing: Applies to the monk and its lowest health ally instead of only the lowest health party member
Guiding Presence: Increases passive party bonuses by 33% in addition to its current effect
Knight: Damage received reduced by 4% instead of 3%
Paladin: Damage caused by auto attacks increased by 8% instead of 6%
Sorcerer: Damage caused by spells and runes increased by 8% instead of 6%
Druid: Healing caused by spells and runes increased by 16% instead of 12%

Boss fights
Mystic Repulse
Cooldown reduced from 12 to 8 seconds
Wheel of Destiny Augment I: Cooldown reduced by 4 seconds instead of 6 seconds
Thousand Fist Blows
Cooldown reduced from 12 to 8 seconds
Wheel of Destiny Augment I: Cooldown reduced by 4 seconds instead of 6 seconds
Devastating Knockout
Cooldown reduced from 24 to 8 seconds
Increased range from 1 to 7
Weapon Mastery Amber Kusarigama
Tier 3: +5% Base Power
Tier 5: +2 Magic Level

High Level Scaling
Harmony Base Bonus scales with level: 7% + 0.005% per level
Virtue of Harmony increases Harmony Base Bonus by 50% (100% while Serene), which includes the new Harmony Bonus level scaling
Examples: A level 200 monk now has 8% Harmony base bonus, or 16% with Serene Virtue of Harmony; a level 700 monk now has 10.5% Harmony base bonus, or 21% with Serene Virtue of Harmony

18 Upvotes

42 comments sorted by

13

u/VerbalNoise 1d ago

My monk friend said: WE BACK BABY.

5

u/Bob-mp 1d ago

Waiting for some h lvl scaling for ek.

2

u/Gertondesk 1d ago

Will the scaling be noticeable? I still don’t understand how much harmony impacts on damage, if someone could elaborate and eli5 it would be great.

All aside I think this will generate new rotations with tfb being buffed, what will be the best to use?

10

u/Listecky 1d ago

Right now on level 600 you will have 13% base value, +2% from ascetic and 3% from scaling which equals to 18% which means 288% bonus damage on level 600 instead of 240%.
It means the damage on level 600 is buffed by 20%, that’s huge buff. And the bigger the level the difference is bigger.

2

u/Gertondesk 1d ago

Wat da hely that’s a sick of a buff, thanks for summarizing it for a kiddo

4

u/_aelius 20h ago

Alright Steve Buscemi

1

u/Elmimica 22h ago

Thats only for 1 spell every 5 spells, so its not "that big". The biggest buffs are healing in party (now you always heal yourself and another one with virtue healing) and the 1kblows cooldown, since it will be used for hunts more often, letting you be better at hunting while running (from 650 onwards)

0

u/Listecky 21h ago

That’s still big buff for one spell, overall dps buff is hard to calculate because it depends on amount of targets and hunt effectiveness but considering that spenders are dealing approximately damage equal to 2-3 builder spells and now on 600lvl they will be 20% stronger… Definetly that’s big buff overall

2

u/Cipfried9 21h ago

Can someone explain me like im 5 what now has changed? Please

6

u/Listecky 20h ago

Solo / Bossing - you are healing more, and you deal more damage

Teamhunt - you buff party members more, you heal them more, your own buff persist when you have up to 7 monsters on you which means you should be able to deal more damage consistently

5

u/Cipfried9 20h ago

You are amazing thank you, and ive read some comments, so we be using virtue of harmony again over justice? (We as in ive been using it mostly)

2

u/Listecky 20h ago

Yes, at least for now I don’t see any point of using VoJ, maybe only low lvl bestiaries

1

u/Cipfried9 20h ago

Once again highly appriciate the reply thanks!

4

u/M4rc0sReis 1d ago edited 1d ago

Spirit Mend will do practically nothing! that increase is way too low. It should be at least similar to the RP’s (around 500???, I believe).

The real game-changer here is the High-Level Scaling:

  • Harmony Base Bonus scales with level: 7% + 0.005% per level.
  • Virtue of Harmony increases the Harmony Base Bonus by 50% (100% while Serene), which includes the new level scaling.
  • Examples: A level 200 Monk now gets an 8% base bonus (16% while Serene). A level 700 Monk gets 10.5% base (21% while Serene).

If my silly math is correct:

  • We get +0.5% base Harmony per 100 levels.
  • At level 700, a Monk running Serene Virtue of Harmony hits 21%.
  • At level 1,000, that goes up to 24% (12%> 24%

Are they cr*zy? This completely destroy Virtue of Justice for high-level Monks.

Every day we say the devs don't play their own game, and changes like this prove it.

This has huge potential to make high-level Monks broken again, and I already foresee a nerf incoming once the numbers hit live servers. Unless they completely rework all 3 stances, no high-level Monk will ever touch Justice again.

IF I remember correctly we had base 8% harmony (there's have been so many changes that i don't really remember anymore, I just play....) So it makes a lvl 200 the break point, before we are nerfed, after is buff until the Sky is the limit, It may take a While to make it better than justice but will happen.

Mystic Repulse is nice, but it won't change much in the long run on its own. Thousand Fist Blows is in a similar spot, since most of the time you already rely on the cooldown resets provided by spenders.

However, regarding boss fights at High levels:

Both Mystic Repulse and Thousand Fist Blows can reach a 4-second CD (8 - 4 = 4 with Wheel augments). Combined with Devastating Knockout (CD reduced from 24s to 8s, range increased from 1 to 7), CipSoft essentially turned Devastating Knockout into a ranged boss spender!

This allows us to run a full ranged rotation for boss hunting, which "may" finally solves one of the Monk’s major weaknesses. You will likely need around level 800–1000 on the Wheel to unlock the full rotation setups, but it's a huge step forward.

But there's another important point to consider, I don't even think this is really a Buff for bossing... maybe it is but losing Auto attack by being full ranged means a huge dmg loss for monks.

They should have AIM for a defensive wheel or something, like the wheel makes some spells single targets so you can focus on boss and instead increase your defense or healing instead of this....

Also the Amber Kusarigama just turned into the boss weapon they have perky that provides around 70% life leech and 35% mana leech for Knockout, even at melee range it means around 2k+ easily in Hp leech, if not more and i'm not even considering very high level MONK, only my own.

I will test this on game and edit later.

Edit: Thousand Fist Blows
Cooldown reduced from 12 to 8 seconds
Wheel of Destiny Augment I: Cooldown reduced by 4 seconds instead of 6 seconds

I Think I just found a bug or a mistake: They are saying they changed the first one for Cd right?

IS still the second one that is 4 sec, not the first one.

edit2:

Went on the Forum to see if they already reported this...

You increased the mana cost of spirit mend instead of the base power

Yeah, Spirit Mend did not receive a buff yet, they buffed the mana use not the power.

Plus what I said before on edit 1 is wrong: It's Augment II. I have corrected the news.

Or better yet, they wrote it wrong, is the 2 one...

1

u/im_sanctus 1d ago

Perhaps that's intended. All vocations have 2 stances, and monk has 2 just to compete against each other for damage. That makes sense to me, since you can buff harmony even further on the wheel.

1

u/Listecky 1d ago

Totally agree, virtue of justice is basically usless right now, maybe only good for low level bestiaries where you don’t need to use spenders.

Found this bug too, also they changed mana cost of spirit mend instead of base power XD

1

u/M4rc0sReis 1d ago

Yeah, being honest I think they are willingy to buff and this is good but they are keeping fixedmind in some things that makes no sense and will only make monk worse in the end.

3 stance for example is one of them, they need to make decision that sacrificing around huge amount of dmg for Healing does not work in tibia and will never work.

They need to or get rid of sustain or get rid of one of the other two.

I think the concept of a attacking monk and defensive Monk is somehow viable...

So the best option would be for them to get rid of justice.

make justice base bonus for sustain virtue and then people would choose: Huge increase in DMG from harmony or Sustain having a midly increase of dmg + healing.

Plus this somehow can work with this new version too.

Let's be real, at high lvl 1k + harmony will become the winner for sure, I won't even do the math to know...

So It makes sense that defensive stance like Sustain would still be useful if they at least don't get such big gap of Dmg (by receiving justice skill bonus).

After all just imagine 800-1k or higher monk? the Harmony buff now will just becomes big and bigger and the gap with virtue of sustain bigger and bigger.

Plus I think they are moving in right direction with Boss but losing of Auto ttack dmg for monk is still huge given that the direction they choose is a "ranged boss monk fighter", I would prefer for them to monk monk tankier, it can be done with well, or even equips... giving extra mantra for example.

-2

u/Subject_Analyst_3170 20h ago

It's 1 spell every 4.

Also Justice is better for bossing, single target.

1

u/Listecky 20h ago

Probably not anymore, it might require some testing but VoH >>> VoJ even on bossing due to rework of single target spender, new rotation and scaling

1

u/_Origin 1d ago

Is the Harmony Base Bonus scaling with level a first of its kind in Tibia? Up to this point damage always scaled 1:1 with level increments*, this gives Monk a higher scaling, doesnt it?

*except paladins which are 2:1 obviously

3

u/Listecky 1d ago

Harmony is not a spell, it’s passive which means it was not scaling with level by default until now. Now it will scale with levels.
Which means that spender spells like sweeping takedown will now scale with level twice (harmony scaling + level scaling)

1

u/rafaelbpc 23h ago

Does the bonus damage apply only to the spender? I never really understood this harmony thing

1

u/Listecky 23h ago

Yes, only spenders

0

u/Elmimica 22h ago

Not really, all damage increases with lvls. So its more like paladins, were you get a double dip from that increase. But its only for 1 every 5 spells or 1 every 6

1

u/xcaiao 1d ago

Sorry I’m really dumb with numbers but I have a few questions: so now at around 600~ we should just use virtue of harmony and forget about justice (like what happened before sometime)?

How does the rotation/multi action would be, please?

And about wheel of destiny: ascetic seems better overall but should I go for ascetic 2 even if I have stag items (the ones that buff spiritual outburst) or just stick to level 1 ascetic level 1 outburst?

Thanks guys

1

u/Technical_Carrot1831 1d ago

I'll go ahead with a even dumber question. Did you guys really used VoJ?
Isn't the 16% skill increase too little to justify it or am I missing something? 😰

I'm 330~ and I'm using VoH since the voc rebalance and my Multi-Action is CP > GFoB > TFoB

1

u/amraism 22h ago

I only used it for bestiary and when I'm really try harding and switching out after using a spender and switching back.

It's not much of a damage increase and costs a lot of mana, plus if you don't use precisely it's not worht it.

1

u/xcaiao 23h ago

O crap I was thinking about team hunting (as I mainly play with my friends) but forgot that the party bonuses are tied to the virtue of justice

1

u/Technical_Carrot1831 23h ago

I Believe the Party Bonuses are applied regardless of which Stance after the "big" Vocation Balance.

1

u/xcaiao 23h ago

I completely forgot about that! Thanks for the correction

1

u/[deleted] 1d ago

[deleted]

2

u/Listecky 23h ago

Virtue of Justice is out in almost every scenario, not worth using at all

1

u/magari_sha 21h ago

no fucking clue how u come up with this

even yesterday voh was better for th

voj is going to be mainly for bosses now

1

u/Donkey-Additional 22h ago

Is the harmony damage bonus applies only to spenders or regular spells as well?

1

u/zantax_holyshield 22h ago

Only spenders.

1

u/StrictRecipe 8h ago

lmao, they raised spirit mend's mana cost, not the base power

-9

u/Pochez 🧙‍♂️ 1d ago

I don't know what this vocation does and they keep changing stuff so it seems like I never will.

So unprompted

17

u/Independent-Sample23 1d ago

Thanks for adding your valuable input bro

2

u/solarito 22h ago

you really wrote this and posted it

0

u/HeadKinGG 19h ago

As aspected from Cipsfot, they addressed the issues...but they did it in the most lazy and uninspired way.

At least it's something, but just like many features in Tibia it COULD HAVE BEEN so much better and more fun...

-7

u/SmokedSalmonMan 22h ago

Without nerfing RPs these changes are meaningless

6

u/Listecky 22h ago

You smoked too much salmon

1

u/frems 15h ago

Why would they nerf rps? How it will buff monks?