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  1. #361
    Relic Horn
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    Quote Originally Posted by Alistaire View Post
    Return of the KC DRK?
    Yeah sure with 20% acc :D

  2. #362
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    would be surprised if it was 20% even

  3. #363
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    Quote Originally Posted by Prothescar View Post
    would be surprised if it was 20% even
    Hit rate can't go below 20% or above 95%.

  4. #364
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    Quote Originally Posted by Atoreis View Post
    But why Cors anyway? Because QDs are hardly resisted? Cant exactly imagine how 800 ( thats avg?) dmg every 40 sec would outdmg BLM for example.
    Thunder Shot varies from 800 to 3000 on this mob. RD+WC rotation =! 1 shot every 40 sec.

  5. #365
    Reg
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    no one did Wamoura yet? Can't damage that thing for shit -_-

  6. #366
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    Quote Originally Posted by Jem View Post
    That being said, a 60 minute fight isn't absurd. Pretty reasonable to me. Neither is the fact that they took 11 COR's. That was what they opted to do but I'm sure it isn't the only way of taking it down. I mean it's no different to stacking BLM's or /THF DD's.
    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.

  7. #367
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    Quote Originally Posted by zephr View Post
    Thunder Shot varies from 800 to 3000 on this mob. RD+WC rotation =! 1 shot every 40 sec.
    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.

  8. #368
    Ridill
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    Quote Originally Posted by Foldypaws View Post
    Hit rate can't go below 20% or above 95%.
    Has this been reverfied anytime recently? Just saying last fight I was missing so much it would literally take me a good 10 min to build tp to ws with marchs

  9. #369
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    Edit: nvm

  10. #370
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    Quote Originally Posted by Atoreis View Post
    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.
    Use Quickdraw, Random Deal to get back, everyone rotates RD, then start Wild Card rotation to get them back, if everything works a PT of 6 COR can QD like 50+ times each if they don't die lol

  11. #371
    Jem
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    Quote Originally Posted by Atoreis View Post
    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.
    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!

  12. #372
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    Quote Originally Posted by Jem View Post
    Theoretically that would match up except there isn't supposed to be level correction in Adoulin is there
    They originally said do away with level correction, but the reality of the adjustment is this:

    http://forum.square-enix.com/ffxi/threads/31310
    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.
    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.

    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?

  13. #373
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    * This adjustment does not apply to enemies that have yet to be introduced.
    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.

    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.

  14. #374
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    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?

  15. #375
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    Quote Originally Posted by Jem View Post
    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!
    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.

  16. #376
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    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.

  17. #377
    Ridill
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    Quote Originally Posted by Jem View Post
    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.

    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.
    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

  18. #378
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    Quote Originally Posted by Draylo View Post
    13 minutes? Did you just straight up zerg it and get lucky? Thing has over 2m HP it seems and after he rages it takes forever lol. I had done over 30k Shoha and Kaitens to him randomly and others did the same. Even when he was in that dmg mode, it seemed he changed without WS.
    Yes. We have killed 4/5 Morimar NMs so far all in under 15min. Turtle#5 is the one we're working on. We got it to 20% last night in 15min, but it was fairly late and lost some people, so I'm confident we'll be able to kill it today before it rages.

  19. #379
    Jem
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    Quote Originally Posted by Atoreis View Post
    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.
    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.

  20. #380
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    Quote Originally Posted by Toth View Post
    Yeah that's my plan. Get a good bunch of my ls players and go inside and farm the mobs inside as much as possible. I want my animator and sexy PUP pants!
    I'm betting, given how crazy SE went with stats on the other gear, this new animator, rather than having Dex+8 like the pattern of animators would suggest, will have dex+10!

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