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  1. #641
    Salvage Bans
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    Quote Originally Posted by Diomer View Post
    Here's a question for the other groups winning final chamber consistantly; are you leaving THF out now in lieu of a 2nd SCH for Stun? I'm just not sure what you could drop outside of THF without drastically decreasing win chance :/

    For the record, I was going SMN x5 COR x3 PLD DDx5 WHM BRD SCH THF before this and when SMNs are bad with Squall, it makes things "interesting" since sometimes I'm the only DD with Stun.
    DDx5 SCHx2 SMNx6 PLD COR THF BRD RDM.

    RDM and SCH#1 stun while SCH#2 locks. After wave 2 Naraka, SCH#2 redoes embrava and unlocks to help stun. SCH#1 2hrs if needed later on.

  2. #642
    Champion of the House of Weave
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    Slycer: Thanks for the update on the Legion page, it looks great!

    Quote Originally Posted by Diomer View Post
    Here's a question for the other groups winning final chamber consistantly; are you leaving THF out now in lieu of a 2nd SCH for Stun? I'm just not sure what you could drop outside of THF without drastically decreasing win chance :/
    We have one of our CORs sub Thf.

    Our drops from today for those who care about drop rates:

    http://i23.photobucket.com/albums/b3...nce/Mul8-1.png

  3. #643
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    Quote Originally Posted by Byrthnoth View Post
    * T2 Khimaira's Fulmination gives Paralyze that goes through PD.
    This is not true in my experience. Remember PDs potency is determined by MP% at the time, without 100% MP it will never be 100% to block all status effects. Always best for SMNs to carry meds.

  4. #644
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    Has anyone actually seen Ngen Seraweels drop that could provide a figure for the Blood Pact damage enhancement? Also, whats the drop rate like on them?

    Quote Originally Posted by Kujah2010 View Post
    This is not true in my experience. Remember PDs potency is determined by MP% at the time, without 100% MP it will never be 100% to block all status effects. Always best for SMNs to carry meds.
    I'm not sure this is entirely true, although I've not seen testing on the potency of PD. For duration at least, it's based on MP as a figure, which at 99 is around 1190 iirc. I believe that potency starts deteriorating after 1/2 duration which could be why some effects from TP moves will go through it. If anyone has a link to potency testing, can you PM or something please.

  5. #645
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    Quote Originally Posted by SargentRemora View Post
    Has anyone actually seen Ngen Seraweels drop that could provide a figure for the Blood Pact damage enhancement? Also, whats the drop rate like on them?


    I'm not sure this is entirely true, although I've not seen testing on the potency of PD. For duration at least, it's based on MP as a figure, which at 99 is around 1190 iirc. If anyone has a link to potency testing, can you PM or something please.
    Is something I read a while back on ffxiclopedia and has always seemed to hold true for my group. For example we have done the Soaring Kumakatok god knows how many times and always resisted Gala Macabre, however last night our SMN was lacking in MP, and charm was not resisted. Our smns normally carry vile elixirs in legion for this reason. I have never been hit my any status under the effect of PD at 100%, but been hit by several under 100%

  6. #646
    Melee Summoner
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    Quote Originally Posted by Kujah2010 View Post
    Our plan for Mul tomorrow night is to try a setup of:

    DD DD DD BRD COR WHM
    DD DD THF BRD COR WHM
    PLD PLD SCH SCH SCH SMN

    Will be stun locking NMs, plan on TPing in PDT and using Bio2 + Tidal roar on all mobs for -35% attack down, paired with PDT should see a significant reduction in damage taken, along with stuns people should be cured quickly enough before they take any more damage.

    Will report back tomorrow night!
    Hey Kujah, got a few questions in regards to the whole Sch stun-lock method you've been utilizing.

    I'm curious to know how much -PDT your DD's aim to get, how much accuracy they use in their builds, what your group does to counter any accuracy shortages, and... whether or not they sacrifice any haste so that they're able to equip more PDT or accuracy gear.

  7. #647
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    Quote Originally Posted by Zeosilot View Post
    Hey Kujah, got a few questions in regards to the whole Sch stun-lock method you've been utilizing.

    I'm curious to know how much -PDT your DD's aim to get, how much accuracy they use in their builds, what your group does to counter any accuracy shortages, and... whether or not they sacrifice any haste so that they're able to equip more PDT or accuracy gear.
    I can't say anyone has ever had any accuracy issues on anything......We use Madrigal + Minuet on wave 1, Scherzo + Minuet in wave 2, and Double Madrigal the Aello.

    The DDs don't go full turtle mode, using hybrid sets hitting around 20-25% PDT each. Last night we got our 10 min warning on Uptala which was at 75%, kill speed had died as mantis somehow managed to slow + amnesia all 3 SCH and followed up with a death prophet straight after :< As Ig-Alima popped we timed out, so sad. Not a single PD used on any mobs either.

    Our average mob kill time with 6/6 DDs alive is around the 2 minute mark normally, with the exception of shitty amnesia mobs or that forking Paramount Ironclad jerk.

    Also the Uptala can be fairly deadly with his normal melee attacks, hit a DD in FULL PDT for 1200, the attack where he stabs with all 4 swords.
    With a bit more refinement I'm confident we will have a good clear rate without any PDs!

    Also our setup has tweaked slightly to the above, we go with:

    DD DD DD BRD WHM COR
    DD DD DD BRD WHM COR
    PLD THF SMN SCH SCH SCH

  8. #648
    CoP Dynamis
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    Its clear that several groups are able to consistently clear at least the Gallu on Mul now, which is nice to see.

    What I am most interested in at this point though, are the varying behavioral changes we see with the mobs based on kill order or unique mob mechanics. Examples of behavioral changes we have seen based on kill order/mechanics from other chambers include, but are not limited to:

    1) Wave 1 Behemoth gains a manafont effect/access to meteor when the flame armor buff is active.
    2) Wave 2 King Behemoth will be assisted by Wave 2 Aspid once the KB's HP drops to a certain %.
    3) Wave 2 Vampire gains a significant amount of either -PDT or -DT if killed last.
    4) Wave 2 Alicorn's TP move usage will be locked to Grace of Hera only, so long as a debuff is active on the Alicorn.
    5) Wave 2 Corse will charm a number of people equal to its kill order (i.e. Kill 1 mob then engage Corse-he will charm two people at a time, Kill both other mobs and save the Corse for last-he will charm three people at a time.)
    6) Paramount Botulus "Levels Up" upon death of Paramount Gallu.

    The three aspects of Mul that interest me the most atm are
    1) The constant enmity swapping on wave 2 Ironclad,
    2) Death Prophets
    3) Astral Flow use from Botulus.
    We seem to be having issues getting stun to land consistently on the wave 2 mantis, and waiting for multiple DD to unweak obviously costs 1/6 of the run's timer. I am aware of the current discussion of a gratuitous amount of magic accuracy/summoning magic skill being required, which is quite possibly the explanation.

    One interesting thing we noticed on our run last night, was that the wave 2 Hahava did not become invincible/cast Kaustra when it hit 1%--it simply "fell to the ground", without casting Kaustra. Kill order was the same as a previous run where the wave 2 Hahava did become invincible/cast Kaustra. Other bits of information include that the wave 1 mantis does use Posture (although it seems to have been documented several times that the Mantis can open with Death Prophet without this buff active), and that the wave 2 mantis seems to have a two hour animation before using prophet (Two hour animation is Meikyo Shisui--information from Kujah).

    Our current kill order is:
    1) Mantis > Harpy > Ironclad > Hahava
    2) Ironclad > Harpy > Mantis > Hahava

  9. #649
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    Quote Originally Posted by Wardeniii View Post
    Its clear that several groups are able to consistently clear at least the Gallu on Mul now, which is nice to see.

    What I am most interested though at this point, are the varying behavioral changes we see with the mobs based on kill order or unique mob mechanics. Examples of behavioral changes we have seen based on kill order/mechanics from other chambers include, but are not limited to:

    1) Wave 1 Behemoth gains a manafont effect/access to meteor when the flame armor buff is active.
    2) Wave 2 King Behemoth will be assisted by Wave 2 Aspid once the KB's HP drops to a certain %.
    3) Wave 2 Vampire gains a significant amount of either -PDT or -DT if killed last.
    4) Wave 2 Alicorn's TP move usage will be locked to Grace of Hera only, so long as a debuff is active on the Alicorn.
    5) Wave 2 Corse will charm a number of people equal to its kill order (i.e. Kill 1 mob then engage Corse-he will charm two people at a time, Kill both other mobs and save the Corse for last-he will charm three people at a time.)

    The three aspects of Mul that interest me the most atm are
    1) The constant enmity swapping on wave 2 Ironclad,
    2) Death Prophets, and
    3) Astral Flow use from Botulus.
    We seem to be having issues getting stun to land consistently on the wave 2 mantis, and waiting for multiple DD to unweak obviously costs 1/6 of the run's timer. I am aware of the current discussion of a gratuitous amount of magic accuracy/summoning magic skill being required, which is quite possibly the explanation.

    One interesting thing we noticed on our run last night, was that the wave 2 Hahava did not become invincible/cast Kaustra when it hit 1%--it simply "fell to the ground", without casting Kaustra. Kill order was the same as a previous run where the wave 2 Hahava did become invincible/cast Kaustra. Other bits of information include that the wave 1 mantis does use Posture (although it seems to have been documented several times that the Mantis can open with Death Prophet without this buff active), and that the wave 2 mantis seems to have a two hour animation before using prophet.

    Our current kill order is:
    1) Mantis > Harpy > Ironclad > Hahava
    2) Ironclad > Harpy > Mantis > Hahava
    The Mantis mobs are the ones that seem to make or break our runs at the moment. Wave 2 mantis uses Meikyo Shisui multiple times as a 2hr, allowing to triple TP back to back, I have never seen it use DP without Preying Posture active, where as wave 1 can use it freely. Wave 2 Mantis stun resistance goes through the roof with Preying Posture active, but is still highly resistant without. It seems very random for us at present, same 3 SCH on all runs, sometimes 1-2 resists in entire fight, sometimes it just resists everything. Curious if it has to do with positions, like it will always resist stun if you are behind it or so, SCH always stand together. More experimenting needed on it, our Apamajas II staves are all almost finished now too.

    Our kill order is:
    1) Mantis > Ironclad -> Hahava > Harpy
    2) Ironclad > Mantis > Uptala > Harpy

  10. #650
    Relic Horn
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    Quote Originally Posted by Zeosilot View Post
    Hey Kujah, got a few questions in regards to the whole Sch stun-lock method you've been utilizing.

    I'm curious to know how much -PDT your DD's aim to get, how much accuracy they use in their builds, what your group does to counter any accuracy shortages, and... whether or not they sacrifice any haste so that they're able to equip more PDT or accuracy gear.
    apoc/pole/-/hagneia
    Mekira/Twilight/brutal/forgot
    Makira/forgot/dark/dark
    shadow/phasmida/ogier/phorcys

    dark are 6% and 5% pdt (with some mdt)

    obviously apoc has big advantage for gearing. +35 acc and 10%haste from AM makes thing easier.

    Cant really go lower with PDT on some mobs. Hahava wave 2 or 1 (dont remember) hit me for 1870 when I was wearing set above. Mantis do this superfast jumps so you need PDT fulltime for those too. Harpy also makes those circle AoE. I think only Ironclad is pretty safe to just macro PDT/MDT for tp moves.

  11. #651
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    This is not true in my experience. Remember PDs potency is determined by MP% at the time, without 100% MP it will never be 100% to block all status effects. Always best for SMNs to carry meds.
    I thought it's max potency as long as its >1000MP. Since the PDT/MDT on Perfect Defense decays over time, wouldn't the status blocking decay as well? Did ADL the other day and a WAR died to Tera Slash a about 25 seconds after PD was applied.

  12. #652
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    Also I think someone has to edit the wiki page about Perfect Defense being undispellable/unabsorbable. Veiled Sandworm can totally steal that shit.

  13. #653
    Sea Torques
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    Quote Originally Posted by SargentRemora View Post
    Has anyone actually seen Ngen Seraweels drop that could provide a figure for the Blood Pact damage enhancement? Also, whats the drop rate like on them?
    http://sandworm.jugem.jp/
    Blood Pact damage +5% and 1 HP / Tick Auto-Regen.

  14. #654
    CoP Dynamis
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    Quote Originally Posted by Kujah2010 View Post
    The Mantis mobs are the ones that seem to make or break our runs at the moment. Wave 2 mantis uses Meikyo Shisui multiple times as a 2hr, allowing to triple TP back to back, I have never seen it use DP without Preying Posture active, where as wave 1 can use it freely. Wave 2 Mantis stun resistance goes through the roof with Preying Posture active, but is still highly resistant without.
    I wouldn't be surprised at all if by killing the Ironclad first in wave 2 (which seems like a necessity), that one or more of the other mobs receives some kind of buff--such as, perhaps if you fight the mantis before the ironclad, he will not Meikyo Shisui. It could obviously go the other way as wel lthough, and be something along the lines of--"If you kill wave 2 hahava first, then the ironclad's hate mechanics will return to normal." Hmm.

  15. #655
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    Quote Originally Posted by Wardeniii View Post
    I wouldn't be surprised at all if by killing the Ironclad first in wave 2 (which seems like a necessity), that one or more of the other mobs receives some kind of buff--such as, perhaps if you fight the mantis before the ironclad, he will not Meikyo Shisui. It could obviously go the other way as wel lthough, and be something along the lines of--"If you kill wave 2 hahava first, then the ironclad's hate mechanics will return to normal." Hmm.
    But then leaves you with the problem of the ironclad running wild while you try to kill another mob, no easy task.

    However now that I think about it, what about a PLD outside alliance run in and flash Paramout Ironclad and seeing if hate is still wierd?

  16. #656
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    Just finished a Mul with Gallu at 50% :<

    Things we noticed:

    1) Botulus Astral Flowed while being kited and wiped us.
    2) Uptala did NOT Kaustra before death, just fell over.
    3) Mantis still resisted stuns like a douche, but never killed anyone
    4) Paramount Ironclad somehow interrupted a SCH stun and caused us to lose ALOT of time from ballistic kick (if this had not have gone off we would have won easy!) Resulted in alot of deaths and our 3rd embrava being used too early (wore when we got to Gallu)
    Mob order was: Ironclad -> Harpy -> Hahava -> Mantis for both waves.

  17. #657
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    Did you happen to confirm outside ally hate mechanics on Paraclad?

  18. #658
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    Afraid not, we stuck with our normal strategy. Got 2/4 trophies atleast so be attempting Mul again on sunday.

  19. #659
    Ridill
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    I noticed bg wiki doesn't show any synth materials but I've seen screenshots in here of some of the rare ones so anyone seen a staghorn coral from it?

  20. #660
    I enjoy tapping my sisters fine ass
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    i can tell you that i was a pld outside of ally and while i didn't claim it, i did aggro it outside of the ally and it made a B-line right to the alliance. (ironclad)
    (staghorn / Penelope / ocu inogot all drop in legion mul)

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