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

  1. #221
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    Did a bunch of testing on T3 runs and we seem to be have figured out a rough idea of how to get coffer upgrades, but I cant figure out what we are actually doing.

    I think it has to do with the order you kill the dens. First run we did we got Treasure rank four and everyone got 2 +2 stones (3/3/1 btw, every run was 3/3/1)

    After trying to replicate it by fighting and killing dens in close to the same order, we got at least 1 treasure rank up every single run, but it had a lot of variance.

    After messing around on kill order for dens I couldn't really figure out what it was because a mage in our party kept going after a fringe den without notifying me until after it died, fucking the order up. AH is now sold out of T3 heads so I cant keep testing as of last night but maybe tonight Ill have better luck.

    Either way, even just getting to rank 2 treasure got some people +2 stones every single run.

  2. #222
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    Quote Originally Posted by JSHidaka View Post
    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"
    Voidwatch "required":
    1whm (cure/hexastrike)
    1 sch (libra)
    1 blm (am)
    1 blu (duh)
    1 cor (quickshots)
    1brd (songs)
    1 dnc (50+ steps)
    1 drg (wheeling thrust)
    1 pld (swift blade)
    1 sam (gekko kasha)
    1nin (katana kurayami)
    1 drk (cross reaper)
    1smn (50+ bps)
    1 bst (lol sheep ws)
    1 pup(automaton ws)
    1 mnk (asuran at the time wasnt avail to pup)
    1 war (gax ws)

    Later on u "needed" a thf for bully

    Good luck

  3. #223
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    They changed automaton WS to automaton JA in the update that removed merit spells as procs, so you could just sub pup for that, but yeah.

  4. #224
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    my point was you're still not going to kill anything in a timely fashion at 95/99 (NOT with overpowered delve weapons) with that kind of setup, and you have to sacrifice certain things.

    Like for instance, in 1/1/1, first den spawns panopts, second den spawns ladybugs, 3rd den spawns snapweeds. Once you kill those dens, those mobs wont spawn anymore, and all you get are the tree/beetle and flytrap/funguar combos. Atleast thats how I've always noticed it.

  5. #225
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    Quote Originally Posted by NynJa View Post
    my point was you're still not going to kill anything in a timely fashion at 95/99 (NOT with overpowered delve weapons) with that kind of setup, and you have to sacrifice certain things.

    Like for instance, in 1/1/1, first den spawns panopts, second den spawns ladybugs, 3rd den spawns snapweeds. Once you kill those dens, those mobs wont spawn 0anymore, and all you get are the tree/beetle and flytrap/funguar combos. Atleast thats how I've always noticed it.
    Oh I know, I was just sayin.

    For yorcia skirmish, even if you don't want to bring a blu, and even if ranged/piercing are separate, you can easily cover everything with as little as four players:

    sch: heals, nukes, blunt damage (staff or club)
    mnk or pup: h2h
    cor, rng, or sam: slashing or piercing damage (swords/axes/daggers/gkt + gun/bow)
    any piercing or slashing dd to cover what the above player doesn't.

    With six, you could break it down so each player is only doing one type of damage.

  6. #226
    Nidhogg
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    Updated weakness:

    Funguar, Snapweed, Luckybug, and Lapinion: Magic

    Panopt, Twithyrms, Wespes: Piercing (both daggers and guns were hitting the weakness, so no difference)

    Morbol and Belladonna: Slashing

    Opo-opo: H2H (maybe club/staff too, dunno whiffed and Oats evaporated them)

    Saplings and Treants: Club/staff blunt

    Still clueless on Beetles, but a Blu said their Req seemed to hit harder. Didn't get them to try breaths or the Mnk to try Formless though.

    For what its worth, I don't think weakness has anything to do with coffer ranks. Killed 160ish mobs in a tier V and didn't get an upgrade with the majority of the mobs being killed with their weakness. Saw mention of a "kill order of Dens" seeming to effect the coffer rank, but without mention of what that order was. Going to try some more runs with a solo DD watching the biv and see if just plain out kill speed of the dens has anything to do with it.

  7. #227
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    I don't see how order of dens could be at all related if it upgrades without touching them at all. Signs are pointing back to random.

  8. #228
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    Was tent being damaged ruled out? Cause if not it could be kinda like an evaluation in reives or something, where actions need to be performed on the object...I dunno.

  9. #229
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    Quote Originally Posted by Cairthenn View Post
    Signs are pointing back to random.
    This. :/ Kill speed of Dens was not it at all. Had dens killed prior to 40% eval multiple times with nothing, and I know I've seen coffers upgrade on the 20% eval before, without there being a mad dash zerg to kill dens asap. Hope an honest way of controlling it is discovered though, just burned a tier V set and got 4 +2s throughout the group to show for it. Shits sad.

  10. #230
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    Quote Originally Posted by Seha View Post
    Was tent being damaged ruled out? Cause if not it could be kinda like an evaluation in reives or something, where actions need to be performed on the object...I dunno.
    Have received upgrade both intercepting everything and letting the tent get hit a bit.

  11. #231
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    Quote Originally Posted by Seha View Post
    Was tent being damaged ruled out? Cause if not it could be kinda like an evaluation in reives or something, where actions need to be performed on the object...I dunno.
    I've done 111's where mobs never even got near the tent and didnt get any upgrades, it has nothing to do with that.

  12. #232
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    Did a IIIh/IIIb/IIL today. Ranked up on the 1st evaluation (it started @2star) and got up to x4stars (x3 total Ranks up) at the 80% completition. Was a pick up group but didn't do anything different, killed all dens, the tent was damaged before the 1st evaluation, a heartwing appeared and was killed, everyone got at least 1 +2 stone the run.

  13. #233
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    Quote Originally Posted by urat View Post
    Did a bunch of testing on T3 runs and we seem to be have figured out a rough idea of how to get coffer upgrades, but I cant figure out what we are actually doing.

    I think it has to do with the order you kill the dens. First run we did we got Treasure rank four and everyone got 2 +2 stones (3/3/1 btw, every run was 3/3/1)

    After trying to replicate it by fighting and killing dens in close to the same order, we got at least 1 treasure rank up every single run, but it had a lot of variance.

    After messing around on kill order for dens I couldn't really figure out what it was because a mage in our party kept going after a fringe den without notifying me until after it died, fucking the order up. AH is now sold out of T3 heads so I cant keep testing as of last night but maybe tonight Ill have better luck.

    Either way, even just getting to rank 2 treasure got some people +2 stones every single run.
    did you kill the mobs spawned from the den or just let them go?

  14. #234
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    Quote Originally Posted by NynJa View Post
    Voidwatch "required":
    1whm (cure/hexastrike)
    1 sch (libra)
    1 blm (am)
    1 blu (duh)
    1 cor (quickshots)
    1brd (songs)
    1 dnc (50+ steps)
    1 drg (wheeling thrust)
    1 pld (swift blade)
    1 sam (gekko kasha)
    1nin (katana kurayami)
    1 drk (cross reaper)
    1smn (50+ bps)
    1 bst (lol sheep ws)
    1 pup(automaton ws)
    1 mnk (asuran at the time wasnt avail to pup)
    1 war (gax ws)

    Later on u "needed" a thf for bully

    Good luck
    RUN gets swift blade and is in most cases better for vw than PLD. (and blu can sub pld for shield bash)
    SMN/PUP covers PUP procs.

  15. #235
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    Thankfully we never brought half that shit.

    BLMx2 BLUx2 BRDx2 CORx2WHMx2 SCH NIN SAM WAR DRK DRG SMN MNK usually netted you more than enough variety to cover the procs required to take down any VWNM.

    If it had adds just have your NIN pop and stand on the side spamming fanatic's and shit, I can't think of many instances that PLD was actually required, and often was just subbed by one of the BLUs.

  16. #236
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    Mayhaps it just has to do with accumulating enough obsidian in an evaluation to rank up? There seems to be weird variance in obsidian rewards from kills, maybe killing via the right weakness = more obsidian which causes rank ups.

  17. #237
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    Can someone look to see if the dens have different .dats, you know, like the salvage lamps... Of if the dens have an

    We did 3 3/3/3 pops. Going from left to right on the map, naming the dens 1, 2, 3, 4, 5. We noticed we were getting fragments after the den kills, and that fragment numbers were not uniform. The theory of a den order, similar to lamp order, originated.

    The kill order on the 1st run was 1-2-3-4-5. The fragments earned were 40-0-0-20-30. At the 40% evaluation we earned 1 star, dens 1-2-3 were down, and at 60%, all dens were down, we had a total of 3 stars. The end of the run was nuts, there were a lot of mobs all running to camp, like nothing our group has ever seen, maybe 20 mobs all at once.

    The kill order on the 2nd run was identical, 1-2-3-4-5. The fragments earned were 40-20-0-0-10. There were no stars earned this run, but there was a heartwing.

    The 3rd run was 1-3-2-4-5. The fragments earned were 0-10-10-0-0. There were no starts earned and no heartwing.

  18. #238
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    All mobs have a unique ID. I was going to check if the place they spawned varied over runs or if the fragments corresponded with the ID, but I changed my mind after receiving upgrades without doing anything to any den.

    I suppose it's worthwhile to consider that there is also just a random chance of ranking up in addition to a way to guarantee it, or simply more than one way.

  19. #239
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    I can't do this right at this moment, but does the dialogue with Oston change after you get the KI. Similar to how Nyzul has lamp floors, but those lamp floors can have different objectives? That could explain why two of my runs had different fragment rewards, almost like an order kill, and the last it was giving the same reward, maybe it was kill a specific number of a specific mob, and by killing the den it killed our chance of reaching that goal.

    I really don't want to believe it is random, it was random it would just be cruel to have 4 rank up marks that are completely random.


    Another possible theory is every evaluation has a different requirement. It could be, kill x number of mobs, kill x number of dens, kill with weakness targeting, don't kill dens. That could explain why everything appears to be random.

  20. #240
    RIDE ARMOR
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    Did a ton of runs w/o killing dens. Got the coffer rank up anyways. Its a lot more fun and we got double +2's several times(when there was no coffer upgrade).

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