Item Search
     
BG-Wiki Search
+ Reply to Thread
Page 7 of 23 FirstFirst ... 5 6 7 8 9 17 ... LastLast
Results 121 to 140 of 460

Thread: Incursion!     submit to reddit submit to twitter

  1. #121
    Nidhogg
    Join Date
    Jul 2008
    Posts
    3,746
    BG Level
    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Quote Originally Posted by Fwahm View Post
    Lowering mob resistance does not affect skillchain damage.
    June, 2014 Version Update
    Skillchains have been adjusted to that they may no longer be resisted, but their potency will now vary depending on the resistance values of the target


    It would be redundant to say this is referring to mob properties(such as certain mobs takkng double damage to a specific elements, because this was already the case before the update). I noticed, doing a light sc against Antica which have a weakness to light(they're dark based) does like double damage to them. Did a Macrocosmic Orb right after the update and was getting like 7-10k skillchains off of 4k weapon skills. Resistance definitely affects potency and threnody'ing a mob probably increases the damage further, also couldnt hurt to throw it on between buffs.

  2. #122
    Relic Horn
    Join Date
    Aug 2008
    Posts
    3,131
    BG Level
    7
    FFXI Server
    Sylph

    Base, relative resistance values. Threnody has no effect, it's been tested.

  3. #123
    Nidhogg
    Join Date
    Jul 2008
    Posts
    3,746
    BG Level
    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Ahh, I see. That would have been cool though, and tactically useful to use AMII/Threnody to push SC damage higher...

  4. #124
    Nidhogg
    Join Date
    Jul 2008
    Posts
    3,746
    BG Level
    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    For higher level Incursion like 126+, was thinking 2 DD parties, 3rd PT is like SMN GEO COR THF/DNC(flutter step yo) RDM and WHM.
    RDM does Bio III and COR Dark Shots it for -20% attack, SMN does Tidar Roar(-25%) attack and Geo does Indi-Wilt. RDM keeps up Distract II on current target and Frazzle II's adds so they can be slept. The Megaboss, with like -60-70% Attack Down will be crippled and his AoEs probably won't be doing 4k even with Mighty Strikes due to no level correction. That means BRDs won't need Scherzo.

    Also SMN could potentially stun lock with Astral Conduit and Shock Squall maybe? Can Shock Squall even be resisted?

    Might be too much theorycraft on jobs but the magic evasion down and attack down seems like a good strategy for making him more suceptible to stun and his AoE less damaging because Scherzo is finicky since shit's being dispelled every few seconds.

  5. #125
    CoP Dynamis
    Join Date
    Jul 2007
    Posts
    270
    BG Level
    4
    FFXI Server
    Asura

    I've only read thus far of RDM resisting stun at the higher levels, i wouldn't go out of my way and worry about it yet unless someone can confirm that jobs not ranked E in dark magic skill are also resisting.

  6. #126
    Relic Horn
    Join Date
    Aug 2008
    Posts
    3,131
    BG Level
    7
    FFXI Server
    Sylph

    After you've gotten a certain difficulty unlocked, can you lower and raise up to that level freely, or do you need to gather the KIs again if you lower it?

  7. #127
    Sea Torques
    Join Date
    Sep 2006
    Posts
    646
    BG Level
    5

    It resist Tidal Roar (must be water based because this BP has an extremely high acc). Which TP move from the Mega Boss can dispel? Velkkan Ambush?

  8. #128
    Old Odin
    Join Date
    Oct 2006
    Posts
    6,198
    BG Level
    8
    FFXI Server
    Asura

    pup cape with DEX+4 STR+2 and Martial Arts +12, for anyone that cares and is into pup

  9. #129
    Nidhogg
    Join Date
    Jul 2008
    Posts
    3,746
    BG Level
    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Velkkan Pygmachia takes off like 4 buffs and Saurian Swamp is like aoe -30% slow or higher since it overwrites hasteII

  10. #130
    First invited, last in the zone.
    Join Date
    Sep 2008
    Posts
    1,449
    BG Level
    6
    FFXI Server
    Lakshmi

    Quote Originally Posted by Ophannus View Post
    Velkkan Pygmachia takes off like 4 buffs and Saurian Swamp is like aoe -30% slow or higher since it overwrites hasteII
    Any slow that overwrites Haste I will overwrite Haste II, it has nothing to do with relative potency.

  11. #131
    Nidhogg
    Join Date
    Jul 2008
    Posts
    3,746
    BG Level
    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Once ppl get Incursion down to a science, is there anything preventing people from just entering at the highest difficulty, warping straight to Gramk-Droog, killing him, popping Onteric Extremity, re-entering, warping straight to Gramk-Droog again and killing him ad infinium? Since you only lose KI when you raise the difficulty, once you reach a difficulty you're comfortable with, can't you just spam the mega boss continuously until 50% of your LS stops coming because they're capped on JSE capes? lol

  12. #132
    Nidhogg
    Join Date
    Jul 2008
    Posts
    3,746
    BG Level
    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Any slow that overwrites Haste I will overwrite Haste II, it has nothing to do with relative potency.
    Ah for some reason I thought Haste II prevented Ouryu's Bai Wing slow but must have been tripping. I thought it was like Defense Down/Defense Up tiers, where like Acid Bolt will overwrite weak forms of Defense Boost but higher tiers of Defense Boost remove Acid Bolt(like Cocoon or Harden Shell).

  13. #133
    Relic Horn
    Join Date
    Aug 2008
    Posts
    3,131
    BG Level
    7
    FFXI Server
    Sylph

    Quote Originally Posted by Ophannus View Post
    Once ppl get Incursion down to a science, is there anything preventing people from just entering at the highest difficulty, warping straight to Gramk-Droog, killing him, popping Onteric Extremity, re-entering, warping straight to Gramk-Droog again and killing him ad infinium? Since you only lose KI when you raise the difficulty, once you reach a difficulty you're comfortable with, can't you just spam the mega boss continuously until 50% of your LS stops coming because they're capped on JSE capes? lol
    You could, but you'd have the full JSE Cape roulette, so if you want specific ones, it'd be better to kill the NQ NMs.

  14. #134
    Salvage Bans
    Join Date
    Sep 2008
    Posts
    997
    BG Level
    5
    FFXI Server
    Asura

    People will most likely only target the NM they want cap from then exit once they cap on boss drop,unless there are some hidden gil drop beside Arise that we don't know about yet

  15. #135
    Nidhogg
    Join Date
    Jul 2008
    Posts
    3,746
    BG Level
    7
    FFXIV Character
    Seraphus Highwynn
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Boss can drop any cape supposedly, and also his capes might have the best augments...

    Additionally I was wondering...If you get a r/ex drop from a chest and don't necessarily want it, is it a good idea to keep it in your storage anyway? My logic is that if you have a r/ex item from a chest in your inventory, a subsequent coffer you pop cannot give it to you again, so it would force it to spawn a different item? However, i also heard reports of chests giving nothing, like you pop it and you get no item from it(possibly spawning another r/ex armor or sword you got previously and immediately dropping it since it's R/ex). I wonder though. Fill your inventory with the weapons/armors from coffers to give a higher chance of JSE capes dropping, rather than trashing the gear you don't need and having them drop from coffers again.

  16. #136
    Pro's Pet
    Join Date
    Jan 2013
    Posts
    1,781
    BG Level
    6
    FFXI Server
    Valefor

    Quote Originally Posted by Damane View Post
    pup cape with DEX+4 STR+2 and Martial Arts +12, for anyone that cares and is into pup
    Very interesting.

  17. #137
    Absolute Messenger of Promathia
    Join Date
    Jan 2008
    Posts
    12,575
    BG Level
    9
    FFXIV Character
    Blaise Destin
    FFXIV Server
    Sargatanas
    FFXI Server
    Asura

    Quote Originally Posted by Ophannus View Post
    Boss can drop any cape supposedly, and also his capes might have the best augments...
    Is there any actual proof or evidence to this or are we hopping on the crazy train to paranoid town?

  18. #138
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

    Join Date
    Mar 2005
    Posts
    37,942
    BG Level
    10
    FFXI Server
    Gilgamesh

    Quote Originally Posted by Karbuncle View Post
    Is there any actual proof or evidence to this or are we hopping on the crazy train to paranoid town?
    http://www.bluegartr.com/threads/123...=1#post6209062

  19. #139
    Ridill
    Join Date
    Apr 2011
    Posts
    23,736
    BG Level
    10
    FFXI Server
    Bahamut

    Quote Originally Posted by Ophannus View Post
    Ah for some reason I thought Haste II prevented Ouryu's Bai Wing slow but must have been tripping
    idk about haste 2 but overwriting of haste 1 never had anything to do with the potency of the slow. It just so happened that some of the ones that overwrote were over 15 and some of the ones that didn't weren't

  20. #140
    New Merits
    Join Date
    Aug 2009
    Posts
    205
    BG Level
    4
    FFXI Server
    Ragnarok

    Didn't see one posted this high but DA on RUN cape can go up to +5.


+ Reply to Thread
Page 7 of 23 FirstFirst ... 5 6 7 8 9 17 ... LastLast