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Thread: Neo-Dynamis Changes     submit to reddit submit to twitter

  1. #3281
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    Quote Originally Posted by NynJa View Post
    If you enter an area, and then for whatever reason 20 people roll in, you're not going to get 500+ duo.
    Also, sadly, this is not an uncommon occurrence in CoP areas. At least not on my server.

  2. #3282
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    Quote Originally Posted by wop View Post
    The past 10 posts sounded to me like:-

    I get over 250 currencies each because I have Mythic/Relic/Empy weapons/Daurb. harp


    If you're not retarded, any non-relic empy duo in Qufim can do 500+ with 40+ Forgotten Journeys.
    Yeah, I have to agree with this -- most of these testimonials are w/ Relic/Mythic/Empy.

    That's asking for a bit much sometimes. But I'm doing dyna for a reason, after all.

  3. #3283
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    did VD tonight. TEs are bull shit >.> after all was said and done we netted about 150 coins, a lot of time being wasted on finding camps and finding/killing TE. We were doing ep's today and were getting on average 2.5 coins per mob and killing/procing fairly fast. Would we get a higher yeild rate off dcs (all kills are with th7+)? For our loop we did hippo > manticore > fly. Honestly we only need bronze but can easily sell the bynes and buy more bronze. During one T shell ja proc time we tried to cleave ep hippos with edge/circle blade without much success. Procced maybe 3-4mobs out of 15ish (only ever proced the actual mob we ws'ed, none that the aoe hit). Do DC mobs have a lot higher proc rate with aoe ja? Also how much harder are DC mobs? eps barly hit my thf and when they do its for around 100'ish. Thanks!

  4. #3284
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    Could anyone give me a quick rundown on how to farm PUP/THF? Would just go BST but competing with 10 people every time I zone in is getting annoying.

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    Qufim, rotate bats, bat trios, raptors, Soulsoother auto with flashbulb and strobe. Light, fire and dark maneuvers always up (dark for refresh, to minimize the amount of times you have to deactivate/activate). You'll get around 3-4 proc attempts per mob between your WS and the two attachments, netting around a 50% proc raste overall. I got around 150-180 (that was my maximum) coins per run.

  6. #3286
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    Quote Originally Posted by Aylee View Post
    did VD tonight. TEs are bull shit >.> after all was said and done we netted about 150 coins, a lot of time being wasted on finding camps and finding/killing TE. We were doing ep's today and were getting on average 2.5 coins per mob and killing/procing fairly fast. Would we get a higher yeild rate off dcs (all kills are with th7+)? For our loop we did hippo > manticore > fly. Honestly we only need bronze but can easily sell the bynes and buy more bronze. During one T shell ja proc time we tried to cleave ep hippos with edge/circle blade without much success. Procced maybe 3-4mobs out of 15ish (only ever proced the actual mob we ws'ed, none that the aoe hit). Do DC mobs have a lot higher proc rate with aoe ja? Also how much harder are DC mobs? eps barly hit my thf and when they do its for around 100'ish. Thanks!
    They nerfed AoE weapon skills and AoE magic on nightmare mobs; they will only proc the current target and very rarely anything else. Beastmen in the CoP zones are NOT nerfed however; you can still round them up and AoE WS them.

    100 damage per hit is quite a bit for an easy prey... Did you not have signet on? Signet bonuses apply to dynamis mobs.

  7. #3287
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    Quote Originally Posted by Helel View Post
    They nerfed AoE weapon skills and AoE magic on nightmare mobs; they will only proc the current target and very rarely anything else. Beastmen in the CoP zones are NOT nerfed however; you can still round them up and AoE WS them.

    100 damage per hit is quite a bit for an easy prey... Did you not have signet on? Signet bonuses apply to dynamis mobs.
    so im better off just targeting shells and selling those? or should i round up beastmen and try to AE them? If dc mobs are a high proc rate the blu could spam sprout smack while whm spams dia and just target bynes during magic time and sell but what is the proc rate like on magic in cop? i know it sucks in normal dyna

  8. #3288
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    Quote Originally Posted by Aylee View Post
    did VD tonight. TEs are bull shit >.> after all was said and done we netted about 150 coins, a lot of time being wasted on finding camps and finding/killing TE. We were doing ep's today and were getting on average 2.5 coins per mob and killing/procing fairly fast. Would we get a higher yeild rate off dcs (all kills are with th7+)? For our loop we did hippo > manticore > fly. Honestly we only need bronze but can easily sell the bynes and buy more bronze. During one T shell ja proc time we tried to cleave ep hippos with edge/circle blade without much success. Procced maybe 3-4mobs out of 15ish (only ever proced the actual mob we ws'ed, none that the aoe hit). Do DC mobs have a lot higher proc rate with aoe ja? Also how much harder are DC mobs? eps barly hit my thf and when they do its for around 100'ish. Thanks!
    If you want to target specific currency, then you have two options:

    1. Nightmare mobs and rotate what you're using to proc (Job Abilities, Weaponskills, Magic). This method sort of blows since it requires multiple people, Magic Proc has a fairly low and annoying proc rate, and a weaponskill proc means you're killing pretty slow to try and stagger.

    2. City dynamis. City dynamis sucks since beastmen don't respawn as the same stagger-type. Meaning if you stagger and take out a BST (JA) mob, it could easily respawn as a PLD (WS) mob. Also, time extensions are very well guarded and generally unsoloable.

    A party of three should be able to take out DC mobs without much trouble, but they do hit harder and are more evasive.

    Valk in general is the worst zone, mostly because of overcrowding, but the mob layout is also extremely easy. All the 10 minute TEs are within spitting distance of each other, and there's plenty of EP mobs for currency except for Bronzes. Sheep and Sabos are at the zone lines which are stupid far away from everything, so everyone fights hippos (as well as the orcs).

  9. #3289
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    Quote Originally Posted by Talint View Post
    If you want to target specific currency, then you have two options:

    1. Nightmare mobs and rotate what you're using to proc (Job Abilities, Weaponskills, Magic). This method sort of blows since it requires multiple people, Magic Proc has a fairly low and annoying proc rate, and a weaponskill proc means you're killing pretty slow to try and stagger.

    2. City dynamis. City dynamis sucks since beastmen don't respawn as the same stagger-type. Meaning if you stagger and take out a BST (JA) mob, it could easily respawn as a PLD (WS) mob. Also, time extensions are very well guarded and generally unsoloable.

    A party of three should be able to take out DC mobs without much trouble, but they do hit harder and are more evasive.

    Valk in general is the worst zone, mostly because of overcrowding, but the mob layout is also extremely easy. All the 10 minute TEs are within spitting distance of each other, and there's plenty of EP mobs for currency except for Bronzes. Sheep and Sabos are at the zone lines which are stupid far away from everything, so everyone fights hippos (as well as the orcs).
    I really just trying to stay away from shells as they are 1.7k cheeper and sell slower than bynes/bronze. i need bronze for relic but can easly sell bynes quick and for same price.

  10. #3290
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    My group and I (3 people) do Valk a majority of the time. We target all Ep mobs and do the rotation of Hippo > Goobue( Inc. NM) > Funguar and we can easily walk away on a good night over 300-400 coins and Forgotten Touches. Yes there's competition from other people but we tend to ignore them and pull the orcs or goblins while we wait for re-spawns. We swear by the Ep's pulling in more currency.

    We tried the DC mobs doing the same rotation and we were barely able to break 150 coins. Yes the DC mobs proc faster but they have higher def/hp and are clearly more evasive. So we came to the conclusion that we'll stick with the Ep mobs since we gather more coins from them. I have friends that swear by the DC mobs and claim they can duo 500+ coins. I have yet to see them come prove that to me.

  11. #3291
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    Don't take this personally, but since a lot of people read this forum for advice I'm going to strongly recommend that if you're interested in making a duo or trio, you upgrade your armor/gear to the point where you do well farming DC. Trioing easy prey is a burden on everyone else in the zone, and from the numbers you've posted it's not any better than soloing.
    You might argue that a trio is the same as three soloers, but the problem is that all three are in the same camp at the same time, essentially taking up one of three camps during any given window.

  12. #3292
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    I personally have seen my LS leader oneshot a DC manticore with extreme overkill on his DRG/DNC with animated that proc'd instantly, Geirskogul>Stardiver> Darkness. Skog did 2800~, Star 3600~ with mirrored Darkness.

    He dualboxes his DRG and a WHM/THF mule and says he pulls 230~ each run.

    Edit with a question of my own: do EP fagotenders use 4k needles also?

  13. #3293
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    Like bst duo'ers who feel entitled and that its their right to fight 4 mobs at once? >.>

  14. #3294
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    Quote Originally Posted by Squah View Post
    I personally have seen my LS leader oneshot a DC manticore with extreme overkill on his DRG/DNC with animated that proc'd instantly, Geirskogul>Stardiver> Darkness. Skog did 2800~ (1), Star 3600~ (2) with mirrored Darkness (2.5).
    We need to work on your counting skills!

    Also, whether or not the cactuars use 4k needles is kind of irrelevant as long as you're on a job that doesn't give them enough TP to go below 25% and then you WS them down or proc+kill them around 25%.

  15. #3295
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    Still have those mobs that refuse to proc. Can just WS them down fast I guess. Some mobs do randomly use TP at 60% HP, though.

    Also fuck, when I was recalling that situation I explicitly told myself don't say oneshot because it's not the right term. i guess my mind blanked out everything else and said "ONESHOT LOZL".

    I blame these dull ass construction reports and plan sets I'm reviewing

  16. #3296
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    If you guys are strictly after gil, Salvage may be a better option for you. Especially if you are on Valefor.

  17. #3297
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    Quote Originally Posted by Byrthnoth View Post
    We need to work on your counting skills!

    Also, whether or not the cactuars use 4k needles is kind of irrelevant as long as you're on a job that doesn't give them enough TP to go below 25% and then you WS them down or proc+kill them around 25%.
    This is true. As I said we use BLU THF + dualbox RDM/DNC. All you have to do is use delta thrust and turn around if it's taking too long to proc. I can probably count on one hand the number of times we actually need to turn around with 3 people procing though. I think it's been a few weeks since I've seen a dynamis mob use a tp move.

    Edit: yes the EP ones use 4k needles. We used to kill them a while ago, now we just do the DCs.

  18. #3298
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    Quote Originally Posted by Erlayn View Post
    I have friends that swear by the DC mobs and claim they can duo 500+ coins. I have yet to see them come prove that to me.
    Well, They're probly telling the truth, as 500+ duo/dual-boxed is entirely possible on a good run.

    A little parse data here. This is from one of my earlier runs that broke 500. I've done a bit better now, but I stopped parsing runs once I felt I had things figured out.

    Dual boxed DRG/DNC + THF/DNC. This run was pre-ryunohige, So OAT lance. Well geared, but not relic DD or anything. Same for THF.

    Loot Tab
    Code:
    Item Drops
          175 Tukuku whiteshell
            1 monster helm -1
            1 monster belt
            6 pantin taj -1
            5 sorcerer's belt
            5 assassin's cape
           37 forgotten touch
          181 one byne bill
            6 valor cape
            5 mirage mantle
            3 etoile cape
          147 Ordelle bronzepiece
            5 summoner's cape
            2 warrior's stone
            2 koga sarashi
            2 argute mortarboard -1
            5 saotome koshi-ate
            4 cleric's belt
            2 warrior's mask -1
            1 koga hatsuburi -1
            1 duelist's chapeau -1
            2 bard's cape
            1 abyss burgeonet -1
            1 mirage keffiyeh -1
    Offense Tab
    Code:
    Damage Summary
    Player               Total Dmg   Damage %   Melee Dmg   Range Dmg   Abil. Dmg  WSkill Dmg   Spell Dmg  Other Dmg   Absorbed Dmg
    Arduwyn                 759019    43.43 %      420093          43       11297      327586           0          0              0
    Martel                  767156    43.89 %      209205           0       75123      482828           0          0              0
    Lumiere                 118456     6.78 %       57599           0       60857           0           0          0              0
    SC: Fragmentation        18177     1.04 %           0           0           0           0           0          0              0
    SC: Gravitation          16200     0.93 %           0           0           0           0           0          0              0
    SC: Light                68854     3.94 %           0           0           0           0           0          0              0
    Total                  1747862   100.00 %      686897          43      147277      810414           0          0              0
    
    
    Melee Damage
    Player            Melee Dmg  Abs'd.Dmg   Net Dmg   Melee %   Hit/Miss    M.HR %   M.Acc %  M.Low/Hi  M+0.Avg  M-0.Avg
    Arduwyn              420093          0    420093   55.35 %   4128/189   95.62 %   95.67 %    49/147    90.49    90.49
    Martel               209205          0    209205   27.27 %     810/49   94.30 %   94.30 %    35/547   245.31   245.31
    Lumiere               57599          0     57599   48.62 %     581/26   95.72 %   95.72 %    53/135    96.04    96.04
    
    
    Melee Crit Damage
    Player                #Crit  C.Low/Hi   C-0.Avg     Crit%
    Arduwyn                 560   118/819    173.63   13.57 %
    Martel                   89   313/399    363.31   10.99 %
    Lumiere                  31   121/185    154.13    5.34 %
    
    
    Ranged Damage
    Player            Range Dmg   Range %   Hit/Miss    R.HR %   R.Acc %  R.Low/Hi  R+0.Avg  R-0.Avg  #Crit  C.Low/Hi   C-0.Avg     Crit%
    Arduwyn                  43    0.01 %       1/60    1.64 %    1.64 %       0/0     0.00     0.00      1     43/43     43.00  100.00 %
    
    
    Weaponskill Damage
    Player                 WSkill Dmg  Abs'd.Dmg   Net Dmg   WSkill %  Hit/Miss   WS.Acc %   WS.Low/Hi   WS.Avg
    Arduwyn                    327586          0    327586    43.16 %     130/0   100.00 %    636/4610  2519.89
     - Aeolian Edge               636          0       636     0.19 %       1/0   100.00 %     636/636   636.00
     - Exenterator             326950          0    326950    99.81 %     129/0   100.00 %    751/4610  2534.50
    Martel                     482828          0    482828    62.94 %     200/0   100.00 %    376/4006  2414.14
     - Drakesbane              167096          0    167096    34.61 %      86/0   100.00 %    777/3679  1942.98
     - Sonic Thrust              1862          0      1862     0.39 %       1/0   100.00 %   1862/1862  1862.00
     - Stardiver               313870          0    313870    65.01 %     113/0   100.00 %    376/4006  2777.61
    
    
    Ability Damage
    Player                  Abil. Dmg  Abs'd.Dmg   Net Dmg    Abil. %  Hit/Miss    A.Acc %    A.Low/Hi    A.Avg
    Arduwyn                     11297          0     11297     1.49 %     114/0   100.00 %      67/689    99.10
     - Violent Flourish         11297          0     11297   100.00 %     114/0   100.00 %      67/689    99.10
    Martel                      75123          0     75123     9.79 %     188/5    97.41 %    146/1687   399.59
     - Soul Jump                16234          0     16234    21.61 %      26/3    89.66 %    376/1531   624.38
     - Spirit Jump              25612          0     25612    34.09 %      33/2    94.29 %    415/1687   776.12
     - Violent Flourish         33277          0     33277    44.30 %     129/0   100.00 %     146/327   257.96
    Lumiere                     60857          0     60857    51.38 %     159/0   100.00 %     167/410   382.75
     - Flame Breath             38311          0     38311    62.95 %     102/0   100.00 %     167/410   375.60
     - Hydro Breath              1551          0      1551     2.55 %       4/0   100.00 %     378/403   387.75
     - Sand Breath              20995          0     20995    34.50 %      53/0   100.00 %     323/410   396.13
    
    
    Skillchain Damage
    Skillchain          SC Dmg  Abs'd.Dmg   Net Dmg   # SC  SC.Low/Hi  SC.Avg
    SC: Fragmentation    18177          0     18177     13   441/1934 1398.23
    SC: Gravitation      16200          0     16200      9  1092/2377 1800.00
    SC: Light            68854          0     68854     35   804/2940 1967.26

  19. #3299
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    Thanks for the pointers guys. Did VD again today and went a lot better. raked in 299 coins We tried DC mobs but they were taking to long to kill so we went back to ep

  20. #3300
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    Quote Originally Posted by NynJa View Post
    Like bst duo'ers who feel entitled and that its their right to fight 4 mobs at once? >.>
    Paladins are just as bad aggroing entire camps. I found myself going back to EPs because of Plds dominating the DC camps in Bubu. Or, I'd let them pull and kill their mobs.

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