Even in the depths of Adoulin exist rabbits that will kick your ass......
Even in the depths of Adoulin exist rabbits that will kick your ass......
Has it ever been tested how much fSTR it takes for a mob to gain/lose 1 DMG?
I'm not sure what happened, but it seems I got Serac Rabbit (126) stats wrong last time I checked.
They actually have 1090 defense and 1068 evasion.
Ceremonial dagger, 2 characters, both 119 when the mob dies.
Mandies (the ones right outside town) started taking 1 damage at 121str, all 0 damage at 120str. Gave me 180 limit points
Serac Rabbit started taking 1 damage at 217str, all 0 damage at 216str. Gave me 1500 limit points. Thank god for Feint.
I don't know how to calculate level through exp given, so you'll leave that to you guys
For things that are 99-max ilvl you can just change your ilvl until it checks EM and go from that
Just use battlemod and /check
Due to info I'd received from Gavriels, have been testing the skill:acc ratio using /checkparam.
Skill below 200 is the standard 1 acc per 1 skill
Skill below 400 is the standard 0.9 acc per 1 skill
Skill above 400 does not scale at 0.9 acc per skill.
Suggested that from 400-600, scale is 0.8 acc per skill.
Test 1
Thf/Blm. Non-iLvl dagger.
433 skill
106 dex
/checkparam acc: 485
Standard formula:
(106*0.75) + (200 + 233*0.9) = 488 -- does not match
Modified formula:
(106*0.75) + (200 + 200*0.9 + 33*0.8) = 485 -- does match
Test 2
Brd/Blm. Halachuinic Sword
368+162 = 530 skill
98 dex
+6 acc on sword
/checkparam acc: 563
Standard formula:
(98*0.75) + (200 + 330*0.9) + 6 = 576 -- does not match
Modified formula:
(98*0.75) + (200 + 200*0.9 + 130*0.8) + 6 = 563 -- does match
Test 3
Thf/Blm. Aphotic Kukri (partially augmented)
433+162 = 595 skill
106 dex
9 acc on dagger
/checkparam acc: 624
Standard formula:
(106*0.75) + (200 + 395*0.9) + 9 = 643 -- does not match
Modified formula:
(106*0.75) + (200 + 200*0.9 + 195*0.8) + 9 = 624 -- does match
Conclusion: Skill from 400-600 scales at 0.8 acc per skill
Continuing above 600 skill
Thf/Blm. Sabebus (unaugmented)
433+242 = 675 skill
106 dex
/checkparam acc: 686
Modified formula with no further change:
(106*0.75) + (200 + 200*0.9 + 275*0.8) = 679 -- does not match
686 acc
- 79 dex
- 200 first tier skill
- 180 second tier skill
- 160 third tier skill
= 67
67 acc from 75 skill == 0.8933 ~= 0.9 acc per skill
Conclusion: Scale returns to 0.9 acc per skill when over 600 skill
Even thought Water removes Tojil's aura, I think he's actually weak to Thunder. BLM Automatons use Thunder nukes and DRG Wyvrn's focus on Lightning Breath on him, so that's interesting.
So Harpy's Ravenous Wail does apeshit retarded damage to our PLD even with EA and Scherzo(still does 3.4k+). Here's something interesting, it does less damage if less damage has been dealt to it which makes me think it might be like Assailer Chariot's Disscoid(deal X% of total damage dealt to it since last time it used Disscoid). When we wiped to Harpy, PLD was kiting it around and it Wailed again this time for ~120 damage. And happened about 2-3 more times in a few minutes again for <200 damage. People were flashing/randomly ranged attacking here and there but no heavy WS.
In addition there are few reoccuring paradigms for delve NM patterns. Here are a few.
1) Mob starts off neutral but strength increases when a certain action is completed on them. Examples: Supernal Chapuli evasion up after each WS, Pugil's enspell increasing with magic damage, Perdurable Raptor's increasing strength with magic damage.
2) Mob starts off neutral but with access to a very powerful TP move. TP move is locked away when a certain debuff is applied. Examples: Blinding Peiste to remove Oppressive Glare; also lowers evasion. Debuffing Scorpion to nullify Earthbreaker. Debuffing Mastop to prevent Booming Bombilation.
It stands to reason that Raveous Wail could be locked away, perhaps with a certain debuff. It could be any of them, but it is probably an obscure one in an effort for SE to shoehorn other jobs besides RNG BRD MNK COR etc.
Things it probably isn' but unconfirmed(mostly shit ppl cast on it anyway with jobs brought commonly to Marjami Delve but Wail still occurs):
Silence
Dia
Songs
Bio
Para
Slow
Helix
Addle
Things probably not tried because loljobs:
Elemental Debuffs
Steps
Elemental Ninjutsu/AM resistance down
An Absorb-Stat debuff
A stat-down effect, easy to test with Impact.
Tomahawk/Angon/Feint
Bully
Plague
Gambit
I wonder if any of these debuffs would elicit a Blue !! proc which would signify a behavior change. Pretty sure blinding Peiste has blue proc which signifies locking Oppressive Glare, right?
Actually, Kaleidoscopic Fury might be the Harpeia's lockable move. I keep dia on it every fight, and it's never used Kaleidoscopic fury once in that time. Then, one time when we had to hold it while the RNGs unweakened, it used it three times in a row. When the RNGs were ready, I put Dia back on, and it stopped using it again. It might be blocked by dia, or by any enfeeble.
Wail can do upwards of 7k which is kind of SE's way of saying "ur doin it wrong". A move that powerful must be a counter or a punishment for either doing something wrong(like magic dmg on Pugil/Raptor) or failing to do something right(like blinding Peiste, debuffing Scorpion or Mastop).
No.He means on cupper you can go to settings and change the Reposition increments from the default which is like 3yalms to 15 yalms. So everytime you hit West or North or Up, it jumps you 15 yalms at a time.
That would have been fun to fuck with in ballista lol, just blame it on lag.
You can use the directional pad, of course, but you also have the option of setting a predetermined distance to travel. 15 yalm jumps seem to be safe for everything she does.
I'm not sure if this is permissible discussion here though, so mods are free to delete it if not.
It really shouldn't be killing anyone often at all though, at worst you'll have a death at the end with scherzo and max dt/hp setup.
It's really not that bad so long as your tank is paying attention to when scherzo and/or EA drop(I don't think I've ever had a death with both on), but jumps are pretty idiot-proof, granted blatant 3PP usage is realistic for your situation
Anything on whether Estoquerer Body and Ux'kaj Boots enhance Dia? If body is +10% potency and boots are +5% potency, 15% of 15% is an extra 2.25%. If they enhance Dia, should bump Dia 3 to a total of like 17.25%, can anyone confirm? Assuming it doesn't though since Saboteur doesn't enhance the def down.