I don't remember from wildskeepers since there was always too much lag, but if you stun these moves do they still give aura?
At least with tchakka I only saw it try to use maritime mayhem when its aura was up. If you could prevent the aura moves (assuming they are only availible when its up) or remove aura, these would be very different fights.
Shark's HP being visible definitely does not work like you described for Tojil/Muyingwa btw. HP was constantly visible from at the very least 95 > 65. It may have actually been visible before that but I was killing adds and 95% was the first time I tabbed to it.
I assume they didn't switch shields mid fight? Those all 99 aegis?
HP doesn't always flash up every 25% from what I've seen. It's possible I just spaced out that much but it I'd like to think I would notice that.
It just seems odd to me that when Tojil and Muyingwa have their HP flash up it's for a few seconds (which we have seen). When Dakuwaqa did it, it was for a solid 30%+ without disappearing.
It's possible we were just unlucky or it glitched. I say unlucky because there was quite the undesirable side-effect of it being nigh on immune to stun with HP visible (no immune message but we could not get it to land for shit no matter what we tried). When HP went invisible, never saw a single resist.
Of course that could be normal behavior 100 > 65 but it seemed a little coincidental and was a massive FU...
Legend's Shield Bash sequence:
That's actually interesting. It's within a few points of 240, 180, 120, 60 -- ie: dropping 60 points (25% of the first one) each time. Let me find the timestamps for them....Code:Shield Bash 236 180 120 117 59 58
Fight start:
[23:27:36] Legend hits Muyingwa for 16 points of damage.
[23:28:45] Legend uses Shield Bash. (236) [69 sec]
[23:33:04] Legend uses Shield Bash. (180) [328 sec]
[23:37:48] Legend uses Shield Bash. (120) [612 sec]
[23:41:15] Legend uses Shield Bash. (117) [819 sec]
[23:44:41] Legend uses Shield Bash. (59) [1025 sec]
[23:47:29] Legend uses Shield Bash. (58) [1193 sec]
First damage dropoff for the melees was at about the 220 second mark. The flatline that indicated the change to the third stage was at about the 870 second mark. Both of those points in time are between damage changes in the above Shield Bashes.
There was another brief flatline around the 460-500 second range; the melee damage didn't seem to change much at that point, but that also falls between the 180 and the 120 Shield Bashes.
If that's anything to go by, then next would be to try to figure the times and damage percents of those inflections. I'm assuming 830k total HP, based on a previously posted parse of a completed run.
1) @0 (start)
2) @220 sec: 242,318 damage - 29.2%
3) @480 sec: 412,947 damage - 49.75%
4) @870 sec: 618,720 damage - 74.5%
So yes, it looks like a change every 25% HP.
I would tentatively describe it as: first 25% is weak vs ranged; next two 25% blocks are neutral vs ranged; final 25% block is strong vs ranged. The mechanics of it is debatable; it could be piercing instead of ranged specifically, or it could be accumulated resistance vs a specific damage type, etc.
That's in line with Tojil's mechanics fwiw
100 > 75 - Terrible Ranger damage
75 > 50 - Silly Ranger damage (Like 25% damage in 2 mins stupid and 6K WS'es)
50 > 0 - Normal Ranger damage
I had hypothesized in LSafter our 1st Tojil kill that it might be split into Magic / Piercing / Blunt / Slashing with each getting 1 Strong window, 1 Weak window and 2 normal windows pretty much like you said.
I don't think that's quite right going from those Shield Bashes but it does match up with Tojil somewhat at least.
Also 99 aegis on null targets with no bash gear should be between 330-340 might range slightly higher since only felt like doing 20. If you feel like bringing a bst could test for piercing and if one of those plds has excal can test slashing. Not sure if big bees like that have family dmg type differences or pdt to begin with though
Anyone know if trueflight lands on tojil unresisted? Would be nice to use above 75%, though it would generate quite a bit of hate.
Magical ws hate is a little wonky. So assuming they didn't change it when they changed dmg enmity and assuming it's 1/3 of previous values like they said it would be then a 100% tp trueflight with 200agi (not sure if that's a good amount since haven't built for it for awhile) against a lvl 110 target will only generate 212 ce. Or a little over 2.5 coronachs worth of enmity
Foret de Hennetiel Fracture page has been updated in case anybody was interested:
Dakuwaqa
特徴
耐性
水に強耐性、雷弱点。
有効:スタン
マリーンメイヘムについて
カルカリアンヴァーヴ使用後に角部
Says something about after verve usage, which is the move that gives it aura in wildskeeper
The Marine Mayhem thing is basically saying that the closer you are to the mob, the less likely you are to get insta-ko'ed. If you are right next to it, it only deals damage. If you're slightly further away then you're pretty much boned. It has 20' total range though so can be out-ranged. Lines up with what we've seen (PLD's never get OHKO'ed, but everyone else does. Was unsure if Aegis/Ochain had something to do with it though)
Them saying stun is effective suggest that something screwy was going on for us with the HP visible then. It 100% would not land for shit with its HP bar showing until HP became invisible again at which point it never resisted again.
We had extremely heavy usage of Protolithic Puncture on our pop too. It used Protolithic Puncture literally 80% of the time for us.
EDIT: Oh and BG wiki says this
It isn't single target. It's conal. It took out like 75% of our ally at one point which was fun (Hate reset > Ohai guyz what's going on over here...). That was basically the main reason we timed out. Before that we were well on track to kill even with the stun resist ass-hattery.Tidal Guillotine: Used only at lower HP, Single target KO (does 0 damage if the KO effect misses).
Yes they are saying that Maritime Mayhem is *unlocked during effect. *For some reason it takes about 20minutes for posts with Japanese in them to appear in full for some users.. even myself the poster. I do not know why. There is a lot more content in that post, you can see it if you quote it.
It's strange. The full post did display for me before I replied but now it only displays the JP characters.
An hour later an no mas... here is the english for those also affected
Dakuwaqa
Feature
Strong to Water, Weak to Thunder.
Effective: Stun
With regard to Maritime Mayhem:
I: After using Carcharian Verve the area of effect for the water aura expands, can not use Maritime Mayhem while in effect (?)
II:The further away from the NM, the greater the frequency of Instant Death, if glued to NM it becomes Damage. (not sure about the wording of the last part)
Appears to be similar to information already available regarding Tchakka, except that some of the moves on the TP table have slightly different effects:
Protolithic Puncture: Physical Damage, Hate Reset.
Aquatic Lance: Water Damage, Physical Defense Strength Down, Magical Defense Strength Down.
Pelagic Cleaver: Physical Damage, Max HP Down.
Carcharian Verve: Water Shield, Attack Up, Defense Up, Magic Defense Up. Notes: Maritime Mayhem is unlocked during effect.
Tidal Guilotine: Physical Damage or Instant KO.
Maritime Mayhem: Physical Damage or Instant KO. Notes: Slow cast time, Instant KO rate increase further away from the Mob.. [like an eye of a hurricane].
Common Attacks:
Type I: Basic: Physical Damage, Defense Down. Note: Bite Animation.
Type II: Frontal Cone: Physical Damage. Note: Stab/Charging Animation.
Type III: AOE: Magic Damage: Note: Revolving Animation.
*Again do not know if info is accurate just merely translating while refreshing my Japanese.
Yeah..an hr later no mas. Posting the portion that is not appearing