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Thread: Test Server Findings     submit to reddit submit to twitter

  1. #4321
    Flowery Twats
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    Any info on Thf's 2hr? Is it a force crit like SA/TA? Does it stack with SA/TA? Stack with WS? Does it have a DEX/AGI/Other mod, like SA/TA?

  2. #4322
    CoP Dynamis
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    Quote Originally Posted by noodles355 View Post
    Any info on Thf's 2hr? Is it a force crit like SA/TA? Does it stack with SA/TA? Stack with WS? Does it have a DEX/AGI/Other mod, like SA/TA?
    THF 2 hour isn't on test server yet.
    Warrior / Black Mage / Red Mage / Paladin / Dark Knight / Beastmaster / Ranger / Ninja / Dragoon / Summoner / Puppetmaster / Dancer

  3. #4323
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    Quote Originally Posted by InsaniacTHF View Post
    The boss fights were extremely easy with no macros or gear swaps. NIN THF SCH SMN. I don't think the buffs were even needed. Never really went past yellow HP with Brava and Regen. Also buffs carry if no one mentioned that already.
    Duoed Silagilith with Yugl as SCH+DRG. You can totally outrange his stupid encumbrance move if you just start running when he collapses. So... ya. idk wtf they are doing with Meeble Burrows, but it's a joke unless the mobs get boosted before it's added to the real servers. Even 3 people (the minimum requirement) is going to be overkill for almost every run.

  4. #4324
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    I thought someone from our group mentioned being able to run away from the TP move but yeah, both of those bosses are pathetic. The difficulty level has me expecting pure trash level rewards unless the other burrows are much harder.

  5. #4325
    A. Body
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    Quote Originally Posted by VZX01 View Post
    Shijin Spiral has a weird 1.0625 fTP on 1st hit (maybe the rest as well?) (Shijin Spiral is DEX mod btw)
    Was the bolded ever confirmed/denied? I scanned through the next 5-6 pages and it seems to have been lost in the shuffle.

  6. #4326
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    first hit only

  7. #4327
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    Ya know, as much as I'd like to say "no offense", your word has literally no weight in the idea of being right about something, or properly testing something. Anyone *test* this?

  8. #4328
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    There are VERY few non-JP posters that have actually posted as much math and formulae as pchan on forums in reality, off my head only Byrth and Montenen do any math in public forums anymore (ie. outside the dedicated game math forum) since Thorny and other's don't post anymore. While he often makes retarded statements and doesn't provide math or bends the solution towards his conclusion, he has certainly contributed more than yourself and the vast majority of other FFXI forum posters. Not to say anyone should listen to pchan blindly but in the past he has delivered at times.

  9. #4329
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    Quote Originally Posted by Alistaire View Post
    Ya know, as much as I'd like to say "no offense", your word has literally no weight in the idea of being right about something, or properly testing something. Anyone *test* this?
    Hey Mr noone, test has been done on the OF so shut up and go take a pill. I did it, as well as 5% attack bonus.

  10. #4330
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    Play nice, chilluns!

    However, it's not very difficult to tell the difference if you use a gorget and belt, which makes it 5.2625 fTP (1.0625 + .2 + 4) versus 6.3125 fTP ( (1.0625+0.2)*5).

  11. #4331
    Ridill
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    Uses atmas on right day make it even more rediculously obvious

  12. #4332
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    Test server updated! Wonder if anything else was added? :D

  13. #4333
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    I didn't get any kind of download when I logged in.

  14. #4334
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    nope nothing was added client side

  15. #4335
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    The Bard 2-hour gives 1 minute of Magic Defense -25 and probably INT-50%. The official effect is BRD 2-hour, so it probably stacks with other sources of those debuffs (Impact, Burn, Vido/Shattersoul).

    Spoiler: show
    Without / With
    Bliz2: 267 / 386 (155/1)
    Aero2: 215 / 317 (113/1)
    Stone: 52 / 69 (10/1)

    97 INT, 24 MAB

    267/1.24 = 216, dINT=61? (confirmed by Aero II)
    Stone caps at dINT=48, so it is capped and gives us an idea of the MDEF bonus (52/69=~.75)

    386*.75/1.24 = 234, dINT=79 (weird difference, but confirmed by Aero II)

    So it gives INT-18. 97-61 = 36, 36/2 = 18. Okay, that's enough for me


    SAM 2-hour seems to last for 45 seconds. It does not let you avoid regular melee attacks automatically, though I took 0 damage from a TP move with it up (it wore off shortly afterwards). If there was a WS damage bonus effect, it did not persist past the end of the 2-hour.
    Spoiler: show
    2412 HP in Abyssea -> 1130 damage Spirits Within (300TP) all three times I tried it. (2-hour up but uncharged, 2-hour recently charged but then wore off, once more because I was using a D1 sword and had to kill the monster)
    I guess Overwhelm doesn't work with Spirits either? I am 5/5.


    COR 2-hour lasts for 3 minutes, has no effect on roll potency that I could discern using Chaos Roll (description is: Enhances the effects of Phantom Roll), and lets you put up another roll. Once the roll is up, you can maintain it even after 2-hour wears off as long as you never let it fall (like Dura). Also, it doesn't reset Phantom Roll when you activate it.

    BLU 2-hour lasts for 1 minute. I didn't do any further testing.

  16. #4336
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    Most boring test server update ever. I like how they waited until a Friday and made an "official" update out of that, when they apparently could have done it whenever they wanted.

    The COR one could be useful, I suppose, but the problem is that right now busting is a huge part of successfully landing good rolls, and it sounds like once you bust that third roll, unless the 2hr is still up, you won't be able to get it back. 3 potentially mediocre rolls vs. 2 perfect rolls + Wild Card... doesn't really sound like much of a comparison.

  17. #4337
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    You don't think 3 minutes is enough time to get an 11 roll? If you put up two 11 rolls then activate the new 2hr, you should have plenty of time to 11 that extra roll even if you bust multiple times, as long as you have the 11's on from the other rolls.

  18. #4338
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    And then as soon as you bust, you'll have 2 rolls again and won't be able to put up a third. Byrth's post says that as long as you maintain three rolls, you can keep three rolls up indefinitely (even after the 2 hr is completed). Once you bust, you'll only have two rolls left.

  19. #4339
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    Oh hmm but at least for those 3 minutes you're guaranteed to have 3 rolls put up, and if the rolls last 5min or so, you should have at least 5-6 min of 3x rolls, assuming you refresh the 3 rolls before the 3 min is up. That's still pretty decent. Wild Card is good for multiple foes like doing multiple ADLs and doing legion, but for one big fight like an Odin v2 or future HNM fights, this new 2hr might be better. Wild Card for multiple fights where you need more than one PD or Embrava for recuring battles, new 2hr for singular fights.

  20. #4340
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    Yeah. Wild Card is more of a gamble, the new one is more of a known quantity. The fact that you can maintain three rolls after the 2hr effect wears (as long as you don't bust or let the rolls wear), is pretty intriguing, I'm just not sure that three mediocre rolls are better than 2 11 rolls, especially considering the additional time to roll when you don't have 11s up (again, I'm only talking about after those initial rolls are wearing off). It's a nice option in any case, fairly well balanced in utility with Wild Card.

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