dat logic doe
Based on gear used across jobs, repairing shit gets out of sync anyways, so you either wait for 10% which means majority of gear will need repairs and you do it in one go, or you do it 10+ times throughout the week on the 1-2 parts that happen to slip under 100% first.
Another praise for this week: got the clear on my main (after having it on 2 alts) and my SCH book dropped. Thank you based-Yoshi P.
Not new thread worthy I suppose but someone shared with me a little trick in Hullbreaker Isle:
tl;dw (didn't watch): walk (Not run) past the ninkis to not aggro them. Can skip the fight.
Here's a trick for hullbreaker isle, just kill them, walking wastes the same amount of time.
Walking works on so many mobs.
Yeh true but if your group isn't up to scratch sometimes; just seems like a nice thing to do
Is there a list of what works? (along with sight aggro). I was always under the impression dungeon mobs aggros no matter what. It'd be nice to compile a list!Walking works on so many mobs.![]()
From fuzzy memory
Sound:
Funguars
Flytraps
Ochus
Slimes
Yarzons
Eft/Salamander/Nanka
Ghosts
Elementals
Crabs
Dullahans
Firefly/Wisp
Sight:
Humanoids/Beastmen
Coblyns
Skeletons
There are exceptions in dungeons, a lot of 50 dungeons do have true-sound mobs. But stuff you can skip is like...
Sastasha: Virtually everything in the big open room before first boss.
Qarn: Entire room before+after 2nd boss
Cutter's Cry: Last map with Slimes+Coblyns
WP: Skeletons sight, Tonberries true, most other mobs sound
Also half of the annoying shit in Sylphlands is sound aggro.
Aggro is also level-based; a 50 char has a much shorter aggro range on a 41 mob than say a lv30 character. For sound mobs there is a "true" range usually if you touch its target circle.
What's sound aggro?
Can't tell if serious, but given your postcount:
Sound detection is omnidirectional, versus sight which is directional. It's a mechanic from XI that persists somewhat in XIV. You'd typically (in XI) have mobs whose base "creature" is known to have poor sight or preference to hearing. For example, pugils, being fish and having their eyes in weird places, detect by sound. Bats using echolocation, detect by sound.
Luckily (sort of) XIV doesn't have the other aggro types which were always hilarious. "Blood aggro", where undead would be able to detect you regardless of sightlines if your HP was low enough. "Magic aggro" where arcana mob types would attack you if you cast magic close enough to them.
http://wiki.ffxiclopedia.org/wiki/Aggro
Monster linking behavior was also unique in XI. There were only a handful of monster "parties" as they are in XIV. In XIV there aren't parties in the strictest sense, just add-on aggro based on your level when you attack or are engaged by a target. In XI, level only played a factor in determining aggro range on monsters that would be aggressive anyway, until that range drops to 0 in which case the aggressive monster will not attack unless attacked. Linking behavior consisted of other monsters joining in an attack if they witness an attacking monster in the same family engaged in an attack using their normal detection methods. In other words, if you attack a sight-based creature and it runs toward you passing another creature of the same family, it may or may not join in the attack depending on what direction it was facing. Another passive monster of a different family in the area will not join in any attack unless directly provoked.
This leads to an interesting and complex set of monster behaviors, where some monsters aggro but do not link, some link but do not aggro, etc. It was the source of a number of hilarious events in XI where certain zones, notably Crawler's Nest, would have an entire phalanx of angry mobs right at the entrance, ready to attack unwitting players who had just zoned in, when in reality there might only be one or two aggressive mobs in the "group" but the other ten will all engage as soon as one of the aggressive ones finds a target (these mobs were sound-based, so the short version is that you'd zone in and find yourself dead before you loaded).
Fucking need more dangerous open world areas. I remember being terrified walking through the tomb in ffxi trying to get to camp or jugner or w/e.....caught without sneak? fucked.
I miss mobs not being leashed and actually having to be careful. Being terrified the first time I climbed the mountain in Ulguerand range because Taurs were true sight
I remember some anole lv70 in 1.0 when I explored AHHHHHHHHH the good old 1.0 days
So I resubbed this week to XI, and I have died more times in the overworld with i115-119 gear and three AI helpers these past couple days than I recall dying in XIV in the past two months.
I miss actually worrying about dying to aggro when playing ARR. So uh....random praise for XI still being XI even with some of the modern casualizations applied. That said, dat Ra'Kaznar zone music.
Please stop that kaishen