Log in

View Full Version : Monk starting stats


keglo
03-29-2015, 11:56 AM
I want to make a monk. Most likely a human. I want to make sure that I start him out right so I am asking where to put all of my starting points at creation? Any monk tips would be welcome as well :)

Thanks!

L4m3st0n3
03-29-2015, 01:11 PM
http://wiki.project1999.com/Monk & http://wiki.project1999.com/Players:Newbie#Where_should_I_allocate_my_characte r_stats.3F has pretty solid advice on allocating your stats and if you plan on raiding you should eventually max out str/sta regardless of what you put points into.

I made an iksar recently and put 10/10 str/sta

more sta at low levels might make things slightly easier

Feathers
03-29-2015, 02:23 PM
I started a human monk recently. I did 10 STR and 10 STA, seems to be working great for me.

keglo
03-29-2015, 03:02 PM
Two for STR/STA. I'm Sold. Thank you both for the advise and the links! Any advise on weapons? Batons? BH? Something else?

L4m3st0n3
03-29-2015, 03:06 PM
I used the starting club for the first 1-14 levels I think, then I think your fist become better. Then at 20 but I was able to buy two Wu's Trance Stick (http://wiki.project1999.com/Master_Wu%27s_Trance_Stick) which are better than your fist at this level. The "sticks" are sold pretty cheap and you can probably get one under 100p. Someone was nice to me and gave me 2 for 100p.

I also rotated using club/fist to keep my skills maxed in both. The first link I posted will have your fist damage based on level. Also, you may want to look at damage caps per level ranges:

Damage Cap (http://wiki.project1999.com/Game_Mechanics#Melee_Combat_and_Damage)
Damage cap = (dmg * 2) where dmg is the weapon's stated damage.
levels 1-9 - damage cap is 20
levels 10-19 - damage cap is 28
Levels 20-29 - damage cap is 60
30+ - lifted, can do 2x weapon damage or more based on class
The dmg*2 formula is true until lvl 28 where you get 1 bonus damage every 3 levels to your main hand attack. So at level 50 you get 8 extra bonus damage:
main hand = (dmg*2)+8
off hand = dmg*2
That's why a fast weapon can perform as good as a slower weapon with better ratio. For example, a dragon spined claw (10/21) only outdamages a revultant whip (5/14) by about 10% or maybe a bit more (that's my personal parse). For off hand, you need the best possible ratio (no damage bonus).

keglo
03-29-2015, 09:30 PM
Thanks for all the help L4. It is much appreciated! : )

Shibie
04-10-2015, 09:46 AM
My best advice is do NOT make a human monk! Lol

fiveeauxfour
04-10-2015, 11:29 AM
Cha

Gotta look good

fennixad
04-27-2015, 02:48 AM
Str for alter(u want all the dmg u can for solo and group) . Sta for main:
Monks are made to pull and only for pull, that means you will need all the sta/mr you can have over other stats; plus str is more easy and cheap to get.
The confusion comes because monks are retarded op and they can tank pretty well doing a toon of dps. Plus they are the best twinked char ever. Gl hf

cormag
05-29-2015, 07:28 PM
I find that the only stat that matters 50+ is how many HPs I have, go all stam and LOL at these STR monks. Also bro, if you make a human monk in kunark era you're nuts.

Colgate
05-29-2015, 08:05 PM
all in stamina

str is so easy to max

Nirgon
05-30-2015, 11:31 AM
Iksar

TheFishyOne
05-30-2015, 03:33 PM
Go all STA. STR is easy to max @ endgame, even in Kunark.

As a MNK, you will be expected to pull first, and DPS second. It will benefit you in the long run to spec accordingly.