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  1. #3621
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    Quote Originally Posted by Yugl View Post
    Hit rate is a function of level. SE's statement, though difficult to understand initially, made sense when you phrased the issue like that. Namely, how SE implements the accuracy penalty may be by reducing the player's level when cranking out the hit rate. Thus, if they changed the mechanics (Rather than the level reduction) so that you have a non-zero hit, then that would ultimately allow lesser level mobs to hit you more often when using ranged attacks (As they described). There are obvious ways around this that they could implement, but if that is their current system, their response would at least make sense.
    Well, we could buy that line if we didn't notice melee hitting for non-0 damage with normal accuracy. It's obviously not just "Oh, you're weakened so the game treats your level like it's 1 in all regards." It's specifically related to ranged accuracy/attack. If they're already making a change specifically to ranged accuracy/attack, why not make it specific to ranged attack? They're just dodging the request with bullshit.

  2. #3622
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    Auto-capping lights just means that everything bar the recent update VW mobs will just be zerged by DDs before first fanatics even wears off. Not that it's much different to now but it does mean a lot more jobs are going to be excluded.

  3. #3623
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    Quote Originally Posted by Alkimi View Post
    Auto-capping lights just means that everything bar the recent update VW mobs will just be zerged by DDs before first fanatics even wears off. Not that it's much different to now but it does mean a lot more jobs are going to be excluded.
    Ding, Ding, Ding we have a winner.

    One small step for SAM, WAR, MNK and one giant leap back towards lvl75 endgame.

  4. #3624
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    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by Lyramion View Post
    It would be better of some of the droprates werent THAT ricidulus. One famous shouter on Baha is now 680/0 on Body from Akvan - I mean rly? srsly?
    I feel like that's impossible, because I left the week Voidwatch came out, came back a few days ago, and only have 400 stones (and I have the periapt that decreases the return time).

    The droprate does blow, though.

    Autocapping lights seems kind of retarded. You take the list of jobs people will allow to go and cut it from 18 down to a bunch of WARs/SAMs/MNKs and three WHMs. Even if they make weaknesses harder to trigger, jobs like DRG and SMN probably aren't going to be invited back in. This attitude of exclusivity (in terms of equipments and valuable jobs) is pretty frustrating, and frankly confusing.

    Edit: Forgot about voiddust, woops.

  5. #3625
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    Quote Originally Posted by Obsidian View Post
    I feel like that's impossible, because I left the week Voidwatch came out, came back a few days ago, and only have 400 stones (and I have the periapt that decreases the return time).

    The droprate does blow, though.
    Voiddust says Hello. I spend more than 1.5mil on dust last 7 days for sure, only being compensated with heavy plates. I'm serious, I think I did over 100 runs with the guy and saw him shout even far far more. On weekends did 24 runs in a row and stuff, pretty dedicated. On that note, I did get my body today after aruond 250 runs.

  6. #3626
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    Voidwatch, the new salvage when the drop rates on the 35s were absolutely abysmal, common drop (mantis eye, chakram) would be the 25, crafting mat might as well be the 15 and then the good drops people slave themselves over are the 35, I remember people going 1/200+ on Usu 35 body.

  7. #3627
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    Quote Originally Posted by Shenrien View Post
    Voidwatch, the new salvage when the drop rates on the 35s were absolutely abysmal, common drop (mantis eye, chakram) would be the 25, crafting mat might as well be the 15 and then the good drops people slave themselves over are the 35, I remember people going 1/200+ on Usu 35 body.
    guy in my shell went 1/1 on his first salvage run last week on this thing

  8. #3628
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    Quote Originally Posted by Colenzo View Post
    guy in my shell went 1/1 on his first salvage run last week on this thing

    He was speaking of oldschool salvage when silversea was the worst of the worst. Droprates got boosted once but only by a small amount, then newer salvage update where they let you enter with as much as 3 people increased the droprates to a pretty good rate. Goin 1/1 now isn't considered anything special really. Usually 1-2 drops per SS run.

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    Yeah I know, I just find it hilarious thats all.

  10. #3630
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    Whilst I'm not defending the ridiculous drop rates of old Salvage, at least Salvage as an event was somewhat enjoyable unlike Voidwatch's tedious pop > procs > zerg > repeat method. Yes, doing Salvage over and over again was repetitive, but not in as mind-numbing a way as doing the same VWNM hundreds of times.

  11. #3631
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    See I find this to be the equivalent of people complaining about the abyssmal skill up rate on fishing 90+, it took me about 3~4 years of almost daily capped fishing to go from 97 to 100. If you look at it that way its ridiculous on SEs behalf, much like going 0/200 or whatever on a specific item in VW is ridiculous.

    But if you look at the other hand and say, "Yeah it took me 3 years to get 3 levels in fishibng.... I also made almost 1 billion gil in the entire process while skilling" you'd realize it's not that bad.

    When it comes to voidwatch, between my alt and I we make about 70~80K per qilin kill in crour alone. In a 4 run that means we make about 300K in crour alone. Now we need to take off 100K of it for our own rubicond cells but thats still about a 200K profit per 4 batch of qilin. If anything remotely valuable drops that number goes way higher.

    Now I've killed qilin probably close to 100 times now going after my dagger. I've gotten every other item except it, and the drop rate is terrible.

    I've also made about 20 million gil while trying to farm a top tier piece of gear for my character. Back in the 75 days you didn't make that kind of money trying to get a piece of gear for yourself.

    As for voiddust, just buy them with campaign notes, its way cheaper and not that hard to build up. Especially if you have a job like dnc or pld that can tear shit up in campaign.

  12. #3632
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    See I find this to be the equivalent of people complaining about the abyssmal skill up rate on fishing 90+, it took me about 3~4 years of almost daily capped fishing to go from 97 to 100. If you look at it that way its ridiculous on SEs behalf, much like going 0/200 or whatever on a specific item in VW is ridiculous.
    I understand what you're saying, but the big difference is that fishing wasn't/isn't the current focal point of endgame and the only means to get some of the best gear in the game - it was/is a very niche side-quest.

  13. #3633
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    For all the people upset about those 99 trials, with the large variety of dvagers, avatars, and high Level NMs present in Legion, I would not be surprised at all if the 99 upgrade items drop from Legion mobs, most likely ones that only appear if you are doing well / killing fast.

    Just a thought and it would make sense of the high amount.

  14. #3634
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    Quote Originally Posted by Toth View Post
    Just a thought and it would make sense of the high amount.
    Which is why we know it won't happen.

  15. #3635
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    Quote Originally Posted by drwaffles View Post
    Whilst I'm not defending the ridiculous drop rates of old Salvage, at least Salvage as an event was somewhat enjoyable unlike Voidwatch's tedious pop > procs > zerg > repeat method. Yes, doing Salvage over and over again was repetitive, but not in as mind-numbing a way as doing the same VWNM hundreds of times.
    Haha! Different folks, different tastes I guess. Salv can diaf, especially as event. The added "bonus' of shit droprates felt more like throwing salt in the wounds of an already shit event imo.

  16. #3636
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    Quote Originally Posted by urat View Post
    When it comes to voidwatch, between my alt and I we make about 70~80K per qilin kill in crour alone. In a 4 run that means we make about 300K in crour alone. Now we need to take off 100K of it for our own rubicond cells but thats still about a 200K profit per 4 batch of qilin. If anything remotely valuable drops that number goes way higher.
    Care to explain how you're getting 35-40k cruor per character? I'll break it down for you, you cant.

    The most you can get on green light, with cells and KI, is the 315% hard cap. Base Cruor on Qilin is 8000, 8000/3.15 = 25200.

  17. #3637
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    Quote Originally Posted by Byrthnoth View Post
    Well, we could buy that line if we didn't notice melee hitting for non-0 damage with normal accuracy. It's obviously not just "Oh, you're weakened so the game treats your level like it's 1 in all regards." It's specifically related to ranged accuracy/attack. If they're already making a change specifically to ranged accuracy/attack, why not make it specific to ranged attack? They're just dodging the request with bullshit.
    They could easily make the changes you propose and what I stated was carefully constructed to avoid stating that recovering is just an overall level reduction (I considered that possibility, but then certain other aspects would have to align). However, the main point is that they would need to revamp rather than modify in order to make a recovering RA function as requested (Assuming speculation on the implementation of penalties is correct).

    Quote Originally Posted by urat View Post
    I've also made about 20 million gil while trying to farm a top tier piece of gear for my character. Back in the 75 days you didn't make that kind of money trying to get a piece of gear for yourself.
    That's mostly inflation though. You could make money off currency, alexandrite, and even the sale of unwanted (Or heavily priced) gear. What you didn't have at 75 was:
    - Cruor for blinkers
    - A mass population of "You know what"
    - Free dynamis and cheaper Einherjar (NPC gil sinks)
    - Mass production of crafting materials (NPC sale sinks; think of all those damn VW side-items you've NPCed)

  18. #3638
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    Quote Originally Posted by NynJa View Post
    Care to explain how you're getting 35-40k cruor per character? I'll break it down for you, you cant.

    The most you can get on green light, with cells and KI, is the 315% hard cap. Base Cruor on Qilin is 8000, 8000/3.15 = 25200.
    i think he's talking about converting the cruor into gil


    And about the double weakness: since SE admitted that mobs will never have weakness, just add a hidden racc+100 ratk-100% to double weakness status. problem solved.

  19. #3639
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    Quote Originally Posted by grevenilvec75 View Post
    i think he's talking about converting the cruor into gil
    ~19k cruor per Qilin, 2.65 gil/cruor exchange (presuming blinkers to npc, which wiki says is about 530 gil), 50k gil per character before buying cells / teleport (not that you'd use cruor warp to qilin).

  20. #3640
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    Quote Originally Posted by Appie View Post
    Haha! Different folks, different tastes I guess. Salv can diaf, especially as event. The added "bonus' of shit droprates felt more like throwing salt in the wounds of an already shit event imo.
    The main problem with Salvage is that it's all-or-nothing. Alexandrite was never enough of a secondary reward to make you feel like you were making some sort of progress even if the 35(s) you were after didn't drop.

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