I thought I had read that there was a way that you could swap jobs mid run and still be able to participate. Was I imagining this? I tried it last night and if it is possible I obviously did it wrong.
I thought I had read that there was a way that you could swap jobs mid run and still be able to participate. Was I imagining this? I tried it last night and if it is possible I obviously did it wrong.
Spira:
The bit with alignment caps (cap % incl TH before periapt) has an error, at least for blue alignment. The cap is 500 including TH before periapt, and 525 after the periapt. I've never used yellow or green cells, so I don't know about the caps for those.
Since you listed empyrean seals on the T4, the T3 mobs also drop seals, but I've been throwing those away and not paying attention to what type they are. I'm not sure about T1 / T2 dropping seals.
On a semi-related note, your abyssea - altepa map has Emperador de Altepa dropping sch seals instead of brd seals.
The cap on green and yellow is probably the same as blue and red (i.e. you can't hit it). 225 is pre-cell cap, add up to 75 for cells, multiply by TH, add periapt. I haven't hit any capped value for green/yellow (after TH) like blue or red.
ok thx for the heads up.. ill probably just take away the seals thing since they're not exactly unique drops and.. its messy lol.
just made changes to the stuff you mentioned..
as for Abyssea maps i'll be working on fixing all the changes in soon
G-10/F-7 Rolanberry Fields
G-6 near the cliffs Qufim Island
I-7 Crawler's Nest
J-10 The Eldieme Necropolis
Those are all from memory but the only one that might be a slight bit off is the 2nd Rolan one, the rest are accurate.
Just noticed on your Voidwatch guide for the nations path, you mention blue !! showing up for JA/WS weakness. There are no blue !! in voidwatch, the color of the !! doesn't correspond to the color of the lights increased. Red !! is for any high stagger, grellow !! is only for the lowest one. Normal weakness stagger can still yield red !! if it was hit while the mob was casting a spell or readying a TP move. Four kinds of staggers are...
Normal vulnerability stagger: 20 R or B / 10G / 10Y / 0W (grellow !!, 1 used temp item returned, 5 sec stagger)
Normal vulnerability stagger timed on a mob's TP move or spell cast: 40 R or B / 50G / 50Y / 25W (red !!, all used temp items returned, ~20 sec stagger)
High vulnerability stagger: 100 R or B / 50G / 50Y / 25W (red !!, all used temp items returned, ~20 sec stagger)
High vulnerability stagger timed on a mob's TP move or spell cast: 200 R or B / 50G / 50Y / 25W (red !!, all used temp items returned, ~20 sec stagger)
The main light received (red or blue) depends on whether it was magic (red) or JA/WS (blue) that proc'ed - you have that part captured correctly.
no? lol for some reason I seemed to remember red and blue syncing to lights that way.. maybe it was changed, maybe not. idk. but i'll edit it to reflect what you say.. you do know better after all..
my idea for putting stagger mechanics in was mainly to give people a rough concept of what it really is. never really intended to be specific.. so I'll leave those technicalities to experts, as long as I am more or less accurate in vagueness lol.
anyway changed it.
Totally understand, I love your stuff so I just wanted to give you a heads-up that the info wasn't correct. I don't think they ever had blue !!s in Voidwatch, but they certainly don't now (and haven't for a while, if they ever did).
So...
I'm starting to be concerned about the structure and setup Voidwatch is being laid out in. At the risk of sounding whiny complaining about both having too little then too much, this system is starting to seem dauntingly expansive. Voidwatch part 1 consists of 18 NMs. Now Voidwatch part 2 adds in 27 more for a total of 45 NMs. That's already far more than sky, sea, ZNM, or any other similar systems where you work up through NM tiers. And according to the yearly road map there are still Voidwatch parts 3 and 4 to go!
Granted there is an important difference: in past tiered NM systems you have to reacquire all the spawn items every time from scratch, while in Voidwatch (so far) you keep the access to every new tier you reach. But you see what I'm getting at?
On top of that they planted these things in every out of the way zone possible to appease the zone equality whiners and it ensures that you never begin your voidwatch event within an hour of gathering. I mean like what is this this going to look like in the end? Are we going to need to work every schmuck in the LS up a chain that takes weeks to complete with traveling to nearly every dungeon in the game?
You only have to travel there and win the fight once, then you can teleport whenever you want for a measly 1,000 cruor. Getting through the tiers one time as opposed to having to climb the tiers dozens of times over is far preferable. I like the more varied spread of NMs myself, I don't see what the problem is.
not necessarily, i think.
they seem to have played their cards really well for Voidwatch, and as far as going up to part 2 goes.. theres actually a structure that's being worked out..
Part 1 (3 nation areas + [s] equivalent of certain areas) makes use of vanilla FF areas and WotG areas.
Part 2 has 2 paths, one that requires part 1 (Jeuno path), which also makes use of vanilla FF areas and WotG areas, and another which is purely Zilart-based.
what I'm seeing here is a main Voidwatch battle/story arc (since theres cutscenes) that will continue to span only vanilla and WotG areas, and a sub path that will be accessible by itself, specific to a particular expansion..
...to predict the future pattern, what we're likely to see will be something like this..
Part 3 - beastmen towns and [S] version + Vunkerl/Grauberg/Fort
and a new CoP tier, that will probably have an NM that looks exactly like Absolute Virtue in the final tier..
and Part 4 - Northlands and [S] version + some special final BC of sorts, maybe in WoE
and a ToAU tier, probably, with an NM that looks exactly like Pandemonium Warden in the final tier..
whats kinda nice about this is that there's a whole lot of NMs and content for players to battle. I bet magian trials will somehow be worked into these to make them popular.. but when the time comes there'll be so many NMs that it is in itself like another mini-expansion. We'll just have to see how the story plays out with Cait Sith and Kupoking
another cool thing is that this creates a lot of convenience in the form of cruor teles for anyone who unlocks them thru growing their abyssite. With part II, there's really almost nowhere you can't go on the main continents really quickly from Jeuno or from a home nation, to be honest. You can tele from nation to nation, nation to jeuno, to the Roc/Simurgh areas in Rolan/Sauro, to Kazham, Rabao and Hall of the Gods. its just a world of convenience that I'd be most happy to earn
and lastly, I'm also happy that the tiers stay opened after you grow them. after all it takes quite a bit of effort to grow them in a particular order.. and you have no reason to kill certain NMs again and again. This removes bottlenecking and redundant NM killing that has plagued NM systems in the past...
VW is just a big Tele Quest. (by far its best reward)
Just a shame we're bottlenecked by our stone count. I'm at the point where I'm hoarding voiddust on my mule for my main since I need to keep a reserve when this update comes out, and there's no sign of another KI that'll cut the restock time by 4 more hours.
I'd be for the stones if there was a means of keeping them from run to run like Abyssea. 100% white light for a free stone would work for me.
I love vanilla final fantasy
It's pretty easy to build up allied notes; 4500 for about 15 minutes of campaign, and then 2000 to buy voiddust. Lv 91 might be a new tier for xp rate in campaign if the current pattern holds, so it could get faster still. I still have several hundred thousand from campaign ops on low level jobs, so I'm not too worried about stones.
I kinda worry about VW being the primary FFXI endgame. My main concerns:
-Having to drag people through the fights in order, so that they can upgrade their stratum abyssite and have access to the Jeuno portion of VW. I know if you are going for the win you don't need to bring that many people but it's still a pain doing t1 fights again and again because someone couldn't be online one day.
-Finite number of voidstones. At least with Abyssea, you pretty much have the option of farming time once you're inside so that stone become a non-issue. However with VW, you're currently limited to 10.5 stones a week. I feel like it'll be awhile before they add enough stone replenishment periapts to satisfy the masses, particularly if it's going to be the primary endgame going forward.
Mild annoyance but no more than dragging someone through CoP 1-1 > 8-3 to people able to do sea - only the 1 CS so far, so less work even.
Campaign for 15min w/ capped medal is 2 stones (2000 each, not 3000), if not more next update.-Finite number of voidstones. At least with Abyssea, you pretty much have the option of farming time once you're inside so that stone become a non-issue. However with VW, you're currently limited to 10.5 stones a week. I feel like it'll be awhile before they add enough stone replenishment periapts to satisfy the masses, particularly if it's going to be the primary endgame going forward.
I feel your pain on the first concern. We have had to redo the Bastok/Sandy/Windy paths something like 6 times each to get everyone in the LS capped with CS done. There's always a straggler who wasn't online those 5 times we did it. After getting something like the 35th person through it, we are just going to focus on the new paths come Monday and people who want to catch up can join pickup runs.
I'm interested to see how this will work come update. For the moment dragging my whole linkshell up so everyone has 3/3 T4 abyssites is near impossible without repeating tiers over and over so I've just gone with getting the majority of the people with good attendance done. I'm hoping that once Jeuno tiers come those without will still be able to participate and receive rewards as long as someone has access.
The biggest gripe i see about VW is the loot system. SE needs to let players transfer items from personal chests into the pool. This would make the drop rates Palatable. People are too used to abyssea being an easy ride. With a good group of 18 you can easily do a path in about 3hrs.