well, to be true once you look at the all possibly scenery’s where monk is involved in this, like different builds or different options, the real chance is not big, not at all, so i will only write about the recovery "potential of SP method " and compare with the “stamina usage method” since in the end this is what matters.
So to start if we look at the way that the players plays today and how they will play in the future, there will be a NEED to adapt that may create a lot of problems for some ones but only that,mainly the ones who “only” uses their monk in normal fields map; but this problem will be able to be solved with money; only that, so let me explain why:
i won’t even enter in the general consensus of builds (yes; i’m saying this twice) ,because yes; with this chance there will be builds who becomes easier to manage than others(diev1 i’m looking at you) but i will talk about some values first and foremost so we can look that “recovery” by “recovery” the new method is a lot better and of course there is a downside of it as well (normal field play) but there is also a upside to it (higher fields:like dg/ET/WB).
the values i will take the ones from the serve i play;
as right now a level 15 stamina pill from silute cost up to 1,8-2k each.
and a alchemist sp pot cost us 450-600 and recover close to 2k so if we add a large sp pot from the merchant one that cost us 1k and recover close to 600 sp(not the best one), so in this case with the same(close) monetary value as one alche stamina pill a “normal” player can recovery up to 2,6k sp.
So we have 39 double punch with stamina , that if we consider that the monk 3 attribute works 50% of the time just for the sake of this example.
We would have “59” DP as stamina monk;
Against a “51” DP as SP monk;
this is already “close” only 8 DP of difference; but let’s make it a little more complex, for the sake of the math let’s use a “time” window of 90 seconds and of course because if you need less than that to kill your enemies; there is no point in the comparison since the downtime between enemies (walking-luring) would only increase the efficiency of both methods so let me look at “only” the method itself and the ability to sustain the “use” of DP, since this is the main problem that this chance may cause.
What “if” a “stamina” monk also uses the merchant pill together with alchemist one ; ah; he cannot since they still share the CD with normal ones :((, so the only option for high “end” monk in bossing and ET/DG is to use alchemist pill + arcane scroll(that is a extra cost even if it is ridiculous one because everyone have a squire in this day so there is not even a need to put on the math) or special method like red ox with squire, because meh 10 minutes is nothing;
But a “sp” monk can increase the mana with merchant pot (the 600 ones cost 1k) but the huge sp potion for a extra 1,5k mana regen cost us 2,4k price.(just to point this out: this is where “normal” field monk will need to focus now ; since they have lost the recovery from crystal to keep the cost cheap and with merchant pots or adapt to new methods )
SO using both options: in a 90 second time window.
The Stamina monk would use 3 level 15 stamina pill for 6k and would be able to use : 177 “dp"
but hey; this is not viable as monk, at least not mine since 6k it would make it too expensive and this is why we tend to focus on red ox from uphill with squire for 30minute stamina (that is what you will most of the “important times” like bossing or ET and inside “dgs” because there is no crystals to recover but most monks who does not have enough red ox to keep going will choose to go for with the merchant “one”; that have a 80 stamina recovery in a 90 second time window; allowing you to be at 40+20(from attribute) “dp” only”; with a cost of 960 silver;
Where a “sp” monk in the same time window with alchemist pot can expand up to 153 “dp” with 1,5k silver or if you “only” use two pots, to keep the value similar as the stamina one; 102 “dp”.
let’s just “take” the third alche pot than can be of use in those 90 seconds to use “other skills” besides “DP” to keep it fair, but the value won’t enter in the math since you would have use the SP anyway in both methods.
What this shows us? this shows that monk “DP” with SP usage have become far more “viable” in the long run in every aspect of the gameplay, mainly inside ET’s(that a good monk-inqui can do too;) and “DG’s” where there is no crystal to recovery our stamina to full at every place since we can recovery our SP easier and cheaper than the stamina method inside those places and outside of it , the so called “normal field maps” we lost the use of crystals to recovery the stamina but this can be overcome with the use of merchant pots with a extra cost or with other methods that i mentioned before as well for example: the use of squire foods to decrease sp tick speed; you all should test sometimes since it would reduce the sp tick at 10 sec; allowing for a better management of sp and less than 10-20 sec sitting to recovery the entire SP of a character; and 10 sec of sitting of downtime in normal field is nothing, in some maps it takes longer to search for a crystal than that.
hell; it took me a lot more than i though to write this since i was already tired and almost sleeping here and still went back and forward to check for errors but i believe it is fine now so in the end i must remove what i said before; this new method is a buff not a nerf;at least in my opinion, since it makes monk fair more reliable in the long run without the need to keep with red ox+squire for ET/Superior bossing or any other “future” “higher end game content” because those ones are always inside a instance without crystal or with a very limited number of it available, so this may really be the buff that most monks need right now.