Sonic damage appears to just be damage that uses the normal physical damage formula but bypasses all damage resistances a la Requiescat. It has no elemental affiliation or anything.
Sonic damage appears to just be damage that uses the normal physical damage formula but bypasses all damage resistances a la Requiescat. It has no elemental affiliation or anything.
Where can I find info on the mezzotinting armor rewards from Belligerency?
http://wiki.ffxiclopedia.org/wiki/Belligerency is all I could find anywhere. There seems to be a pretty huge amount of data lacking on all this new stuff.
How do we prevent the monsters from running away from our alliance? How do you even get stuff? etc etc
Those paths listings are the capped stats, yeah? Like after all the work I could put in the best I could get is a Melioration Torque and augment it with 5 pet macc/matb?
Or is that level 1 on the paths?
Yes those were capped augments.
What were the differences in the Gnole stances? Like was it just move lists and going from single strong hit to 2 weak hits or stats and such?
Looks like a little bit of less att in 2 legs... almost seems to mirror the differences between footwork up/down...
'cuz going in 4leg mode is basically just turning on Footwork. The BST Boar pet is a Footwork MNK too. you don't get the extra hit of TP though, so it works a bit differently.
Which is kinda interesting as we don't get footwork lol. Here we will take it off of being a ja timer but now you gotta use tp. Also interesting because for players footwork is usually bad but it seems better to be in footwork mode outside cacophony
Also did gnole always have a native regen? Right now it's 10hp/tic at 74% moon if that is part of it
MNK monsters in general are pretty bad. I get the feeling that they don't get very much base damage outside of skill increases.
Pugil is SAM/BLM (Does not get Hasso, Seigan, Sekkanoki)
Jagil is COR/COR (Does not get Quick Draw)
Lv1 - Intimidate - 75 TP
Lv10 - Aqua Ball - 100 TP -- AoE dmg centered on target, low damage water-elemental
Lv20 - Splash Breath - 120 TP -- shit dmg
Lv30 - Screwdriver - 80 TP -- about 2x dmg as a melee swing
Lv40 - Water Wall - 80 TP
Lv50 - Water Shield - 80 TP
Lv60 - Recoil Dive - 125 TP -- 200% conal (Jagily only)
Sea Monk is WAR/WAR
Azure Sea Monk is SAM/WHM (Does not get Hasso, Seigan, Sekkanoki)
Lv1 - Tentacle - 100 TP -- 300% dmg
Lv10 - Ink Jet - 120 TP - eh dmg
Lv20 - Hard Membrane - 80 TP
Lv30 - Cross Attack - 150 TP (2fold attack, light dmg)
Lv40 - Regeneration - 100 TP -- 20hp/tic
Lv50 - Whirlwind - 120 TP - 300% wind dmg AoE
Lv60 - Maelstrom
So me meikyo wears off after the first monsterskill which is actually a good thing
Porter Crab is 15k infamy and is a DRK/PLD
(purchasable after hitting Lv60 crab)
I don't remember the order of normal crab tp moves now but Portercrab gets two additionals:
Mega Scissors - 200 TP -- 300% conal aoe
Venom Shower - 250 TP -- water aoe, uncurable poison, defense down
I don't know what I'm going to level next but I'm going to eat dinner now.
Unlocking Orobon unlocks pygmy orobon for 10,000 infamy at Teyrnon.
Orobon is WAR/WAR and seems to have decreased movement speed. I may be hallucinating in regards to it's movement speed but w/e
Pygmy Orobon shares the same job/skillset as Orobon. The only difference is Orobon being Medium-sized and Pygmy being Small-sized.
Lv1 - Hypnic Lamp - 100 TP
Lv10 - Seaspray - 150 TP (breath) - 12.5% of current HP
Lv30 - Seismic Tail - 200 TP
Lv50 - Leeching Current - 180 TP
Ruszor is a DRK/BLM
Ruszor is a Large monster
Lv1 - Severing Fang - 150 TP ; 250% conal + def down (very narrow cone)
Lv10 - Aqua Blast - 150 TP; conal water dmg
Lv30 - Froezen Mist - 300 TP; aoe ice dmg + terror (approx 10-15s duration)
Crab Instinct I and Frog Instinct I give static HP boosts (200 and 50, respectively). However, if you put them on then you'll notice that you actually gain dramatically more. This may depend on species, but Pugil gets a little bit shy of 2.5x that bonus without any other HP+% instincts active. +200 HP gets me 499 HP.
Okay, Rabbit is about 2.3x, so it does very by species.
Yeah I don't think we had static amount of hp instincts before now but if you would get on drk monsters and drain II you'd notice you'd gain a bigger hp boost than you drained. Couldn't test it at the time but my theory was they basically just gave each my monster a hp multiplier along with the att/def ones we could see. My further theory was this is actually how they do the stats of most if not all mobs. They have some basic set of stats for mobs and then add in mulpliers for specific ones. This might be what they were alluding to in the dev note about how raising player stats could make monsters stronger....
Likely reported already but I was leveling some old monsters to access old HNMs... in this case Ram.
Rams "Rage" is stronger than Berserk.
Norm=A430 D293
Bers =A520 D232
Rage=A610 D171
I can't math but I mean, the attack values are nice and even lol. Berserk is +90, Rage is +180... Berserk DEF is -61, Rage is -122. Straight up seems like Rage is 2x as powerful as Berserk. Neat stuff.
Hard to say without knowing the att/def bonus of ram offhand but going by the numbers it appears that rams both attack and def bonuses are +20% and that rage would then be another +50% att -50% def. This seems true of most mobs percentage att boost abilities as far I know