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Thread: Skirmish 2: Event details     submit to reddit submit to twitter

  1. #201
    Absolute Messenger of Promathia
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    Quote Originally Posted by NynJa View Post
    Ive done 111 runs where mobs didnt even get near the tent without coffer upgrades, its not related to that.
    I'm not saying its the only factor, but your conclusion would be under the assumption there isn't an element of randomness to it.

    I'm proposing It could be a chance to upgrade based on a numerous amount of factors, or very few to 1. I would say its not farfetched to assume that the upgrade of Coffers could be in part random. So I'm attempting to discern if anyone has gotten an upgrade in a time frame where their tent has been damaged, or if all known reports of upgrades took place with undamaged tents in that % range, if the latter, it could be one of the factors, if the former, we can conclude its something else, or multiple factors.

  2. #202
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    Got an upgrade on a 1/1/1 yesterday (+2 stone), shortly after a lone panopt snuck by and started hitting the tent.

  3. #203
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    Tried a few runs searching for weakness of mobs, few things not quite working for us.

    Lapinions, Snapweeds, Luckybugs, and Fungaurs: Magic weakness

    Morbol: Slashing weakness

    Opo-opo: Blunt weakness

    Rafflesia, Treant, Beetle, and Panopt we couldn't get a weakness. All 4 are definitely not blunt, slashing, or magic. Piercing we couldn't really tell, no one wanted to drag out their Thf or Drg so we had two Blus come, and couldn't really tell. They weren't one shotting, or even doing that great of damage with piercing spells.

    Going to try again sometime with a piercing melee and a Rng or Cor to see if that can be figured out. Was reported earlier that Belladonna are weak to slashing, but didn't get to test that. The only other mob type we didn't get to test on was saplings. Regardless, considering we ruled out slashing, blunt, and magic for those 4 above, it seems things are kinda weighted in a strange direction with 4 common types being weak to magic. Maybe thats just to make groups want to bring a nuker though.

    Quote Originally Posted by Karbuncle View Post
    I'm not saying its the only factor, but your conclusion would be under the assumption there isn't an element of randomness to it.

    I'm proposing It could be a chance to upgrade based on a numerous amount of factors, or very few to 1. I would say its not farfetched to assume that the upgrade of Coffers could be in part random. So I'm attempting to discern if anyone has gotten an upgrade in a time frame where their tent has been damaged, or if all known reports of upgrades took place with undamaged tents in that % range, if the latter, it could be one of the factors, if the former, we can conclude its something else, or multiple factors.
    Really don't think it has anything to do with the tent taking damage, not because it might be random or anything like that, but because the coffer ranking up system was in place in the original Skirmishes as well. Coincidentally enough, most (all?) of those mobs also had some form of weakness to certain damage types, though I don't think much testing was ever done since original Skirmish went out of fashion and became a face roll very quickly.

  4. #204
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    Quote Originally Posted by fantasticdan View Post
    Got an upgrade on a 1/1/1 yesterday (+2 stone), shortly after a lone panopt snuck by and started hitting the tent.
    'preciate it. Hopefully ruling out possibilities will help us focus on what its more likely. Personally, leaning on the Weakness targeting factor... I'll do my best to Test it out.

  5. #205
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    Quote Originally Posted by Malithar
    Rafflesia, Treant, Beetle, and Panopt we couldn't get a weakness. All 4 are definitely not blunt, slashing, or magic. Piercing we couldn't really tell, no one wanted to drag out their Thf or Drg so we had two Blus come, and couldn't really tell. They weren't one shotting, or even doing that great of damage with piercing spells.
    Treants are most definitely weak to blunt. I want to say Panopts are piercing.

  6. #206
    Yoshi P
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    ^ Both of those are right. No idea on beetles or rafflesia.

  7. #207
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    Quote Originally Posted by Kyte View Post
    Treants are most definitely weak to blunt. I want to say Panopts are piercing.
    Our Mnks weren't getting the weakness hits, so they said. They said it was clear as day on Opo-opos, was expecting similar results, but their damage wasn't what they were expecting. Is it that they're weak to it, but not the 2x weakness as others? Or were our Mnks just being dumb?

  8. #208
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    H2H and blunt aren't exactly the same thing. People just like to lump them together because 99% of the things weak/strong to blunt are also weak/strong to H2H.

  9. #209
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    Is that to say that Treants are weak to clubs and staves than?

  10. #210
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    It would yes. Sometime I'll have to verify whether or not Opos are weak to blunt or just H2H. Certain BLU spells can fall into either category (for example, Heavy Strike is Blunt while Hysteric Barrage is H2H).

  11. #211
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    Would it be safe to say that ranged and piercing can fall under separate categories in regards to this? how about non-elemental?

  12. #212
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    I wouldn't rule out the possibility. People have already reported the Flytraps as being weak to Breath-type attacks, so there seems to be a great deal of breakdown. I need to use a true breath attack on Flytraps to double check that they take extra damage from that source, as the original report came from Formless Strikes.

    In regards to non-elemental, I haven't noticed anything taking extra damage from Requiescat. It definitely isn't being put in the magic category (like it sometimes seems to be). It would be nice if someone could check to see what Mura, Twilight, and Atonement (should be breath) are being considered on these.

  13. #213
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    Quote Originally Posted by NynJa View Post
    Would it be safe to say that ranged and piercing can fall under separate categories in regards to this? how about non-elemental?
    Generally no but there are rare cases where ranged vs not matters. While impact vs h2h blunt is actually very common. The reason most don't notice aside from who melees with clubs/staffs lol is most things that have a weakness to 1 have a weakness to both but often by different amounts. Not sure if I've ever seen something specifically weak to non elemental... but then again our understanding of the sources we've deemed non elemental. I mean each one works differently sometiems on certain enemies. Or at least meteor is different than formless and both are different from scat/mura/twilight

  14. #214
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    The distinction between piercing and ranged damage is pretty evident on delve bosses. For instance, RNG will parse twice as high as DRG on bee, which shouldn't happen if they're both just piercing damage. I wouldn't be surprised if some of the mobs in skirmish differentiated between the two as well.

    I've noticed that the mobs 'not' weak to magic take pretty shitty damage from magic? I've only tried with thunderbolt on BLU though, so maybe it's just thunder damage. Enspells seem to really suck, though.

  15. #215
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    Kill order might also be something to look at. I only thought of this because of the word dither, having to do with altering sequence/patterns. Dithering Heartwing being spawned could change the order at which monsters are spawning or something (changing the sequence idk).

  16. #216
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    Quote Originally Posted by Helel View Post
    I've noticed that the mobs 'not' weak to magic take pretty shitty damage from magic? I've only tried with thunderbolt on BLU though, so maybe it's just thunder damage. Enspells seem to really suck, though.
    Alot of that might be non "pure" mage macc issues. Right now the game is built around us having lots of acc/macc with all this lvl content stuff but of course there the only weapons with huge macc are new ilvl staffs and Tamaxchi. So pretty much unless you casting with that and a decent macc build your magic dmg gunna get resisted and unless you melee in those your so will your enspell. Hopefully they will fix this when they have the skill add to macc too

  17. #217
    Yoshi P
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    Only monster type I've noticed that that takes reduced magic damage is maybe panopt, but that might just be (fire) resists.

  18. #218
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    Got a coffer upgrade last night. Only thing that was unusual was a 3 minute 30 second wait between mobs right before evaluation. That was a T4 body pop. Is anyone else seeing coffer upgrades with really long mob spawn rates?

  19. #219
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    Quote Originally Posted by Helel View Post
    The distinction between piercing and ranged damage is pretty evident on delve bosses. For instance, RNG will parse twice as high as DRG on bee, which shouldn't happen if they're both just piercing damage. I wouldn't be surprised if some of the mobs in skirmish differentiated between the two as well.

    I've noticed that the mobs 'not' weak to magic take pretty shitty damage from magic? I've only tried with thunderbolt on BLU though, so maybe it's just thunder damage. Enspells seem to really suck, though.
    keep in mind is a 6 players event, 1 healer 5 dd in the best scenario, 4 types of damage, blunt(h2h, staff, club), slashing(ga, axe, katana, gk, sword), piercing(dagger/polearm/ra), magic, if wanna add, h2h something different than blunt(yea some special weapons give h2h other type of damage, but this is not the case) and ra different than piercing, you cant cover all of them, SE wont make you as sam get a polearm just for some mobs.. they like ppl play 1 job using their weapons, players are who get more type of weapons to make thing "easier"

    and 3 players minimum, so 3 players 1 healer 2 DD should be able to al least trigger level up even if is the lower one, if "working as intended"

  20. #220
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    Sch can keep a pt healed with just regen/phalanx while spending most of their time nuking, this is what I've been doing. I could also just fulltime the nuke staff and melee with it for blunt damage if I needed to lol. Blu can cover a lot of damage types without swapping weapons, and cor|rng|sam can cover at least 2 between melee and ranged.

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