Korvel wrote on Dec 12
th, 2017 at 5:48am:
When we are talking about dps what are the absolute numbers a pure monk and a 14 rogue 6 monk split get? It can help people decide. Moreover what is the endgame staff such a build can use?
Let me know if there are any points of Dexterity I missed.. I feel as though it should be breaking 100.. almost hitting 110 even. Hms.
Good question. Taking purely theoreticals here, since every player is different, so are less or more likely to be able to micro manage various gear swaps to maintain max Dexterity possible (something around 130 now i hear.. just insanes XD) Lets break down that first, so we can see what our to-hit/dmg bonus looks like:
20 Base
+7 Level-up
+7 Tome
+4 Class Enhancements
+2 Racial Enhancements
+4 Harper Enhancements
+4 Ultimate Air Stance
+2 Racial PL Feats for Elf and Halfling
+2 Completionist Feat
+17 Item Enhancement Bonus (Item) (Been seeing +20 is a thing now? fuck I need to get on and play more if this is the case.. )
+8 Insightful(Item, Random loot (Legendary Greensteel +7 max)
+2 Exceptional(Legendary Greensteel)
+4 Quality Item
+2 Artifact (Legendary Slave Lords Might Set)
+2 Guild Airship Buffs
+4 Alchemical Tenser's Transformation
+2 Yugoloth
+3* Sentient Jewel
Total: 94 sustainable Dexterity.. not all that much higher than when I was still around, currently can hit 86 on my Shuri. not bad. anyhow.. This can be attained by both the pure Monk, and the Rogue/Monk splashes. (Possibly 2 less on the pure, unless you put points into Ninja as well, which you will need to to gain the Dex to hit/dmg anyhow.)
Next, we take a look at sneak attack dice, and feat options available to the Rogue 14, that are not available to rogue 2/pure monk variants:
Pure Monk can obtain a total of 4d6 SA, through tier 1 to 4 Ninja Spy tree, T5 is a stretch, unless you sacrifice some melee power from harper.
2 rogue, gains an additional 1d6, but loses tier 4 from ninja to compensate for taking tier 1 for faster attack speed in Thief Acrobat. However, will still have to spend 5 points into Ninja, because 3 rogue is needed to not waste points on the same core 1 ability twice. for a total of 4d6 SA.
14/6 Rogue Gains an additional 6d6 from levels, but will lose the 4d6 from ninja to take full advantage of Thief Acrobat tree. Standard 7d6 from Class SA as a total. Defensively, a 10 or higher rogue, gains the option of taking Defensive Roll, which allows you a chance, equal to your Reflex save, to take half dmg while at a certain HP threshold. Due to it being a Dex based build, with almost 100 Dexterity, we have almost a 45 bonus to reflex saves, just from Dex. Not including +10 item, Greater Heroism, Haste, and other goodies. IE: Once at, or under, 50% hp, you will likely always take half dmg.. cuz yay Reflex

.
~New Additions - +6 from Sentient Jewls, if you really wished to do it that way.. Otherwise:
1: Spines of the Manticore: Dexterity
2: Spines of the Manticore: Attack and Damage
3: The Long Shadow: Dexterity
4: The Long Shadow: Attack and Damage
5: The Long Shadow: Melee Power
6: Sucker Punch: Melee Power
7: Sucker Punch: Dexterity
Set Bonus: Manticore 2 set +2 dmg; Shadow 2 and 3 set +5 Melee/Ranged Power, +4d6 +(1d6*Epic Level) Acid dmg per hit; Sucker Punch 2 set +5 Melee Power