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Thread: Incursion!     submit to reddit submit to twitter

  1. #201
    Relic Horn
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    Whelp... let the e-penis contest for highest ilevel clear begin.

  2. #202
    and the traveler
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  3. #203
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    Quote Originally Posted by Karbuncle View Post
    I was implying 9+ isn't as important as having at least 8+ over no TH/TH3, I know how the trait works (and its kinda stupid they did it that way...). If your goal is TH, can get a good deal of upgrades just adding your TH Gear into SA/TA macros since those have a high chance of upgrading. But ya, always at least TH8 each mob.
    Presuming its an "out of pt TH mule", i think theyd be better off locking TH gear. Worrying about upping their parse would probably hinder that of the main (who is probably capable of better)

  4. #204
    Absolute Messenger of Promathia
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    Quote Originally Posted by NynJa View Post
    Presuming its an "out of pt TH mule", i think theyd be better off locking TH gear. Worrying about upping their parse would probably hinder that of the main (who is probably capable of better)
    If its just a mule... yah, you're right there. Though honestly as surprising as it sounds i've yet to play with a THF mule in all my years of XI , i rarely plan for that contingency lol

  5. #205
    Sea Torques
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    Vanquisher Gramk-Droog looks like to be the final incursion mega boss (grants the title "Nilotican Decimator"?) but no official confirmation yet.
    Source : http://wiki.ffo.jp/html/31752.html

  6. #206
    Old Odin
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    Quote Originally Posted by Fwahm View Post
    Is the MEVA/MACC combo supposed to work on the dispel and encumbrance moves? I brought a better geo, and things like Saurian Swamp and Jungle Hoodoo get resisted 95% of the time, but Velkkan Pygmacheia and Saurian Slide work like normal. Is that expected? This is on a low difficulty (124 and 125).
    no afaik dispel cant be resisted, encumbrance cant be either.

  7. #207
    Ridill
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    Quote Originally Posted by Damane View Post
    no afaik dispel cant be resisted, encumbrance cant be either.
    Dispel can but it's almost as high as stun difficulty resist. Doable but unlikely on things you aren't higher level than without some really huge -macc or +meva or jas like asylum. If you highly out level the mobs it's fairly common even when stun still lands for short durations. Like going around doing stronghold invasion fights in full ilvl gear I can resist dispel most of the time but stun still lands like 90% of the time. But yeah good luck consistently resisting on nms that are 10 levels higher than you even with geo.

    Encumbrance can be resisted as well but it seems even harder. Like only time I've seen it not land is when I was a good 30-40 levels higher than the mob and even then it still lands over half the time

    I'd almost be willing to say that those effects have no minimum resist rate and a huge macc bonus making them stay at 100% land rate until you are so much stronger that it doesn't even matter

  8. #208
    E. Body
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    Quote Originally Posted by NynJa View Post
    Presuming its an "out of pt TH mule", i think theyd be better off locking TH gear. Worrying about upping their parse would probably hinder that of the main (who is probably capable of better)
    We're using a main PT Thf with an out of PT Geo, seems to work really well. The Thf does respectable damage but it isn't a Sam of course.

  9. #209
    Ridill
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    You could still wear Sandung, Plun. Armlets +1 and Chaac Belt too keep max th without completely murdering your dps

  10. #210
    Old Merits
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    any consensus yet from the ~130 folk on chance at better augments from capes? our group is already mostly capped on the other drops at 126. wondering what the intended motivation to max out content level is since the drops are fairly easy to come by.

  11. #211
    Nidhogg
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    Who knows what else drops from there? Could be augmented skirmish gear with ridiculous stats or some other unexpected non-rare SoA gear with preposterous stats like exclusive ifrits rings with wsd+5% or something, who knows. Could also be high chance of capes/gear from coffers similar to how Vd bcnms dont drop anything special, just a title and higher chance of drops which can also drop on lower difficulties.

  12. #212
    Nidhogg
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    Is there a precedent for a consumable like this actually offering better/different drops depending on where it came from? Cause you keep saying that, and nothing comes to mind of ever having been that way. Just don't see them bothering to differ it in that way without adding a different item drop entirely. The .dats had NQ and HQ of each coffer, I'd lean to believe that higher content lvl simply keeps giving more coffers, making the RNG grind for JSE and CP capes that much more time efficient. Plus more CPs, and maybe a point where HQ chance overtakes NQ drop rate.

    Gotta echo what someone earlier in the thread said, taking more than a party, even nearly a full ally isn't a bad thing here, but each and every person you add needs to be pulling their weight in some way. Going with a full ally just cause and filling it with dumb jobs/terrible players makes this all so much harder than it needs to be.

  13. #213
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    http://forum.square-enix.com/ffxi/th...l=1#post524272

    guess this answers my question. so yeah, looks like increasing # of drops per kill is the only reward.

  14. #214
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    8 seems to be the best number for us, easy to do full 6 NM with warp

  15. #215
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    Quote Originally Posted by gaira View Post
    http://forum.square-enix.com/ffxi/th...l=1#post524272

    guess this answers my question. so yeah, looks like increasing # of drops per kill is the only reward.
    Technically it offers no insight to the augs changing. It just says "The items that drop will not vary", which if you take it word for word, the NM's loot pools wont change.

  16. #216
    Relic Horn
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    Quote Originally Posted by ccl View Post
    8 seems to be the best number for us, easy to do full 6 NM with warp
    Should add the CLevel when you say things like that.


    .dats had NQ and HQ of each coffer, I'd lean to believe that higher content lvl simply keeps giving more coffers, making the RNG grind for JSE and CP capes that much more time efficient. Plus more CPs, and maybe a point where HQ chance overtakes NQ drop rate.
    Tbh going higher n higher is possibly not efficient. There is some break point of clearning many NMs vs drop amount vs time it takes to gather people to kill them efficiently.

    Like last night it took considerable amount to get a GEO for 128 when we could have easily done 1-2 126s or something meanwhile. From an MACC standpoint you rly want a GEO for 127+

  17. #217
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    Quote Originally Posted by Lyramion View Post
    Should add the CLevel when you say things like that.
    True we're at 125 atm; whm brd geo dd dd blu + thf outside party.

  18. #218
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    LS member for 5 DW on Canny Cape last night, I was wondering, what are the chances of DW going up to at least 6 DW? Is it possible to check int he DAT's or something?

  19. #219
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    I dont think its possible to check range for augments, you'd have to verify with Byrth. I'm assuming no, since he's never reported possible ranges (unless the dats have an unbelievable range)

  20. #220
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    The only thing that can be verified in the dats is that DW is capped at 33. It's not possible to check if there's a lower cap than that.