would be surprised if it was 20% even
no one did Wamoura yet? Can't damage that thing for shit -_-
I'm with you on this, I prefer a long drawn out fight over a easy zerg win anyday. Maybe some skills involved in a kill for once? Think back to when kings came out, melee subbing whm for stoneskin (I'm not saying this needs to happen now), skill chaining and magic bursting, maybe they are bringing some of the stuff back that's been neglected for so long.
Random deal is at 18 min recast. It cant reset its own timer does it?
Its not 40 sec ok but its +5 shots every 18 min so... 800 ( I mean avg base dame. Its obvious that with weakness it will spike but nukes would too) dmg every ~33 sec? Seems like BLM casting TIII every 30 sec would beat that.
Edit: nvm
72 extra QD's from 6 Random Deals resetting Quick Draw
72 extra QD's from 6 Wild Cards resetting Quick Draw
6 more Random Deals per Wild Card reset (so 6x 72)
Basically a party of 6 COR's can generate 576 QD's (8 x 72) through cycling Random Deal + Wild Card correctly if they have the Random Deal augment. Even if you take away the augment and give RD a 50% success ratio then you're looking at 324 QD's (7 x 36 + 72). It's certainly not a small amount of damage!
They originally said do away with level correction, but the reality of the adjustment is this:
http://forum.square-enix.com/ffxi/threads/31310
What I translate that as is roughly "nms will be around level 100 and just have big stats." But I would assume that content is balanced to not be fighting longer than rage timers, so they can level correct to insane degrees during rage and it doesn't matter, it just means our group used the wrong strat and took too long.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.
Shield block rate drops to nothing, accuracy falls off a cliff, it reached a point where even SA WS damage was sub 100, magic resistance rate is nearly capped against our magic damage, what else causes all of that at the same time?
I.e. The adjustment does not apply to Adoulin content. So you can take that one of two ways I guess. Adjustment is the old levels of adjustment for Adoulin mobs or there's no adjustment at all in Adoulin.* This adjustment does not apply to enemies that have yet to be introduced.
All raged mobs have the properties you described. It's possible that SE just gave them a level boost to reflect their raged status. Alternatively they could have just added a flat modifier to their stats.
Well, if that was the adoulin update, one could argue most of the adoulin mobs were introduced and don't fall under that disclaimer. Delve being new may, or it could just be a statement saying we may change our mind on how we handle new stuff.
It strikes me as odd they would code an increase to evasion, defense, magic defense, magic resist all seperately when they can just peg up 50 levels and get all that at the same time. Also, isn't level the only thing that impacts shield blocking?
Thats a number for 12 cor I guess?
Lets do it for party of CORs because its misleading.
6CORs
6QDs
6RD x 6DQs
6WC
6QDs
6RD x 6QDs
Party of CORs will do 84 QDs in like 90 sec but after this they will make QD every 40 sec for next 18 min.
In the 50 min fight every cor will do like 72 normal QD 24 RD QD 6WF(QD). 102*800=81600 dmg per COR
I think it would require BLM to cast like TIII every 30sec to beat that. BLM can also reset hate every 10 min.
Tank party was/is unnecessary for the turtle fight if you are doing it with COR.
As I posted earlier in the thread, there is a lake and a rock very nearby, both of which can easily be kited around without ever putting yourself in danger of being hit by anything the turtle can do. Something causes the turtle to take double and/or triple damage (at least from magic), but I don't know what. It looks like Tortoise Song resets the extra damage taken, but I also don't know that for sure.
I should also note, that we were able to take it down to 42% in the first 20 minutes before rage with normal DD/magic damage combination. Best I can tell, the "rage" does nothing against magic damage, at least on this mob, as there was no noticeable change in magic damage, but melee accuracy got floored instantly.
Except adoulin was introduced right then....nso could take it a 3rd way depending on what time they meant yet to be introduced. Regardless when they were talking about it before they specified only the lvl correction of mob att to player def. Since it was part of there make player defense matter thing
No my numbers were for 6 CORs. Random Deal restores both QD charges for all 6 CORs. Wild Card restores both QD charges and all Random Deal for all 6 CORs. So it goes like this
COR 1 Random Deal > All COR's QD twice each (12 Quick Draws done)
COR 2 Random Deal > All COR's QD twice (24 QD's done)
COR 3 Random Deal > All COR's QD (36 QD's done)
COR 4 Random Deal > All COR's QD (48 QD's done)
COR 5 Random Deal> All COR's QD (60 QD's done)
COR 6 Random Deal > All COR's QD (72 QD's done)
COR 1 Wild Cards > All COR's QD (84 QD's done)
At this point all 6 COR's now have their Random Deal back thanks to Wild Card so you begin the cycle again. At the end of the cycle COR 2 does Wild Card this time. Go back to the beginning and then have COR 3 Wild Card at the end. Repeat until all CORs have used Wild Card. So you get 84 QD's per Wild Card plus the initial cycle of Random Deal before the first Wild Card.