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  1. #981
    Old Odin
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    Asura

    Quote Originally Posted by Damane View Post
    confirming that plenilum embrace can take off 3 debuffs (if not more), at least during moonphases that are close to full moon aka 60%-100%

    I am not sure, but gnole seems to have a very high hidden sleep resist trait. VT skellys cant land it for shit on gnole

    EDIT: hmm or gnole instinct I, with +30 dark resist does more then I think it would, I have seen blind land (but also resisted frequently), however I have never seen sleep land at all.
    plenilum embrace during waning crescent (aka 10%-40%): HP healed 10% of max HP, attack 12% increased, only removes 1 detrimental effect

  2. #982
    Relic Shield
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    Siren

    Quote Originally Posted by dasva View Post
    Never played drk much at higher lvls but been noticing pretty much all bats completely resisting all absorb spells that normal?
    Yeah that's normal. Though after they added partial resists to absorbs it was less common to completely resist on dark based mobs like bats etc. However I've noticed we have piss poor macc period as manipulators and there doesn't seem to be a lot of instincts to increase it.

  3. #983
    RIDE ARMOR
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    Bahamut

    Any news on when PVP will be introduced? I've been searching for the past hour to find out if its even in it (in any form) but found nothing so I'm assuming it isn't.

    I've been mega interested in it since it was first announced but quit the game awhile ago but I've had coming back for this and playing it as its own game in the back of my mind... which from what I've read you can do, apart from needing money for spell scrolls if you are playing as a mage mob? (I was always melee apart from NIN/BLU)

  4. #984
    D. Ring
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    Phoenix

    At the moment at least you need to have the job leveled to use the scrolls, but that's not really a big time sink. No date on when PVP will be added yet as far as I know.

  5. #985
    RIDE ARMOR
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    Thanks.

    Knowing SE it could take awhile but I sure hope not.

  6. #986
    Ridill
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    I think there was a dev note saying it was upcoming in the next update or 2... but not sure if there has been any exact dates for any of the stuff they are adding yet so I'm guessing the next update is a ways off

  7. #987
    Relic Shield
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    Siren

    Here is the post about Monstrosity updates.
    Spoiler: show
    Originally Posted by Ryota_Iwagami View Post
    Hello.

    I’d like to let you know about the future plans we have for Monstrosity.

    Adjustments Phase 1
    Expansion of areas
    Addressing the below two points are our priority:
    Not enough areas where you can level large monsters.
    Not enough areas that support high levels.
    Monipulator vs. adventurer
    First we’ll start off with this. (Monipulator vs. monipulator is still a bit out.)

    Addition of rewards for monipulator vs. adventurer content
    While these rewards will not be items you can't live without when you are an adventurer, we’d like to prepare some rewards that the adventurers participating in this content can aim for.

    Battle balance adjustments
    We’ll be making adjustments mainly based on PvP.

    Instincts adjustments
    We’ll be making adjustments so you’ll be able to consider a bit more which instincts you’d like to use. While the values will be somewhat small, we’d like to add a bit more accuracy to a good amount of instincts.

    Unlocking job abilities for monster’s main job
    To give you an idea, if a monster’s main job is warrior they’ll be able to use Provoke, and if a monster’s main job is black mage they’ll be able to use Elemental Seal.


    Adjustments Phase 2
    Expansion of areas
    We’ll be supplementing portions where there are gaps in recommended levels.

    Unlocking of monster species

    Unlocking of monsters to go along with special events
    For example, we’d like to make it possible to obtain certain monster sub-species that appear during New Years.

    Adjustments Phase 3
    Expansion of areas

    Unlocking of monster species

    Addition of Monstrosity-specific content
    The main thing we are planning for this is content that you can play as a party.
    Specifically, content for leveling up, battle content, and content where you can compete as teams.

    If you have any content you’d like to see besides the above, we’d love to hear your ideas!

    At the current stage the plans are still up in the air, but we are thinking it would be a lot of fun to do things like a team battle or battle royale type of thing where you can have fun while gaining experience points, even if the amount you receive is not that high.

    Forming parties as monipulators
    The content you can play as monipulators will be Monstrosity-specific content.
    In regular field areas, hunting down monsters at a fast pace and doing other activities would largely affect players, so we’d like to create content where you can play as a party to your heart’s desire without having to worry about these kind of things.

    Skillchains as monipulators
    To go along with being able to party as monipulators, we would also like to make it possible to execute skillchains.


    We’ll be looking into all of the other feedback we have been receiving in regards to magic, battle preparation time, and other aspects. Once there is any movement on this we will be sure to let you know!


    Doesn't give a specific time-line, just a general idea of what stuff will be added first.

  8. #988
    Ridill
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    Bahamut

    Probably a no brainer to most of you... but thought I'd share that if for some reason you become out of range for a move midway thru like the mob starts moving right as you start you can interrupt by moving and keep your tp

  9. #989
    Relic Shield
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    Siren

    Can also just turn around if you use a TP move you didn't want to or something to interrupt it. But that's cool. I didn't think about trying to interrupt a move if a mob moves out of range.

  10. #990
    RIDE ARMOR
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    *Fairly long chain-of-thought/questions dump*

    So I'm wondering about the comparison between the monsterskills and blue magic math-wise.

    Do you think the skills that also exist in the Blue Magic form share the same dSTAT, M, WSC and fTP? I've noticed the monstrosity page has been filled in with a few numbers for some skills - for example, Mandible Bite is described as "deals 200% physical damage" which if I was to infer that that meant a fTP of 2.0 would be the same as on the BLU side. Would that be correct? The cap of physical magic ATK is the same as one-handed swords for BLU spells also - I wonder if that's the same or if they can vary between spells or if it's just something else.

    Also, how would we calculate the D for physical spells (for BLUs, it uses Blue Magic Skill)? Plus, Drain spells and some Buffs are based entirely on Blue Magic Skill for BLUs. Furthermore, BLUs gain extra ACC for physical magic from their main-hand weapon's Skill and for magical spells from Blue Magic Skill (which also gives extra physical magic ATK) - without an obvious substitute, I'm wondering if monsters are just left without these? I've read accounts from some people of debuffs failing terribly whilst they were in monster form which could be related... I don't know.

    Regardless of the above though, many of the skills do not have a BLU form and so there is much that is surely unquantified (naturally though, it's only been out a month). I just hope that there's some mathematically inclined people interested in monstrosity so that these formulas can be uncovered.

    For those who are not familiar with BLU there's a beyond excellent guide (search: The Beast Within – A Guide to Blue Mage) which lists all of the math values for the spells.

    (Disclaimer, please go easy on me if I've made myself look like an idiot somehow. I have tried to teach myself the game's mechanics and never really spoken about them that much with anyone.)

  11. #991
    Ridill
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    I doubt it's the same. In fact can guarantee some spells aren't. The 200% thing is likely how ws especially in the past would say things like deal double triple etc dmg. Didn't necessarily mean an ftp of that amount. Blu physical spell acc is based solely on mainhand acc so skill is the majority of it but att is just from skill and str until after the update. Anyways as far as att/acc matt/macc it appears to bear more resemblance to player ws. I seriously doubt they use the blu formula. As far as debuffs failing a lot you have to remember most of us are fighting IT++ without the benefit of being able to gear for that. That said most the bebuffs I used land decently. But really all these moves formuals were most likely taken directly from the normal monster and some tweaked a little. Also if you play around with it the moves while some seem to have some sort of att/acc boost/penalties it's kinda clear they are based on your att/acc while blu physical spell att ignores your regular att. They also seem to be able to naturally crit and/or have multihit procs on them too

  12. #992
    RIDE ARMOR
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    Oh, I've not seen any of these descriptions yet or anything as I've not yet reactivated and everything. I'm just studying it atm.

    I thought they may have kind-of mixed and matched some of the parts together - with the Skill-based parts' inclusion being extremely unlikely but for all I knew the mobs had such high stats it wasn't needed (but removing the restriction on ATK from other sources having an effect) but things like the WSCs being kept the same.

    It's kinda complicated how I was imaging actually I suppose i.e. stupid. Probably stemming from me hoping for some idea of what's what due to absolutely hating gearing myself whilst blind to these things. Oh well - I'll cope until someone starts parsing this stuff or w/e. Some of it is just common sense too.

  13. #993
    Ridill
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    Mob base stats are actually fairly similar to players it's mostly just hp and mp that is absurd.

    Well you can't really gear per se in this anyways. You can equip instincts but can't switch in field... so basically even there was specific stats and such to boost for certain moves you'd have to lower your melee dps to go for that probably. So just get enough acc and then att, str, dex and haste and that will help both

  14. #994
    RIDE ARMOR
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    Wait, no gear (Instinct) swapping?

    Oh wow... That's strange - I've seen videos of mobs being equipped with them and they weren't blinking so it doesn't even seem to be due to blinking in PVP. Yeah, that really limits customizability. Ok, thanks for your help. Appreciate it.

  15. #995
    Ridill
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    Can only swap in lobby. And yeah does kinda limit them. Think of them more like auto parts. Gotta send auto away to equip more

  16. #996
    Ridill
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    So unless I completely misunderstand how drain 2 works I think I may have just found some sort of hidden +hp% stat. Had 10170/10170 before cast, I cast drain 2 for 189 and go up to 10359/10671. I gained 189 but I got a max hp boost of 501. Seeing as I only have +6% in instincts I doubt it's that. Also if that is the cause of the extra boost it would have to be multiplicative with instincts based on hp rises when putting them on. Not really sure how relavent this data is but might affect some hp based spells/abilities

  17. #997
    Relic Shield
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    Siren

    That's interesting. Drain II normally gives you the HP you drain back and the full HP is shown in the log, so if you drained for 189 at full HP you would have only gotten +189 HP to your max hp.

  18. #998
    Ridill
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    I thought that's how it worked so that's why I'd have to assume it's being effected by some kind of multiplier

  19. #999
    Ridill
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    So I was trying to see if I could find any differences other than size for the diremites... So far same base stats, hp/mp, att, jobs and tp/hit (haven't tested occult acumen tp gain yet). But big one has slightly more def... it almost looks like it has the same multiplier though just higher starting. Also I stumbled upon something weird.

    The smaller one nukes harder than it should. Like litterally at the same int no instincts it was doing 10% more dmg then the large one which was doing exactly what it calculates to be. Put on the only straight MAB instinct I had and based on that it appears that the small one basically gets an invisible +10MAB based on the dmgs. Specifically 153 stone on lvl 0 6 int mobs with just 74 int and 10 mab including the blm instinct. Wonder if there are more hidden stats/multipliers like that on mobs... like ya know potentially all stats. I seem to be finding them left and right

  20. #1000
    Ridill
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    Haven't seen it mentioned yet or see it on bg wiki. Roley poley wamoura has 10% att bonus looks like 30% def bonus.

    Amber scutum- level 1, 70 tp. Looks like ~ +20% additive with native. lasts 2 min

    Heat barrier- lvl 10, 100 tp. They both effects seem fairly potent even at low lvls. Duration seems odd. The spikes seem static at 3 min but the enfire seems to be a little higher and going up as I lvl... like at first it was barely over 3 min and now at 14 it's a little over 4 min. Edit: now it's back down to a little over 3 min... not sure why it is going up then back down uggg

    Vitriolic spray- lvl 20, 100 tp. So far decent dmg for the lvl... at least for a fan shaped move with a dot

    Thermal pulse- lvl 30, 120 tp.

    Vitriolic shower- lvl 40, 150 tp. Basically same thing as spray but radial instead of conal. The direct dmg seems lower at times but then decently higher

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