Low bar. Fighters are more about damage, and they are far and away better at that than 2014 Monks.
No they are not way better than Monks.
If you want damage Drunken Master is not even a very good Monk, but it will outdamage a fighter by quite a bit as you can do 7 attacks like every round and your attacks are more likely to hit to boot.
You intentionally neglected A LOT of other things that add to the Fighter's damage just to make the 2014 Monk look better than it is. Great Weapon Fighting, Great Weapon Master, Superiority Dice, damage bonuses from any magic weapons the Fighter is likely wielding at 20th-level.
Ok add that stuff in, redo the math considering that stuff and post it here ..... except for magic items and feats as those would apply both ways.
In this discussion we are also not including what movement and saving throws do for you. Fighters, particularly melee Fighters, have a much more difficult time getting into range to be extremely effective. This is because they have slower movement and they get fear locked or charm locked a lot easier and that happens often at high level. High level Monks have the best movement in the game and the best Wisdom saves in the game and even when they do actually fail they can cancel it with an action.
The raw numbers here look close, but in play they are actually not that close when you consider other factors influencing how effective a Fighter can be.
Moreover, Fighters have ways of making sure their attacks actually connect (i.e. Precision Attack from Battle Master, Samurai Fighting Spirit + Tireless Spirit).
No, at high level the Monk has better ways to actually connect long term through Focused Aim because it uses fewer resources.
Not to mention that with 8 attacks, even some of those hitting nearly always ensures you're going to do some solid damage as a Fighter. Not nearly as true for the Monk.
And a Drunken Master, which is a relatively weak Monk can make 7 attacks a round at will at 20th level ... not just when they action surge.
Only if the enemy fails its CON save, and CON is the highest save by far for monsters you fight at 20th level.
And the Fighter only does 96 damage if he hits with all 8 attacks, where there is still haldf damage on a save. He loses 55 damage the first round and 44 on the second round with a made save. When you consider accuracy I still think that will outrun a fighter in most cases ... and it has the two times I've seen it used.
Legendary Resistance is also a thing for most things you'll fight at that level. So those numbers are a lot more likely to be halved. Also many things at that level (fiends, especially undead) are resistant to necrotic damage.
More things are resistant to piercing, bludgeoning and slashing.
Oh, and after you blow all your ki on those two rounds? You're useless until the next short rest, stuck with nothing to do other than your basic two weak unarmed attacks and your Martial Arts attack!
Sure that is what Nova is.
Only against multiple targets. Good luck being in a situation in which you're going to be surrounded by 4 enemies every turn to get all those attacks.
You have a 60 foot move.
That you need two whole turns to set up.
And you need 5 whole turns, and 2 more ki, to do as much damage from Flurry of Blows as you would get on
a failed save.
You are claiming Flurry of Blows is better at level 20. It is not better at 20th level, it is substantially worse.
Which I mentioned before, so convenient of you to ignore that. And against a boss (which you'd normally want to use such a thing on) is not likely to kill considering that boss likely has Legendary Resistance. Also, again, CON save, which is bad at high levels.
No but it will ALWAYS do more damage than Flurry of Blows and it will ALWAYS have a better effect than stunning strike under the same conditions.
Please try to explain to me why these are
better. You said they are better, now back it up!
At 17th level, which is when you get Quivering Palm, Flurry of Blows is actually adding 21 if all hits connect,
No it is not. Flurry of Blows is one more attack than you would otherwise have without Flurry of Blows unless you have a subclass ability that makes it better (Open Hand has such an ability, but it is a control function, not a damage function).
Without FOB you can make one attack with a Bonus action if you take the attack action. With FOB you can take 2 attacks with a Bonus action if you take the attack action. FOB only gets you one more attack a turn, and the damage it adds is only 1 attack compared to not using either Martial Arts or Ki Fueled Attack.
One more attack at 20th level is 10.5 damage (not accounting for accuracy).
Takes a whole action. You're not attacking that round. Also only 1/day. Sucks.
It does not suck worse than FOB or SS at 20th level.
An average adventuring day includes about 8000 rounds where you are not resting, of those you are in combat and would conceivably take the attack action less than 100 rounds. That gives you over 7900 rounds where this is not competing with the attack action.
Even if you are in combat though, being able to heal yourself 60 points is still better than the minimal damage increase you get from FOB.
Also while I am at it I will note FOB uses your bonus action and you need to take a specific action to do it and you need to use a ki.
None of them are awesome. And yeah FOB and SS suck, that's why they (well FOB anyway) got improved for 2024.
I never said they were "awesome" you know this and you are purposely twisting what I said.
I said they are generally better than FOB and SS at 20th level and they are. If they are not then explain to me why Stunning Strike or FOB are better instead of pointing out how bad these other abilities are.
Oh and by the way Colby, who you brought up earlier disagrees with you on everything that Monks get being bad -
"Monks get a lot of cool and useful abilities"
At least when I claim someone said something, they actually did say it.