Item Search
     
BG-Wiki Search
Results 1 to 15 of 15
  1. #1
    Sea Torques
    Join Date
    Jul 2006
    Posts
    514
    BG Level
    5

    NM and HNM Magic resist-over-time

    I think around Group II merits the mechanic of NMs building magic resistance to prevent manaburning was implimented. BLMs shat themselves and rued having to level melee jobs. Wafik cried at the thought of losing manaburn.

    Patch hit and most people said "lolwut nerf"

    I think testing was done on it after? What is required to overcome the built-up resistance? I've always thought melee damage but now I've heard it's using alternating elements, like ice then thunder. Or is it just outright time?

  2. #2
    Campaign
    Join Date
    Mar 2006
    Posts
    6,192
    BG Level
    8

    I don't have evidence, but it seemed like time based mainly to me.

  3. #3
    Relic Horn
    Join Date
    Jul 2007
    Posts
    3,411
    BG Level
    7
    FFXI Server
    Asura

    I really have never noticed it, even not switching elements. I've heard the "nuke with stone 1 so you can use thunder" thing but most of the time it's really hard to judge because it's something that resists a lot anyway.

    I did hear that some group tried to manaburn DM after the update and noticed that the last few agas did noticeably less than the first ones, but never saw any SS or parse or anything to confirm/deny.

    In any case, lolupdate

  4. #4
    True skill only comes from macro switching all your e-peen gear thru 10 pages
    Join Date
    Sep 2007
    Posts
    4,740
    BG Level
    7
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by SE on July 25, 2006
    An accumulative magic resistance effect has been implemented for monsters that /check as "impossible to gauge."

    Affected Magic Types
    The following magic types will trigger the accumulative magic resistance effect when used repeatedly on monsters whose strength is "impossible to gauge":
    Black magic (elemental)
    White magic (divine)
    Ninjutsu
    Magical Blood Pact abilities
    Magical blue magic
    Magical weapon skills (Spirits Within, Red Lotus, etc.)
    Certain job abilities (Chi Blast, Mijin Gakure, etc.)

    Resistance Fluctuation
    When a monster with accumulative magic resistance is hit by a magic attack, the amount of damage it receives will decrease in accordance with that monster's resistance. At the same time, its resistance will increase.

    The monster's resistance will increase in accordance with the amount of damage incurred, but each monster has a maximum resistance level.
    I don't think it's elemental, just magic in general (list above) and it appears to be time. The word on the street is, BLMs who wouldn't space out their nukes with other BLMs would receive notable resists. Reason why some BLM try to land their MB first before the next.

    I haven't done anything manaburn style on NMs after that day, so I don't know much about the resists. It appears parties w/ low BLM #s probably won't see much...

  5. #5
    Nidhogg
    Join Date
    Jan 2006
    Posts
    3,701
    BG Level
    7

    It's definitely is not element-specific. It also doesn't last very long. The element specific part (if it wasn't clear from the update notes someone just posted, or from casual experience) should be clear from situations like manaburn Red vs. Blue, or any other BC where you open with a timed nuke or are casting a lot of spells in quick succession. Even if my RvB buddy casts one element and I vary the element I use, I still get reduced damage due to the cumulative damage nerf since mine lands a half-second after his. I've always meant to determine exactly the maximum/minimums it can take, as well as what form it is (dmg*0.X, dmg/1.X, dmg*X/256, or what have you), and what step of the damage calculation it occurs, but I haven't gotten around to it.

  6. #6
    Campaign
    Join Date
    Mar 2006
    Posts
    6,192
    BG Level
    8

    To give an example of why it's not worth worrying about, Manaburn LS were still able to take down Dynamis Lord after it'd been implemented.

  7. #7
    Sea Torques
    Join Date
    Jul 2006
    Posts
    514
    BG Level
    5

    Quote Originally Posted by Shuemue View Post
    To give an example of why it's not worth worrying about, Manaburn LS were still able to take down Dynamis Lord after it'd been implemented.
    This is what I thought. The only problems we even had was the WHM NM because of benediction.

  8. #8
    E. Body
    Join Date
    Mar 2006
    Posts
    2,333
    BG Level
    7

    it's very megar. look at any rdm chainspell nuking the fire in the sky ENM. your last nuke will do just as much as your first. you need an exorbitant chunk of damage in a very very small window to produce a noticeable effect from my experience.

  9. #9
    Spiders are Awesome
    Join Date
    Sep 2006
    Posts
    7,073
    BG Level
    8

    It's just annoying as fuck. Does nothing to prevent manaburns, just makes the gimp who lands their nuke .1 sec faster on an NM do more damage.

    The resistance wears off so fast that it's impossible to notice solo, unless you're spamming tier 1s.

  10. #10
    Fishing Guru
    Join Date
    Jan 2007
    Posts
    4,722
    BG Level
    7

    Quote Originally Posted by Kerberoz View Post
    It's just annoying as fuck. Does nothing to prevent manaburns, just makes the gimp who lands their nuke .1 sec faster on an NM do more damage.

    The resistance wears off so fast that it's impossible to notice solo, unless you're spamming tier 1s.
    This. Only time you really see it is when you do a big group nuke on an impossible to gauge mob(s). Prime example is doing ODS, or being in the JOL smn pt. You can have the greatest gear in the game, and some gimpo next to you nuked first thus his -ga hit for 950 each, while yours did 650. If that's not bad enough, this type if player usually also doesn't understand the mentioned patch, and says something along the lines of "Wow, see how much higher my dmg is?" or "Man, I guess having all that expensive gear really doesn't make much of a difference lol."

    But more on topic, within 10 seconds of calling the next nuke time, the first nuke is back to full dmg. Soo, ya it hasn't really gimped manaburning much.

  11. #11
    PUP Power!
    Join Date
    Apr 2006
    Posts
    4,040
    BG Level
    7
    FFXI Server
    Sylph

    ^ Basically it. All it has done is make BLM damage fluctuate rapidly and pretty much kill our damage in TP burns, since all the stun spamming and JAs render our spells even weaker. It's time for this to go. RMT is no longer an issue now with manaburns.

  12. #12
    Nidhogg
    Join Date
    Jan 2006
    Posts
    3,701
    BG Level
    7

    I don't think stun spamming or (non-damaging) JAs affect it. It seems to be a function of total magic damage dealt that then decays quickly over time. Think of it like VE in the enmity stuff, but decaying faster and only affected by magic damage.

  13. #13
    PUP Power!
    Join Date
    Apr 2006
    Posts
    4,040
    BG Level
    7
    FFXI Server
    Sylph

    Yeah, it most likely uses the same programming as Fan Dance, only opposite (starts at % and increases with each magic spell).

  14. #14
    Sea Torques
    Join Date
    Feb 2007
    Posts
    608
    BG Level
    5
    FFXI Server
    Valefor

    It's annoying when you're trying to MB and the NQ gimp blm who leveled it just to have blm done hits first. but it doesn't last very long cause you can nuke right after it lands if no one else is hitting and usually by the time a second tier4 or am2 hits it has worn off

  15. #15
    Relic Shield
    Join Date
    Jan 2007
    Posts
    1,811
    BG Level
    6
    FFXI Server
    Cerberus

    Quote Originally Posted by Delayed View Post
    It's annoying when you're trying to MB and the NQ gimp blm who leveled it just to have blm done hits first. but it doesn't last very long cause you can nuke right after it lands if no one else is hitting and usually by the time a second tier4 or am2 hits it has worn off
    If you don't suck you'll probably still do more damage than the newbie gimp BLM.

Similar Threads

  1. Replies: 17
    Last Post: 2008-09-17, 08:28
  2. Melees and HNM TP
    By Hakamaru in forum FFXI: Everything
    Replies: 20
    Last Post: 2006-12-18, 12:25
  3. NM/HNM magic resistance
    By Kimiko in forum FFXI: Everything
    Replies: 99
    Last Post: 2006-07-31, 07:38
  4. New NMs and BCNMs added
    By rooster in forum FFXI: Everything
    Replies: 25
    Last Post: 2005-06-03, 08:52
  5. Summoners and HNM's
    By Avrex in forum FFXI: Everything
    Replies: 3
    Last Post: 2004-11-12, 05:09
  6. Mnk and HNM
    By in forum FFXI: Everything
    Replies: 12
    Last Post: 2004-10-18, 18:28