Wow sounds stupid easy now. I tried giving SE the benefit of the doubt and figured they wouldnt nerf them too hard and that the defense update would cause some one shots if people weren't smart and careful, but lol. Sounds like everyone and their moms can do Odin II and Legion now.
I guess nothings straightened out as far as weakness yet? At least it's no proc system or the only way mobs can die then i guess it's cool.
Most of the stuff in Legion was probably capped for our defense before. I doubt you'd see too much change on shit hitting players?
Attack cap was raised to 4.0, so I didn't really know how to take that.
As far as I've understood it, weaker enemies hit for more now and harder shit doesn't. As in their attack was capped versus our defense before and after.
It's quite possible my low amount of sleep this week has lead me to a misunderstanding, but /shrug.
Two things happened this update.
1: The monster cRatio cap was raised from 2.0 to 4.0.
2: Monster's no longer get +0.05 cRatio for every level above you (at least, according to the Dev notes on what they were implementing).
That means that at low defense ranges (as in less than 500-550), you will take more damage from mobs close in level to you to above. In addition, mob crits will be a bigger increase in damage than they used to be. However, if you have 500-550 (the normal defense for a melee with Protect V), you will take the same as before.
Finally, since mobs many levels above you no longer autocap their cRatio due to level correction, increasing your defense makes a difference.
Tldr: on mobs that matter, at 500-550 defense you'll take similar damage to before (besides crits, which will do more). Less than that, you'll take more, and more than that, you'll take less.
Ice magic does twice more damage on the Adamantoises in An now.
Gallu still hurts :<
I thought that was only in adoulin this way because:
which means that level correction still exist everywhere ecxept for adoulin. Just from the feel of it Hall of Mul didnt change much and the Gallu seems to hurt more then ever before, especially with Mighty Strikes up, he got defintly worse.Level differential corrections have been adjusted.
Level differential corrections will now be made when an enemy is two levels higher than the player, and will mirror those previously made when an enemy was one level higher than a player.
* This adjustment does not apply to enemies that have yet to be introduced.
There are several types of known level correction; monster > player cRatio increase, monster > player accuracy increase, player > monster cRatio decrease, and player > monster accuracy decrease are the only ones known for sure. Adoulin has none of these in effect. While older areas still have the last three level corrections, SE stated they were going to eliminate monster > player cRatio increase everywhere, as a part of their Attack/Defense adjustments, citing the fact that it was making defense worthless if every monster 10+ levels above you automatically capped cRatio 99% of the time.
Gallu's critical hits will hurt more due to the cap being higher, but unless he's got more attack than Ig-Alima (which is certainly possible), he should be hitting for similar numbers as pre-update (or a bit lower, depending on how much they adjusted Gallu's attack/DMG as per the Legion nerf, assuming you aren't using berserk/last resort/countestance or have a defense down debuff).
I suppose it's possible they backed out on eliminating monster > player cRatio level correction, but they didn't make any statements that they were, and given that it was a key part of the adjustment, would be strange to omit without them mentioning it, in a dev post or otherwise.
Well, I may have greatly underestimated the NMs. My linkshell just recently started doing Legion. We did our first Hall of Ki last night (having done just a handful of Hall of An in the past) and some of the NMs were hitting like a truck, even when I was wearing full PDT on WAR (my set's just shy of 50%, no Dring). I believe I was getting hit for ~280 per melee hit, not counting nasty crits and TP moves.
The big difference, as a DD, is stuff "feels" squishier overall. Most of our group was reporting doing more damage than before. We weren't running a parse to compare, but it was pretty evidently when the DDs were on the NMs. Even some people who came to help with less than Legion-ready gear seemed to do fairly well with appropriate buffs (4 songs, 4 rolls).
just did a Hall of An and Muru. mob weaknesses grants double damage.
Hall of An - Tier 2 Turtle was weak to Ice
Hall of Muru - Tier 2 Bird/Dragon was weak piercing. Non-Relic proc barrages for 8k, Last Stands for 9k-10.5k
Yeah, I was doing 5k Heavenly Strikes to the turtles in An with Ice shot on them. It was pretty amusing. No idea what the other mobs in there might be weak to though.
No other weaknesses jumped out at us in either hall, between thunder, ice, wind, and fire magic, as well as piercing and slashing damage.
they will hit like a truck, the defense/attack system didnt change much on that, on some cases it got even worse (gallu during mighty strikes). Hall of Mul doesnt seem to make any difference then before, infact I am thinking that they didnt even touch the Gallu and Rex stats at all... Rex was takeing longer then I expected.
The weaknesses are apparent on some mobs. I was popping off 6800+ Namas' on Lofty Zilant.
I didn't see anything different in Mul but we were fumbling buffs hard trying to rotate in an extra BRD for Marches.
Mobs are squishier for a fact. We only have 2 Rag DRKs and the rest are WARs and SAMs and shit just melted. Got T2 Cerb down in under 15 seconds with just BRD/COR rotations. Shit dies as fast, if not faster now than it did pre-embrava nerf. Didn't notice any peculiarities with Hall of Ki mobs in regards to damage types, they all took poor damage from Elemental Magic of varying elements.