Which temp items are people going for?
Which temp items are people going for?
Fanatic's, Body Boost, and Cleric's for DD for sure. Pop body boost at the 10 minute warning, pop fanatic's before engaging 100 boss, and have a cleric's rotation.
Are you sure? A dnc going all-out DD on soft mobs like Nyzul can be a monster if they're not wasting TP on cures. Plus little things like Chocobo Jig on larger floors, stuns, and the value of Haste Samba on bosses.Originally Posted by Diomer
I have to imagine Embrava skews things toward heavy-hitters, making all that running around a DNC is doing less valuable.
I don't see immense benefit in short-duration stuns in Nyzul. Sudden Lunge, sure, especially when you can keep a potentially dangerous leader or NM stunned for the entire fight.
Haste Samba is great, but fl100 is usually the quickest clear we get. The benefit of it doesn't stand out when it serves to benefit everyone very little in the grand scheme of the event.
As for Chocobo Jig.. I mean, I feel as if you may as well just use a 3rd party speed boost. If SE ever decides to drop the hammer a la Salvage, they aren't going to discern between those who legitimately ran atypically fast, and those who used clipper to do so. Any kind of natural speed bonus is likely to incriminate you.
I guess I just don't see it beating any heavy DD; pretty much everything dies in like 10 seconds anyway outside of a select few mobs. Anything less than optimal is just going to decrease your win percentage; but like someone said; if you're using clipper I guess any 4 DD is probably fine.
There aren't many jobs in the game, if any, that can really match BLU's killspeed on monsters like the ones you find in Nyzul. Embrava lowers the gap a bit but Regain still isn't as potent as spammable spells. At the very least BLU is on par with heavy DDs in this case. "they're useless" isn't an accurate assessment. Think the problem here is you've never played with a good BLU that knows how to play their job.
This is the only point you made that I really disagree with. Natural speed bonuses (Flee, Jig, Mazurka) should make it -less- likely for you to be incriminated compared to, say, a war/sam without any Powder Boots usage (an enchanted item use should get logged somewhere) moving at flee speed throughout the run.Originally Posted by Dotsudoku
Hmmm. Yeah, I can see how that might work out. A dnc/war riding Saber Dance and Haste Samba should be able to output similar damage to a mnk/war, but a Hasso'd war/sam using Ukko's or Resolution with massive amounts of Regain will trounce either of those, given the heavy weighting towards weaponskill damage.Originally Posted by Diomer
If Embrava was only haste and regen, things would be fairly even across all options; however with the regain, it leans far more heavily towards jobs with extremely strong weaponskills.
High WS damage is wasted as you hardly ever get the full damage return except for on NMs. White damage is still important. Jobs that do both good TP phase damage and have a good WS seem to be the best.
I can't defend my assertion with utmost confidence, but I don't find it to be entirely unreasonable. We all know how little discretion was used in regard to Salvage bans. SE could have easily treated it case-by-case, but instead dropped the hammer without examining the situation. If they start cracking down on people who are regularly beating their prized maze illegitimately, I don't think I'd feel safe about running around at 125% with their history of jurisprudence.
Uh, the Salvage bans were based on people who dropped and reformed alliances to dupe gear. While some people might have done so "accidently", it's not like there's some JA that can result in a 3 pieces of gear dropping from an NM that can only drop 1.
So that's not a very good comparison and I'm pretty sure you're being overly paranoid. Obviously your call on how "safe" you want to think you are though.
125% won't get you banned, I'd bet. I would be unsurprised if they start doing quick spot checks randomly in NI and pulling out people going at 200% through walls.
125% is the same as having movement speed gear and sprinter's up, unless we're talking about +125%. In this case I doubt they'd find the number to be conspicuous. Could probably make a case for up to 165, but 200 is a big red flag if they do check things like that.
I use STR magian, but really because it's only my best option available to me. I can imagine OAT would be particular awesome, seeing as the majority of the monsters you're fighting are Decent Challenge and don't really need the extra Attack on STR magian.
One of my major problems with BLU when playing it was actually MP conservation, I would be praying for a Spec Enemy or Lamp floor from time to time to give my refresh time to work. Thats with Battery Charge, Auto Refresh set, sanction, and 3mp per tick gear. Yeah I could wreck any of the normal mobs without even needing to engage with the heavy hitters, but it took its toll on my MP pool, also Dusty Ethers are shitehawks.
Or make some thread-thin programmed area where when you enter it (like they do for CSs when you approach something or walk a little ways into a zone) it gives you a long CS to rival the one by Nashmau's north exit before letting you continue on your way. These thin areas would be placed in the same spot as walls in various random areas.
In regards to bannings, one thing that you should consider is how different detecting every form of cheating is. Salvage duping was recorded in the server's logs. There is virtually no evidence in regards to clipper. Character position and such things are all dynamic information. It's not stored anywhere. They pretty much have to catch you red handed, whereas Salvage bans they could retroactively prune through information, likely assisted by some automated system. It's certainly possible that they'll start some kind of screening process, but either way you spin it, it's going to be a lot more difficult to address than Salvage.
It would be pretty easy to assign one GM to pop into the zone once an hour on each server and ban everyone moving at 200% speed without the quickening status.
Or the patch today might put some kind of detection into the walls that logs wall breaks on the server, never know.
You're assuming that they can check what people's movement speed is without following individual players around. I doubt GMs even have access to that type of information in a convenient way. It's probably something your client decides, which is why we can adjust it.