But I thought atonement counted as breath dmg
But I thought atonement counted as breath dmg
Just telling you what we learned while fighting him, and relaying info our Pld relayed to us.
Also, our Pld pulled the entire north half of the Mandies and used it for Ochain TP to continue spamming Atonement.
Although Meteor screwed that up... be careful.
Edit: We just did the Eft in Morimar outside this time. Got a Bead III.
Yesterday we killed the Raptor Inside, and today was the Eft inside. They both reward the same Key Item, so it appears (idk if this is common knowledge) there's only 2 Key Item per zone.
1-3 all unlock the Gear (to buy from NPC)
4-5 Unlock the Weapons
3 sets, 2 KI from each zone, 6 Total KI
And then the zone boss, is a whole nother story.
Yeah, we noticed all of that too but there's absolutely no way to tell when he's changing modes or why. 26,000 damage Tachi: Kaiten as SAM/THF, by they way.. haha.
@20% now. Should have it done within the hour.
Volatile Matamata down. No drops, just Airlixers. Not a hard fight, just takes forever due to it's mode changing and insane max HP.
Embralling Earth - 1500+ damage AOE Earth
Debilitating Spout - Major damage and Zombie effect (only saw this <40% HP)
Parsed at 2,200,000 HP total.
**Foret**T1 - Faded Craklaw - Craklaw - (Murasamemaru / Nukes)
T2 - Aberrant Uragnite - Uragnite - (Aura Doom inside shell)
T3 - Divagating Jagil - Pugil - Enspell of last element cast - kill it quickly! Only maxed out at 300DMG for us
T4 - Nerrivik - Orobon - Deathgnash, shrouded HP until lanterns broken
T5 - Krabakarpo - Crab - Extra Magic Damage(?) (Murasamemaru)
Yeah tried the gnat was going fine till 75% then it kept getting harder. Like would hit me with ochain and DD setup for 40-60. Then it would hit harder and spam tp moves/spells especially breakga. So spent alot of the time slowed, stoned, various down stats like def or whatever. By the time it was 60% it would hit me for like 400ish with 18 pdt and normal gear/def and ochain. Switched to def/pdt setup/subjob going up to 1300 def and 30 pdt still doing 150-250 a hit up to 400 on crits. But it was doing that super haste from Cimicine Discharge thing plus frequent triple attack meant I'd go down in a couple of seconds. Like I don't want to say hundred fist attack speed but it could easily kill me with whms starting to cast as soon as I hit yellow
The Craklaw is weird with its damage taken. I can only assume its related to the TP move it uses. At times it takes only 10% damage (2 DMG Shield Bash with Ochain) and then other times it takes ~10x damage (3561 Shield Bash with Aegis)
It raging doesn't seem to do anything because of this. Killspeed was pretty samey for the full fight using SAM's and BLMs to MB.
Pretty harmless on the whole, just takes a while to kill.
I should have screenshotted, but we popped two Shimmering Tarichuk in Morimar today. On one of the pops, we got a second message that showed up after "A monster appears." Message said, "You feel a tense pressure gripping the air." Upon kill, nothing of amazement dropped, except the bead which loaded at top of the treasure pool. We also got this message once out of 4 pops on Kurma, however, upon full wiping on the pop that gave the bonus message, the NM idled and a message came up saying "The air has dissapated."
Edit: I noted the jewel at the top of the pool because I think we've only ever gotten the bead at the bottom. No idea what the bonus message could mean, but could possibly offer up a 2nd slot for bead? Has anyone else gotten this message upon popping?
http://img200.imageshack.us/img200/9...0430204524.png
Killed it in about 12-13min. Had 2 Murasamemaru SAM.
Seems to have 3 modes:
1)Weak to melee damage and strong to magic.
2)Weak to magic damage and strong to melee. Shoha with Mura doing about 4-7K dmg.
3)VERY weak to magic damage and very strong to melee. Shoha with Mura was doing 10-17K dmg.
?)Might be 4th mode where it's very strong to magic and very weak to melee, but I didn't notice it on this fight.
What changes its mode is using a TP move, doesn't have to actually use it to change mode(changes even if TP move is stunned). The modes seem to go in order, with the 3rd mode added in as HP gets lower(might only proc when it uses its special <30% HP move 'Debilitating Spout'. Debilitating Spout is conal water damage with zombie effect and full dispel, very easy to stun it or move to the side and it'll miss you.
Not related: Used Alizarin Yggzi Bead III and it gave 1K plasm.
It could be possible that the resistance/weakness gets stronger at the 30% mark and it only rotates between the two modes after each TP move.
1) Resistant to Melee, weak to Magic
2) Resistant to Magic, weak to Melee
Below 30% HP
1) extremely resistant to Magic, extremely weak to melee
2) Extremely resistant to Melee, extremely weak to magic?? (possible but not observed)
Went in with 3 beads (crackclaw, urginite, krab)
Killed the other 2 (pugil, orobon) acc on these were good
They took about 10 min each. They seem about the same as the outside versions
DDs had hunters/chaos/2x march/minuet/madrigal/boostdex/pizza on both dd pts.
mobs had dia2+double light shot+lv 5 boxstep
dds: 2x 99amano/mura sams, 99ukon/99rag war, 2x 99 rag drk
had 1 blm doing OK dmg, 2 additional cors for QD on shark's shield
amano sams parsing around 70-75% acc (full acc sets) on the shark with all those buffs, everyone else MUCH lower
hard to navigate the zone, as many ways are blocked off and open after time (and no map)
shark hit as hard as tchakka, about 1k on most moves
I cannot confirm how much damage was dealt at the moment. I'll have to ask the people that parsed tomorrow
http://cdn.guildwork.net/albums/imag...5298cfed2d.jpg
How much HP Did you knock off in that 15mins?
http://img267.imageshack.us/img267/2...0430230833.png
So...
Each NQ Airlixer is 10 "RP" (Rank Points)
The number just goes down on the gear after you trade.
I THINK it starts at 30 on the base.
3 Airlixers = Rank 1, with 50 RP to next rank.
As you can see I'm @ 30RP to Rank 2 currently. (I traded 2 more airlixers after rank up)
After The first Augment, I had no choice to choose a new augment, or path, so I have no idea what will happen with Rank 2.
Whether it's a new Augment, or a stronger version of the same augment.
Just did adamantoise NM in Morimar (tier V, Kurma). High defense as you'd expect, also very high evasion. Something about this fight randomly makes him take significantly spiked (2x or more) magic damage. We weren't able to figure it out, I'll need to look at my logs. After he "raged" we just started kiting him around using BLMs, SMNs (Thunderstorm), and CORs as primary damage source. All Thunder-based stuff. For all three of those jobs, the damage would randomly spike to 2x for a minute or so (e.g. from 700-900 on QD to 1800+), then go back down. Killed it after a long, lulzy kite-fest around a nearby lake (reminiscent of the "good old days")... an hour later, it was dead and we got the KI for access to weapons and the two accessories. Also, seems like tier IV/V NMs give 750 plasm, not 500. I don't know that it means anything, but the magical damage was way more consistently high when we stopped dealing physical damage. So I think it's either linked to TP move usage (since he was using fewer TP moves) or dealing physical damage...
Also he can use Testudo Tremor (very high AoE damage), but not until below 50%. Harden Shell is basically undispellable. Didn't get the "completely immune" message, but resisted many times with no Immunobreak (all forms of dispel - finale, QD, the spell, etc.).
I've noticed this on a couple delve NMs now as well. You go from cap/near capped block rate with Ochain, to no blocks at all and a lot of face rape.
There are 3 ways this could happen. and 2 of them are damn unlikely.
#1 the mob's attack have somehow become ranged attacks thus unblockable. This is not that case, as ranged atk don't interrupt casting. And I could hardly cast a damn thing on these NMs raged.
#2 Mob attacks became magical. No way. Same as above on interruptions, and you'd notice with Aegis.
or #3 The one mob stat known affect block rate, has dramatically increased. That would be mob level. So I think that this rage mode is literally the mob getting a massive boost to level. Now, I don't think that's all it is. But this should be what's affecting shield blocks.
When testing raged mobs, some useful stats would be:
QD DMG
1k Needle DMG (The pet)
Weapon Bash DMG
100-300% Wheeling v 225% TP Impulse
Meteor Damage
ESed CW
ESed BLU breaths (Preferably non-correlated)
Spirits Within
Should give you a rough estimate of MDB and MDT
Should net you Piercing and Slashing Damage Type reduction
Wheeling v Impulse gives a rough estimate of DEF difference (Wheeling ignores 50%)
Spirits gives you BDT
BLU breaths given innate SDT or double damage towards elements when you use SW damage to correct for BDT
Atm, I've only seen level increments as indicated by high resist rates and evasion.
Welp... No choice, this is what I got.
30>50>80 so far
http://img33.imageshack.us/img33/979...0501004152.png
Did some plasm runs in Morimar and towards the end of one went to go see if boss was up and opened. Found it after running through a lot of tunnels in a room full of wivres and bugards.
It opened up with Blistering Roar. It also casted Breakga. It opened with Blistering Roar everytime it was agroed.
Spoiler: show
Would BLU/THF be good for those fights?
In theory:
1. Can cure
2. Can debuff ( not sure if can actually stick it )
3. Can sata spells ( no need to feed TP to make sataWS like DDs which also means doesnt need to be in range of AoE beside running in for SATA. Im not sure if dmg from sata spells wont suck tho)
4. Can nuke with magic ( not sure how effective )