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  1. #1201
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    Quote Originally Posted by Wardeniii View Post
    Over nearly two dozen fights, whenever we freely weapon skill his evasion has always gone through the roof. Every fight that no one has weapon skilled until ~15%, his evasion has never increased until we all weapon skill to try and push through the last 15%.

    I thought someone reported that the chapuli takes higher magic damage the more evasive he becomes -- so it might be something like the gnat, where weapon skilling will increase his physical evasion, but make him more vulnerable to magic. Conversely, nuking him may decrease his physical evasion. It would be like SE to incorporate some gimmick that forces you to bring otherwise undesirable jobs (nukers).
    Is that the Gnat's confirmed gimmick? Not seen that mentioned anywhere else except your post. I know we were trying to force Emetic 20+ (which seemed to make no difference).

  2. #1202
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    Quote Originally Posted by Slycer View Post
    The evasion did noticeably increase but only at the end of the fight (last 20% or so). Perhaps if you pace your weapon skills it works better? We didn't really start weapon skilling until 50-60% and there was no obvious immediate response. Later when we weren't holding back at all is when the evasion noticeably went up. Are we certain the evasion increases in response to weapon skills and not something else? It increased sporadically throughout the fight as well, but I think that was just the zone buff (inside Fracture). I have my logs, so I'll check and see.
    Maybe it's a balance thing between Melee/Magic damage? Like if it takes enough melee damage over the magic damage that's being done, it get the evasion buff?

    EDIT: Beaten by Jem.

  3. #1203
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    posted in relic p[age but i thought butthurt REM people in here should know as well

    u guys rdy to shit urself?

    http://forum.square-enix.com/ffxi/threads/33427

    look at the new excalibre stats
    dont shit urself

  4. #1204
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    Quote Originally Posted by Arthars View Post
    posted in relic p[age but i thought butthurt REM people in here should know as well



    dont shit urself
    I don't speak lick of Japanese. Where's Slycer when you need him? D:

  5. #1205
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    google translate makes no sense. whats this sekamu they speak of? " to challenge Sukamu (statue segment)" im thinking skirmish
    Spoiler: show
    Relic of connection · Lv99, Mythic, and Enpirian, for coin weapon
    Matsui is. Relic, Mythic, and Enpirian, coin weapon (or less, RMEC) to thank you for your many opinions about. Was very helpful. If you are I see the opinions of everyone, rather than follow, such as releasing a dedicated weapon skills brute string to each weapon, I thought the person who was Uchinaoshi of RME is more effective. (For coin weapon, is provided later, but. Will intertwine with the release of a dedicated weapon skill) If I had written and re-organize with our colors, so I have made ​​long by example, first divided into several received on a look, please let us know your opinion even more. ◆ for the content level












     
     
    I had many questions about the parameters of Ado~urin equipment, and
    because it is also an important part in order to share your opinion about Uchinaoshi of RME,
    to let repeated describes the "content level and growth in the Haunts of Ado~urin" please. In Ado~urin, stronger Align the equipment is challenging the challenging content that can be at the time, the play cycle to repeat the fact, get the equipment better be to challenge the content of the above and more to our basic design. By aligning the equipment instead of the level up, players will continue to grow. The content of Ado~urin, as an indicator objectively the difficulty, content level is set. It is as follows when you figure in concrete.










    Twenty Menace Inspector (boss monster)
    19
    18
    17 Wild keeper Rave new additions
    Sixteen
    Fifteen
    14 Menace Inspector (NM Group 2)
    13 Sukamu new additions
    Twelve
    Eleven Menace Inspector (NM group 1)
    Ten
    Nine Colonize Rave / Leia rave
    new additions
    Eight
    Seven Wild keeper Rave
    Six Sukamu
    Five Colonize Rave / Leia Rave
    Four
    Three
    Two
    One
    Content level April 2013 - The next version up (during the adjustment)


    Strength of the equipment will be dependent on the content level of challenge in order rather than the equipment levels, to obtain.
    Equipment to be added in Ado~urin later, is can be equipped with Lv99, but not as equipment of Lv99,
    one that had you thinking (for example, such as Lv120 such as Lv110)'s equipment level that was in the content level is reality It is close to. Monsters appearing, to determine the strength to match the content level, in order to to that a solid to some extent the order of between content, I design strength as well as alternative quite content level have different one. Conversely, in order to compete with those monsters, by calculating the required parameters, parameters of the equipment of Ado~urin is determined. We will continue to set the least thing is to have a high content level basically, you may want to plugging at jump of content level is greater if needed. In addition, content that covers the content level of one to be more than one, you may go by adding the content variations. So tired and just run up, is provided with the time, such as landing on the content level for each of the constant, we also plan to enhance the spread of the transverse rather than the longitudinal. The version up, being conscious in particular that you add variations and plug, next time we plan to make additional content. Please see the column "the next version update (adjustment of)" of. To (Sukamu / Wild keeper Rave) content level 6-9 as well as add new colonize Rave / Leia Rave, plans to add as KOs replacement the equipment corresponding to this content level. In addition, perform a mail merge to 17 and level 13 content. The people at the moment, that can capture the Sukamu / Wild keeper Rave / Menace inspector, you do not have to challenge the content of these necessarily, but if you want to increase the success rate more, or if, to such severe in the state now this content to challenge over here to skip who will be the adjustment, such as adding a choice and, from the implications of multiple. In addition, as one of the solution to part connection of the content has not been smooth at this time, items to carry out maintenance this weekend, to challenge Sukamu (statue segment) is from Leia rave and colonize Rave I want to be able to get a probability of constant. (This adjustment is disconnected from the rules and logging WORKS call, obtained from Soul Pyre.) By making this adjustment


































    First of all, I challenge Leia Rave Rave and colonize.
    Result of challenge, I get the Statue segment.
    Align the parts that you find, to challenge Sukamu.
    I assume that the flow that can make.
     
     
    ◆ About Uchinaoshi
    I am sorry. I back story because had it up a bit. First, since it is necessary to consider further the development staff for implementation time, in the next version update! Respond immediately, such as difficult, can not be that time until promise. Is about rings or what parameter when you Uchinaoshi then, but take over for a special ability, such as Aftermath and Afterglow basically, parameters such as attack + hit + and D values, content of Uchinaoshi Set to match the level. Degree, it is a strong parameter Uchinaoshi that requires the content difficulty is high, but able to Uchinaosu many times at short intervals, such as a test of Meijan is strengthening traditional methods you are planning is not done. The RME, you say and also, so far was located in a place called strongest weapon. I think that there is a need to change a little bit here. Not be required other, if you have even RME RME who is good person weapon other good that the other weapons, the RME will be shifted to state a choice. If you say, Is not this does become a weapon which can not be used after all? And those who are concerned because there may come, for example, a boss monster subdue Menace inspector when you need content of Uchinaoshi, I had to calculate representative or become such parameters. Only one hand sword of RME, but it is something like this.

























    Excalibur
    D73 interval 233 Attack +40 Knights of Round
    damage proportional to HP: Your additional effect
         ↓
    D121 interval 233 Attack +60 Hit +20 Knights of Round
    damage proportional to HP: Your additional effect
     
    Burutogangu
    D73 interval 264 +18 hostility under Physical Damage -18%
    Enmity is hard to fall when receiving damage
    Leue
    Aftermath: Accuracy + / + Attack / sometimes 2-3 times attack
         ↓
    D131 interval 264 Attack +20 Hit +20 +18 hostility
    hostility is hard to fall when receiving damage under Physical Damage -18%
    Leue
    Aftermath: Accuracy + / + Attack / sometimes 2-3 times attack
     
    Armas
    D70 interval 224 DEX +20 Shande~yushinyu
    Aftermath: sometimes double attack
         ↓
    D114 interval 224 Attack +20 Hit +20 DEX +20 Shande~yushinyu
    Aftermath: sometimes double attack
    The coin weapon, a dedicated weapon skills Enpi Lian Weapon originally
    because there is history that was implemented with a concept able to shoot,
    I believe that instead of the Uchinaoshi, those who want to serve to open a dedicated WS is suitable.
    (We are planning some restrictions and job level)
    also, we are considering the adjustment procedures to train the coin weapon.
     
     
    ◆ ...... in that
    It has become a long time but,
    on the consideration of these things, and Uchinaoshi relic of Lv99, Mythic, of Enpi Lian weapon,
    for the release of only weapon skill of coin weapon, please let us know your opinion. From the standing position and thought that what was said is opinion that had you approach , including Maybe that hath said, I will one by one Haidoku. My opinion is a big change of policy from the original plan. So, and that you consider this matter, about the feasibility of including the schedule, there was a need to ground-and development. I apologize for the post of the answer is delayed, I've kept you waiting to everybody. Thank you the FFXI in the future.

    Long story short. Here: Excalibur
    D73 interval 233 Attack +40 Knights of Round
    damage proportional to HP: Your additional effect
         ↓
    D121 interval 233 Attack +60 Hit +20 Knights of Round
    damage proportional to HP: Your additional effect
     
    Burutogangu
    D73 interval 264 +18 hostility under Physical Damage -18%
    Enmity is hard to fall when receiving damage
    Leue
    Aftermath: Accuracy + / + Attack / sometimes 2-3 times attack
         ↓
    D131 interval 264 Attack +20 Hit +20 +18 hostility
    hostility is hard to fall when receiving damage under Physical Damage -18%
    Leue
    Aftermath: Accuracy + / + Attack / sometimes 2-3 times attack
     
    Armas
    D70 interval 224 DEX +20 Shande~yushinyu
    Aftermath: sometimes double attack
         ↓
    D114 interval 224 Attack +20 Hit +20 DEX +20 Shande~yushinyu
    Aftermath: sometimes double attack
    The coin weapon, a dedicated weapon skills Enpi Lian Weapon originally
    because there is history that was implemented with a concept able to shoot,
    I believe that instead of the Uchinaoshi, those who want to serve to open a dedicated WS is suitable.
    (We are planning some restrictions and job level)
    also, we are considering the adjustment procedures to train the coin weapon.
     

  6. #1206
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    i just finish plasm farm leme see here...

    basiaclly SE is scaling the "content level" for this patch, and basically it is:
    Colo/lair reive is considered lvl 1 to 5 difficulty
    Skirmish: lvl 6
    Wildskeeper: lvl 7
    Delve group 1 NM(i assume I II III): lvl 11
    delve group 2(IV V?):lvl 14
    Delve mega boss lvl 20 (highest difficulty)

    for next patch they are looking at POSSIBLY:
    Making colo/lair reive to lvl 6-9 with new "rules"
    Skirmish:lvl 13 (new "rules" as well)
    wildkeeper reive:lvl 17

    no clue wtf these "upgrades" of content purpose is for, /light the slycer beacon for more info

    And then your REM upgrade example as follow using sword as a reference...

    Excalibre
    D73 Delay233 ATT+40 Knights of round
    Add effect:uknowit
         ↓
    D121 Delay233 Att+60 Acc+20 Knights of round
    Add effect:uknowit
     
    Burtgang
    D73 Delay264 Enmity+18 Physical dmg taken-18%
    Enmity loss reduce bla bla usual bs
    Atonement
    Aftermath: usual shits
         ↓
    D131 delay264 att+20 acc+20 enmity+18
    Physical dmg taken-18% Enmity loss reduce bla bla usual bs
    Atonement
    Aftermath: usual shits
     
    Almace
    D70 delay224 DEX+20 WSsss
    Aftermath:usual BS
         ↓
    D114 delay224 att+20 acc+20 DEX+20 WSsss
    Aftermath:usual BS

  7. #1207
    Ridill
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    Quote Originally Posted by noodles355 View Post
    I know it's late, but really want to respond to this because it's pretty relevant, especially after update.

    When was the last time you actually tried to put together a pickup alliance fight full of people who could actually perform their jobs properly and could follow instructions so that you can actually exploit the gimmicks after most competent players you know have no reason to join the pickup as they already have their clears and farming NQ mobs is more reliable than joining shout NM fights that can fail?

    Setting up a PUG is easy in theory. In practice, the pool of competent players to choose from is now very small (mainly consisting of returning people, or people who are behind in SOA due to whatever reason) making it difficult.
    I can attest to this. You wouldn't beleive the things you see sometimes. The other day while most the allaince was afk waiting for the last few people to get to area someone pulled a rabbit around there that ended up linking and killing like 6 people lol

  8. #1208
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    I think the tiers for new Wildskeepers, Skirmishes, and Col/Lair Reives are for the new zones, which are intended to be higher difficulty than those in the current zones and would push them above higher-difficulty content in the current zones as well.

  9. #1209
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    Quote Originally Posted by lancaster View Post
    I think the tiers for new Wildskeepers, Skirmishes, and Col/Lair Reives are for the new zones, which are intended to be higher difficulty than those in the current zones and would push them above higher-difficulty content in the current zones as well.
    ah makes sense :D

  10. #1210
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    Any word on what we are going to have to do to attain the new RME stats? Or is it just an example of stat increase for now?

  11. #1211
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    Go talk about that in the dev discussion thread. Nrghh.

  12. #1212
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    arthars post makes a lot more sense than my mumbled google translate garbage. Can the Nms inside fracture drop beads as well? Not sure why people dont farm there instead of field

  13. #1213
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    Quote Originally Posted by Teknique View Post
    arthars post makes a lot more sense my my mumbled google translate garbage. Can the Nms inside fracture drop beads as well? Not sure why people dont farm there instead of field
    Because according to the update notes they cant

  14. #1214
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    Quote Originally Posted by Teknique View Post
    Can the Nms inside fracture drop beads as well? Not sure why people dont farm there instead of field
    Because they only drop in the field. Kind of surprised how much they went out of their way to make field NMs pointless unless you're farming beads. Just as shitty plasm gain, just as many airlixirs, low chance of any gear dropping, and now the whole depop after 20 min. The only real "benefits" are you don't have to worry about adds, and don't have to deal with the zone wide buffs in fracture (minor thing, but raged evasion 30 sec every 3 min in Ceizak gets old). But you've got up to 45 min for any tier I-III and up to 30 min for any tier IV and V inside, so still by far the best route for downing them.

  15. #1215
    Jem
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    Not to mention some outside NM's are obnoxious to get to if Bio's are down.

  16. #1216
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    Quote Originally Posted by Jem View Post
    Is that the Gnat's confirmed gimmick? Not seen that mentioned anywhere else except your post. I know we were trying to force Emetic 20+ (which seemed to make no difference).
    We killed him 6 times in a row yesterday, with fight times varying from 10-17 minutes with 14 people. Fights got progressively shorter as we began to get the hang of it. I was using logger to record the fights so that I can go back over them later, but I haven't had a chance to yet. While fighting though, we observed the following:

    1) When the gnat has a debuff on it, it appears to prioritize emetic discharge over booming bombilation (I'm sure you know this Jem, but for others, booming bombilation does 700-1400 damage, plague, slow - just a nasty TP move altogether). Any debuffs are obviously wiped whenever he uses emetic discharge, so along the same lines of the scorpion -- you will need to reapply debuff(s) regularly.
    2) At the beginning of the fight the gnat appears to take full/normal damage (2500-3000 drakes, 0-1 damage from dia). Immediately after using one weapon skill, but before the gnat uses even a single TP move, we notice a stark decreases in our WS and white damage. The second drakes usually does 1400-1700, then 700-900, going as low as 200-300.
    3) Whenever the gnat is taking little to no physical damage (what seems to cap at 90% PDT), the murasamemaru SAM will be doing 2500-3500 Shohas, formless strikes results in auto-attacks from 300-600 damage, dia will do 9 damage, WHM's have reported holy II doing 3K+ damage, and SCH's doing 3-5K nukes at this time as well.
    4) After seeing these enhanced magic damage numbers, it seems that physical damage will begin to increase again for a short duration, which is again followed by decreased physical damage, and increased magic/non-elemental-non-physical damage.
    5) The gnat also appears to gain drastically increased evasion at some points as well. I am not sure if this is the result of our failure to keep a debuff on him 100% of the time or what. However, continuing to nuke, weapon skill when you can, and enfeeble him seems to eventually lead to this evasion bonus going away.

    So sadly, nothing is 100% certain on the gnat still. However, this seems to be a workable strategy to consistently kill him in ~9-12 minutes if you are paying attention. I should also clarify that at certain times, it seemed that certain melee would be doing full damage, while others would be experiencing reduced damage dealt. i.e. the bloodbath axe would be doing multi-thousand damage upheavals, while drakes would still be experiencing some degree of damage penalty (doing 500-700). There were also times where all melee would be doing about 90% reduced damage, but the ranger would be landing ranged attacks for 2K+, with 4-5.5K coronochs.

    The overall idea just seems to be: Keep him enfeebled to lock out the terrible TP move, and bring various sources of damage to keep the gnat moving back and forth along what appears to be a sliding scale of damage. We only had 1 ranger, so you would likely be fine without any, but there were definitely times that the melee were doing very poor damage that the ranger was going man-mode.

    Another hypothesis we have is that he becomes more vulnerable to particular sources of damage based on the debuff/TP move he has most recently used (i.e. takes more magic damage after he uses addle, more physical after using slowga, and more ranged damage after using blindga). I'll have to look at the logger to start reviewing that idea, but either way -- he can be killed in less than 10 minutes with a varied dps setup.

  17. #1217
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    As Malothar previously said, we've been using 2x bravura wars on Chapuli and the -evasion does in fact stick. Monk and ninja eat its lunch.

  18. #1218
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    Does this mean that people have killed the Delve naakuals due to Guildwork sourcing bazaars from people checking them, or just a super-rare drop from NMs?

  19. #1219
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    Quote Originally Posted by lancaster View Post


    Does this mean that people have killed the Delve naakuals due to Guildwork sourcing bazaars from people checking them?
    No. You can buy them for 100,000 points.

  20. #1220
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    Ah, my bad. Thanks.

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