Don't start this again. It's one of those issues where, ultimately, the other side doesn't care what you think. Save your energy for something more productive and this thread from being clouded again with pro skud anti skud debates.
All right Mojo.
Assuming 2 mules and no clipper what would be better SCH+SCH as mules and 4 players as DDs or
BRD ( harp/horn 90/95 at least ) mule + SCH mule + COR + 3DDs?
Main advantage I see with 2nd option is Mazurka+Bolter.
One of those 3DDs in 2nd setup would probably be me as Apoc DRK so kinda self sufficient with all those buffs and another one might be BLU so also self sufficient.
I asked this question once but forgot to say that its all about jobs for mules not full time players.
I'm not an expert on NI, but I'd say SCH SCH. Any party movement buff that falls off when aggro'd will slow you down.
The reason I brought it back up, and I was very clear about this in my post, was precisely that without 3rd party tools it is NOT incredibly easy to reach F100 with any consistency, or even at all. Anyone who has done a considerable number of runs without clipper/movement speed/lamp dat mods/fillmode will tell you that (but frankly, based on this thread, I think there are very few people who fall into that category). My group is well-geared, well-skilled, and we go with setups that have already had "success" in this thread. My question was very specific, and my point is to try to determine whether it makes sense to target F100 with a group not using third party tools, or whether it makes more sense to just go for F80 25 times. My guess, honestly, is the latter. Discussions on third party tools are completely relevant to this thread when they are playing a fundamental role in the success of the successful groups. To restate the question, I was asking precisely how much time that combination of third party tools saves (or how many floors it adds). My guess, based on runs I've done (time wasted on lamp order floors, times I've wanted to run through walls, times we've had to run considerable distances or couldn't find certain mobs quickly), would be approximately 8-10 minutes / 6-7 additional floors per run. It's bonkers to assume that sort of advantage doesn't make a gigantic difference in how far you can progress with consistency. I was not, and still am not, trying to start a discussion about whether I think people should use third party tools or not and I have no problem with people who choose to do so. I'm just stating that I don't, and I'm trying to determine the best way to progress based on that.
I have started doing powder boot rotations, altered my DRK tp set so I always have powder boots up. Really helps on some floors. I don't know if bringing more than 1 mule is a good idea without a clipper group, it could really hurt you. A good group with .dat changes/fillmode should absolutely shoot for 100 over 80. Looking into things like powder boots/hermes quenchers can be really useful if people are willing to be that devoted.
First run - 1 > 3 > 5 > 7 > 16 > 25 > 33 > 40 > 47 > 53 > 57 > 63 > 69 > 73 > 75 > 78 > 83 > 86 > 92 > 94 > 97 > 99 (22 floor jumps, amazing porter luck)
Second run - 1 > 4 > 12 > 19 > 24 > 30 > 37 > 44 > 50 > 55 > 60 > 67 > 72 > 75 > 83 > 91 > 95 > 98 > 100 (19 jumps, about average?)
Third run - 1 > 9 > 14 > 18 > 22 > 31 > 36 > 38 > 41 > 44 > 49 > 53 > 61 > 63 > 69 > 72 > 77 > 85 > 92 > 98 > 100 (21 jumps)
We go with SCHx2 BLU WAR WAR SAM and with jumps like that we're only managing to hit 100 with 2-4 minutes left, I can't see a group without movement speed consistently getting that high
Well that's a pretty low average floor jump rate (3.9 for the first one). The 2 FL100 we've hit since stopper was implemented were 19 and 18 jumps. (Timed out on the 19 and killed with 30 secs left on the 18 ).
We're currently 1/10 on clearing 100 since update so we're not consistent by any means but the difficulty actually seems about right considering how good the FL100 gear is.
90 vereth mnk, tp bonus shoha sam, or upheaval (i'd have to make some gax for it) war?
Just been going mnk since it's my best geared, but can finish taking the TP bonus gkt to 99 if necessary, etc. (if it'd be enough of a diff)
Hmm with embrava and a 4hit, would quint even be needed over Draca couse? (Though I do have both)
1) Download POLUtils from the google project: http://code.google.com/p/polutils/
2) Download the Alpha version of the Salvage_NI paste here as "something.xml": http://www.pastebin.com/u/Byrth
3) Open POLUtils
4) Open FFXI NPC Renamer
5) Click "Show Changes..."
6) Click "Apply Changeset..."
7) Select the xml file you downloaded.
8) Click "Write Changes..."
Be aware that you have to zone once before the changes take effect, so you need to do this before you enter NI.
Cleared twice out of two attempts, using lamp .dats on 6 of our members and 5/6 using fill mode(other members video card drivers crashes when in fill mode)
1 -> 10 -> 19 -> 28 -> 37 -> 46 -> 55 -> 64 -> 73 -> 80(Askar Dirs & Denali hands) -> 89 -> 93 -> 100(Askar Dirs)
1 -> 7 -> 16 -> 24 -> 33 -> 41 -> 49 -> 57 -> 60 (Askar Dirs) -> 66 -> 69 -> 74 -> 81 -> 89 -> 97 -> 100(Goliard Hands)
1 -> 4 -> 10 -> 17 -> 21 -> 23 -> 28 -> 31 -> 39 -> 46 -> 54 -> 59 -> 64 -> 69 -> 73 -> 81 -> 89 -> 97 - Time out after killing last mob, lot of large floors, and kill all.
both times reaching 100 had 5 minutes left to kill the boss.
What the hell at the floor jumps on that first run, that's insane.