Didn't think to check it at the time but now that we have instincts that give static hp we can test out hp boosts of particular monsters too
Yeah. I wonder if we shouldn't make a page for all the monster bonus differences and such.
I'm assuming people already know about this but I haven't seen it spoken of here yet so:
Native +bonuses on monsters apply to active buffs. So Slime's Protect gives him +33 DEF instead of the usual 15 because of it's native +120% Defense Bonus.
Slime's, Clot's and Gold Slime's Digest HP Drain formula appears to be Level X 2. Despite being a Drain, it DOES deal damage to undead, just no heal. Also appears to be unaffected by Drain and Aspir Potency+.
Boil is a very powerful monster. Not only did Cytokinesis do 1000~ damage on my test subjects(Snoll, Buffalo and Hares in the Range) in an AoE but the weight on it is a crippling Severe Weight. We're talking Wrath of Gu'Dha level of weight. Plus, minor Knockback for good measure. And all this for 150TP.
Dissolve is a potent Drain. Definitely not Level X 2. Also unaffected by Drain and Aspir Potency+. At level 80, it was draining 706 HP from each target caught in the fan. At level 81, it was draining 715 and at level 82, it was draining 724. Maybe someone can figure out what that means for the formula.
Stacking Epoxy Spread's Bind(which by the way, is a Severe Bind that was only minimally weakened by melee attacks and spells) and Dissolve meant I was able to round up 20 mobs, bind them all and get into just the right position to take my HP from half to full. Really fun. Needless to say, I think something will have to be done to give people a reason to want to be the other Slimes.
Despite all of this, even the Boil does appear to have a weakness. As you'd guess, it's magic damage. Frost Flambeau's Blizzaga II were doing around 800~ damage, while tough Kindred Black mages could easily deal 1000+ damage with their Thundaga III's to my level 81 Boil.
So it's looking like there may actually be a pattern to random kiss. If you play with you'll notice if you spam it you will often get the same thing if done in a short time. However it seems rather complicated and changes quickly lol
So quick question to all you doing this. Is there a currency you farm or items you can get from doing this? I looked and haven't seen anything and was just wondering if this is a just for fun thing or if everybody is working towards something.
It looks fun, just wondering if I should put it up higher on my list of things to do if it has some decent rewards.
What's the difference between she-slime and normal DQ slime?
There's a set of Torques that Dasva could prolly go into ridiculous detail about, as he farmed most of them up. However, all of them except for like 1 or 2 (which have a very minor use, but not worthy of the work put in) aren't even comparable to what we have available to us from other events, or even the AH.
I'd like to hope that they have bigger plans in mind for the gear you can get from it. I think they might just be extremely cautious of awarding good gear from anything that isn't normal character PvE content. Infact, these torques are the first instance that comes to mind of equipment that is at least aimed at being useful that comes from anything other than PvE events or grinding. Although, I guess it still is PvE, if you want to grind it all out as a lvl 30 cap character lol. Most other games allow some sort of baseline gear to come into play from their seasonal events, as well as their more social/casual events, like gardening, chocobo racing, etc.
Basically it's just for fun or easy RoE farming or the hope that SE hasn't forgotten about how it said months ago it would add more gear(I mean didn't the initial pictures show body armor?), and the MvM and party system we were promised months ago
Slime:
Job:WAR/WAR
Known Native Bonuses: +10% Attack +20% Defense +140% Max HP
TP moves: None
Known unique qualities: None
She-Slime:
Job:WAR/WAR
Known Native Bonuses: +30% Attack +20% Defense +140% Max HP
TP moves: None
Known unique qualities: None
Metal Slime:
Job: BLM/WAR
Known Native Bonuses: +0% Attack +400% Defense -95% Max HP
TP moves: Frizz- Single target fire damage.
Known unique qualities: Immunity to Poison
Keep in mind that SE has set a precedent for changing monsters without warning, like the job changes to Toads last update, as well as retroactively adding traits and skills to already released monsters, like Fighting Stance Alpha and Nighttime: Regen+ on Gnoles.
SE has already gone on record saying they're going to add more(we've been stressing to them, better) rewards, a MON Vs MON PvP system, party mechanics for monsters, exclusive content and special battles for monsters and more special traits and modes for certain monsters to make them closer to how they behave when we fight them(the examples SE gave were traits based on moon phase for Gnoles and flight for Wyrms). So as fun as I find the system already, there's a lot to look forward to and I guess I'm just leveling monsters to prepare myself for all of it.
I kind of have this vision for the future of Monstrosity in my head. After the release of all these systems, if you put them all together, I could see really dynamic battles taking place and for decent rewards if done right. Imagine, say, a 3 on 3 MON Vs MON battle:
"Elasmoth comes out of the gate with Blood Weapon and Souleater!"
"But wait, Sibilus stops it in it's tracks with Oppressive Gaze!"
"Here comes Amphiptere. He uses Reaving Wind to gain it's Knockback aura and bats the Sibilus away, freeing Elasmoth!"
"But Amphiptere is weak to Bind and Boil stops him from wreaking havoc with it's Epoxy Spread!"
"Oh, and now a surprise SA Pit Ambush from Onyx Antlion while it was burrowed. Too bad Boil can't fly, it would have be able to avoid that!"
"Ladybug goes in for a SA on Elasmoth but it counters with Kick Out!"
etc, etc
Then one of the teams win and you gain decent rewards. And then maybe after so many PvP wins, you might be able to(as an example of "special battles for monsters") have access to a special battle that lets you re-fight mission bosses you've already beaten on your character or something. I don't know, that just sounds so fun and the idea that such a thing might be possible has me extremely excited and keeps me leveling monsters for the future release of these systems.
So sandworm is as fun as I hoped.
Starts with dustvoid. Fan shaped wind dmg with knockback for 100 tp. Does crap for dmg.
lvl 10 slaverous gale. 200 tp 5 fold earth fan shaped dmg for 200 tp with slow and plague. Doing much better than most magical moves I've seen in monstrosity so far
lvl 20 aeolian void. AoE wind dmg with silence for 180 tp. Kinda meh dmg. Also though the help text doesn't say so it does also have knockback
lvl 30 extreme purgation. AoE buff/debuff stealing for 200 tp.
So interesting discovering... instincts like "earth magic attack bonus 10" seem to not actually be MAB but effectively are in the same spot of the magic dmg equation as staff or affinity bonuses. Makes me wonder if the few peices of gear are like that...
Interesting. Does that mean Earth Elemental Magic Attack Bonus+10 is worth more than Magic Attack Bonus+10 for earth magic?
Wait, that wasn't common knowledge? Man, I would have posted earlier I had known that wasn't widely known. It's one of the reasons why the neo Kumhau staff is so good for ice nukes.
Idk I'd never heard of it and anytime I've seen gear with that stat discussed it was counted as regular MAB... Ngqoqwanb would be good even if it counted like regular mab. same int, 12 more magic dmg, 25 more macc skill and if only 8 more mab for ice than atinian... also should be noted it is worded somewhat differently in different situations. Like for the instincts it's Earth elemental "Magic att. bonus" +x, for gear that uses earth it's "earth magic atk. bonus" +x, for other elements it's x elemental "magic atk. bonus" +15
Hmm, I see. So what about the Magic Attack Bonus+5% from Ruszor III instinct? Do we know if it's +5% from each category calculated separately? Or are all "Magic Attack Bonus" +'s combined and then 5% added? Would that even make a difference?
Haven't really tested it out since I don't have it yet but I'd assume it's probably just some either seperate 5% magical multiplier or basically like all elemental mab+. It's still complete crap though given it's cost. Can get 10 mab from flan for only half the points and would take a shit ton of mab to make the 10 mab worth less than 5% increase in dmg