Proposing the following. Bolded are confirmed elsewhere in the thread
Rank 0 > 1 - 30
Rank 1 > 2 - 50
Rank 2 > 3 - 80
Rank 3 > 4 - 120
Rank 4 > 5 - 170
Rank 5 > 6 - 220
Rank 6 > 7 - 280 (Pretty certain it has to be)
Rank 7 > 8 - 340
Rank 8 > 9 - 410
Rank 9 > 10 - 480
Rank 10 > 11 - 550
Rank 11 > 12 - 650
Rank 12 > 13 - 750
Rank 13 > 14 - 850 or 860
Rank 14 > 15 - 980
That would give you the following pattern
20 > 30 > 40 > 50 > 50 > 60 > 60 > 70 > 70 > 70 > 100 > 100 > 100 or 110 > 120 or 130
I think 20 > 30 > 40 > 50 > 50 > 60 > 60 > 70 > 70 > 70 > 100 > 100 > 100 > 130 looks the most reasonable / patternish (EDIT: That works out at 596 Airlixirs needed for the record)
Alternatively (but I think a lot less likely)
Spoiler: show
About 60 point runs for an average group (assuming 5000 is average) without counting straight airlixir drops. Kinda ew. Not sure if worth going all the way to rank 15 tbh.
Well Rank 14 > 15 is 49k Plasm by itself.
On the flipside, at 100k per Airlixir it works out at 9.8m for +1 Attack, +1 Accuracy and +1 STR. For some people that will be ugh, for other people I'm sure they have paid way more for the equivalent or less in the past.
It might be worth it on Armor. On Weapons it kinda depends on how reasonable the next tier of weapons are to obtain since it's not like you can get your Airlixirs / Gil back if you get a better weapon.
I guess there's also the potential for Delve Naakuals to drop Airlixir +2 as well.
Alright just to be clear, since it seems to be another SE localization issue, menace place is mweya plasm, right?
There's also the chance that the next Delve stage drops +1s more frequently and maybe even +3.
Any report on what the extra stats are doing to the puppets yet? How big of a gain in damage are they seeing?
Anyone know where the ??? is for the craklaw in Hennetiel?
Aha, thank you.
It's pretty annoying once it rages, since my block rate dropped to <25% and I started getting stunned/defense down'd a lot, but with two PLDs (I have Ochain, the other has Aegis) we were never in any danger of wiping. It swings very slowly and was only hitting for 600-700ish after I stopped blocking. Took probably 45-50 minutes to down, had to keep rotating to figure out where the weak direction was. It seems you can tell just based on your accuracy; if you're whiffing a lot you aren't where you need to be. Saw a couple Aegis Bashes for 1500 which was funny. Atonements were doing 843 constantly, regardless of direction.
Tedious, but not very difficult.
Anyone know if entering the Fracture will take your whole party in MMM style zonewide? Cause fuck everyone going to Foret fracture.
im not in the right mind to count....
so a +2 airlixir will instantly R15 a weapon? (assuming it gives the same RP as respective to plasm required to buy it)
edit: no wait i finally counted... takes more than that dafuq... more like 3 x +2s >.>
From JPwiki
Rank NextRP totalRP
- 30 -
1 50 30
2 80 80
3 120 160
4 170 280
5 220 450
6 280 670
7 340 950
8 410 1290
9 480 1700
10 560 2180
11 650 2740
12 750 3390
13 860 4140
14 980 5000
15 0 5960
Oh cool, it was the one I spoilered and thought was least likely of the three >_>
anyone have a position on where to spawn the craklaw in foret?
For anyone looking to get all KIs in a painless fashion (i.e. non-raged) we did Raptor > Peiste in Morimar, Scorpion > Wamoura in Ceizak, and Jagil > Orobon in Foret. Typical DD+COR+BRD+WHM alliance with 2 BLMs SMN PLD WHM COR in 3rd pt. I brought my SCH mule to embrava us who was outside alliance. One BRD did SV minuet x4, the other madrigals. CORs did hunter's + chaos, except for BLM pt. We did have 2 anni RNG/WARs. The rest of the DDs used regular subs (not /THF).
Raptor: highly evasive, definitely keep madrigals up on this guy. Easy fight nonetheless. Nothing special about him really, just watch out for his breath attack.
Peiste: also highly evasive. Used prelude x2 + hunter's roll on RNG. With sushi was almost capped accuracy. Delta thrust was very powerful it seemed.
Jagil: extremely easy fight. Not evasive. Typical zerg. Recoil dive seemed pretty harmless, and was in fact, less deadly than his additional effect. Forcing him to spam tp moves actually works to your advantage on this guy. Didn't use PLD.
Orobon: also extremely easy. Not too evasive. We just zerged it down. Lot of crappy debuff moves, like all orobons, but he actually seemed no more harmful than the abyssea version.
Krab: We tried this guy before orobon b/c some JPs were popping orobon. Not too evasive. He seemed to swap weakness from physical to magic damage around 50%. I believe someone already posted this, so apologies, but I think you need to balance out physical damage with magic. I switched over to wildfire under 50% and I could see my ranged attacks go up in damage. Wildfire works fairly well on him too. He doesn't appear to have much HP. We took him down to 50% very quickly. Didn't use PLD.
Scorp: already been said, but keep dot on. Not evasive. Earth pounder stun is extremely annoying and range is huge. Damage is extremely variable too if dot is not on.
Wamoura: already been said about exuviation, but one important thing I didn't realize (not sure if it was posted) is that you need to have more than one debuff on him for him to use exuviation. We spammed bio 2 at first and he never used exuviation once. Second time (we zoned b/c he would have raged) everyone cast different enfeebles and he spammed it non-stop. We stopped at 15 and proceeded to zerg him down. We used SV + embrava after the exuviations obviously.
Shouldn't really be a surprise given that these things can actually be debuffed with stuff like gravity etc. but just in case its of interest, the max damage Zan works on these.-
We brought like 4 SMNs to Volatile Matamata and they all did Zantetsukens in the 30-40,000 range.