I don't think it works that way. I'm sure proccing guarantees one drop, but I think it also multiplies the chance of more, which TH further increases.
I don't think it works that way. I'm sure proccing guarantees one drop, but I think it also multiplies the chance of more, which TH further increases.
the max w/ no procs is 2 and its very rare anywhere but tav it seems. for the most part you get 1 w/ no proc if your lucky. i want to say procing unlocks 2 slots and further increases the chance of a single dropping in the other 2 slots
I want to say that I wrote about this quite a while ago: https://www.bg-wiki.com/bg/Dynamis#Dynamis_Proc_system
Monsters that max at 5 drops just start with two spots instead of 1.
pchan did some testing here about how the drop spots might depend on one another: http://forum.square-enix.com/ffxi/th...drop-mechanics
I haven't verified anything he said, but I'd be unsurprised if he is right.
I knew that proccing added one guaranteed single, just never noticed the fine print that said proccing also allowed more currency to drop total, as well.
The table on that page is slightly unclear, and I'd fix it if only I knew the answers for certain. The way the table on that page is set up, it appears that a blue proc adds one (non-guaranteed) slot, a yellow proc adds two (non-guaranteed) slots, and a red proc drops it down to only one added slot, but it's guaranteed. And that a red proc gives terror and inability to use 2-hour, while white is only terror (but will allow 2-hour).
Is that accurate, or is the guaranteed slot added by a red proc in addition to the two non-guaranteed slots you'd get with yellow, rather than replacing the two non-guaranteed slots with one guaranteed slot? And does white prevent 2-hours as well, like red does? Or is it really terror only?
Sorry, I couldn't figure out how to say the effects were cumulative at higher levels without making the table huge. I put an "Also" in. Yeah though, everything seems to stack on top of each other. I have no idea if white disallows 2-hour usage, but it probably does. It's likely the same as Red, but my sample size is small and crap typically doesn't un-terror after I proc it.
So it would look like this?
Slot 1: Low chance at single
Slot 2: Low chance at single
Slot 3: Chance at single if blue (or higher)
Slot 4: Chance at single if yellow (or higher)
Slot 5a: Single if red
Slot 5b: Hundred if white
With slots 5a and 5b sharing the same slot, pixie earring/d.ring, deed/vice, etc. style?
I believe to simplify to what really matters it comes down to this:
Slot 1: Always there, very rare without considerable th.
Slots 2, 3, 4: Open when you proc red, high rates.
Slot 5: 100 if you proc white.
And there's a duplicate slot 1 on DC+.
Ok So 'm just scrolling through 100 or so pages looking for some details on strategies for the dynamis arch bosses, and most of what i see is just currency farming.
Does anyone have any useful tips on how to approach the Arch fights. So far My ls has killed Arch Dynamis lord and Arch angra mainyu a few times. The dream world ones though I'm curious if the items to weaken the regular nm weakens the arch boss.
P.S. this is also not me asking for people to troll the fact that the items are meh. As a ls we are finding it fun to fight all the mobs and boss's for a level of completion/satisfaction
If you don't get an answer in this thread try the RQT. As you said, most discussion here is around currency, may hit a bigger target audience there, gl.
So are leeches/worms the only Nightmare monsters that are worth farming on my own in Tav? I tried clusters a few times and they're way too unpredictable with their self-destructing, same problem with final sting from bees. Fishies are annoying to reach, and some genius at SE thought only 2 spawns for Bugards was a good idea.
Unless you can handle clusters/bees, either with stuns or not feeding as much tp, it's not really worthwhile to do tav over other CoP zones. If you're after xp - spend the 1-3 runs you need for it looping through worms and move back to other cop's.
Yeah, I'm mostly there to augment some of my +2s and get some -1s for whatever other +2s I'll want in the future while I'm at it. Also just got Tav so doing it for the fun of it.
Do the worms cast anything worth worrying about?
They'll quake, stonega3 etc, but it's not terrible damage - given I've always had shell5 for it. First loop might be tough, once you have it so you're only fighting 1-2 at a time though should interupt or violentflourish most spells easily.
They only cast if you're out of melee range - which can possibly get messy since they link.
Final Sting is unreasonably strong and the charge time is too fast, faster than Self-Drstruct. A bee at 15-20% can still do like a 1.8-2k Final Sting and sometimes they might use it as their first TP move at 70ish%. Can be problematic if you're having difficulties proc'ing them.
If you use a job with half decent Subtle Blow, they won't TP before 25% HP. Keep them above 25% HP until you proc them or WS them to death.
I mainly solo THF/DNC though. Conspirator go?
Enhances accuracy and "Subtle Blow" effect for party members within area of effect. Does not affect the party member being targeted by the enemy.
derp