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  1. #1001
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    Quote Originally Posted by Sechs View Post
    Can he spam Benediction multiple times like original AV?
    Did we ever found out the way to "lock" AV from using 2hrs in the original version? I remember the video giving hints but I don't remember the player base ever sorting out a real method working out 100% of the times to lock that specific 2hr.

    In the end AV was only beaten through exploits, luck, or with a higher level cap, right? I don't think it was ever beaten with legit strategies, or am I forgetting something important?
    To lock out AV's 2 HR you had to use the corresponding 2 HR within a few seconds of AV using it. AV's regen was nullified by half by killing the adds of Jailer of Love until only had Phuabo left; the other half of the regen was nullified by nuking AV with the element of the corresponding day something like 80+ times.

  2. #1002
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    Quote Originally Posted by Protey View Post
    To lock out AV's 2 HR you had to use the corresponding 2 HR within a few seconds of AV using it.
    I remember this being mentioned in communities, but was it ever proven to be working 100%? I guess so...

    AV's regen was nullified by half by killing the adds of Jailer of Love until only had Phuabo left
    Yeah we used this method aplenty in my LS at the time, I remember about this. I was only asking about the 2hr locking.

  3. #1003
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    Quote Originally Posted by Sechs View Post
    I remember this being mentioned in communities, but was it ever proven to be working 100%? I guess so...

    If you did it for a triplet of SP abilities, you locked them and he couldn't use them anymore. That's why locking the benediction SP set (Invincible -> Benediction -> Mijin Gakure) was so important.

  4. #1004
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    Quote Originally Posted by Sechs View Post
    Scaling system was originally created with high ideals, those to let smaller group feel not "left out" and giving them a chance to try content that they wouldn't have been able to try otherwise.
    Ended up doing the opposite, creating seclusion and promoting lowmen play forcing you to leave people or friends outside just because you cannot justify their presence in your alliance (and frankly the more people you bring, the harder the content gets).
    All of this with the additional cost that the loot do not share, so the more people you have the less people are getting drops.

    Wish they could've implemented it in a smarter and less harsh way. I'm all for allowing smaller groups to participate in end game content, but not at the cost of promoting lowmen play over alliance one.
    But this has been going on for so long I guess it's too late to be complaining now or to even look for constructive criticism.
    meh those ideals were more met by the VE/E/N battles, where difficulty and reward both scaled. In the end if SE wants to preserve full alliance battles, they need something other than HP scaling, like harder fights. If they don't want to preserve it, just give the mobs lower base HP and call it a day.

    If the fight can be done with fewer, OF COURSE small groups will try it, especially when the loot pool is shared. Even if loot was not shared though, small merc groups would take advantage of scaling to sell clears or whatever

    This has been going on since dynamis v1, when groups of 6-10 started farming AF2 to bypass the year+ line in large established LS, and duo RDMs selling sky drops. But now it's even worse because scaling just encourages people who are a bit behind in gear/content to get left out, as well as forcing strict job setups even more. In the past if some weekend warrior wanted to come DRG to kirin and there's room, ok no problem. Now it's "Don't want to play GEO? Fuck off!" even when it's 10/18

  5. #1005
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    Quote Originally Posted by steellord View Post
    Now it's "Don't want to play GEO? Fuck off!" even when it's 10/18
    I think it's mostly because people don't wanna gather too many people before getting they key and rare ones. For example, you gather 17 ppl but you absolutely need a pld or geo or whatever. And shout for hours and get nobody to fill the spot, time wasting for lot of ppl.

  6. #1006
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    Quote Originally Posted by Sechs View Post
    Can he spam Benediction multiple times like original AV?
    Did we ever found out the way to "lock" AV from using 2hrs in the original version? I remember the video giving hints but I don't remember the player base ever sorting out a real method working out 100% of the times to lock that specific 2hr.

    In the end AV was only beaten through exploits, luck, or with a higher level cap, right? I don't think it was ever beaten with legit strategies, or am I forgetting something important?
    It was beaten "legit" eventually I believe. Even after the DRK zerging was taken away. Some sort of abusing Alexander summon and having a 3 brd and cor rotation and DPSing it insanely quick. Even though it ignored mechanics, I think it was considered a legit strat and wasn't taken away like DRK KC zerg was.

  7. #1007
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    Perfect Defense zerg wasn't the intended method for defeating AV. Without PD, it was still a difficult fight as it could cast Meteor after a certain point without having to use any two hour ability. The two hour locking behavior was verified although I don't remember if anybody actually won using that method because of Perfect Defense was quick and easy.

  8. #1008
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    Volume was the first group to kill it with Perfect Defense and I believe we locked the Invicible/Mijin/Bene 2hrs and left everything else alone.

  9. #1009
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    And this was done at level 75 cap? Nice, I thought no "legit" method (yes, the PD zerg is legit somehow to me) proved successful until Abyssea was released and the level cap increased to 80.

  10. #1010
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    Quote Originally Posted by Sechs View Post
    Scaling system was originally created with high ideals, those to let smaller group feel not "left out" and giving them a chance to try content that they wouldn't have been able to try otherwise.
    Ended up doing the opposite, creating seclusion and promoting lowmen play forcing you to leave people or friends outside just because you cannot justify their presence in your alliance (and frankly the more people you bring, the harder the content gets).
    All of this with the additional cost that the loot do not share, so the more people you have the less people are getting drops.

    Wish they could've implemented it in a smarter and less harsh way. I'm all for allowing smaller groups to participate in end game content, but not at the cost of promoting lowmen play over alliance one.
    But this has been going on for so long I guess it's too late to be complaining now or to even look for constructive criticism.
    I kind of think Incursion handled this best (except for the HP scaling), in that everyone gets the same reward potential, which you can improve with boosting the level. The problem there was that the gear was acquired quickly or replaced easily. Compare to Unity, which has the coffers, though no difficulty option for more reward, but does have useful drops beyond the rare/ex armor. They very well could have locked certain items behind HQ coffers only available at higher difficulties too.

  11. #1011
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    Quote Originally Posted by JeanPaul View Post
    They very well could have locked certain items behind HQ coffers only available at higher difficulties too.
    This probably wouldn't go over so well. Better droprates/more drops sure but completely locking out even the possibility of getting some gear for some people would most likely have quite a bit of opposition.

  12. #1012
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    Instead of increasing HP of a mob as party/ally members increase, why not change the mechanics of a fight when certain numbers are reached? Such as throwing in adds, geography issues (i.e. floor panels in original Diabolos fight), access to TP moves/additional spells, etc? Change the way a mob fights the group rather than just make him be able to take a metric fuckton of damage.

  13. #1013
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    Quote Originally Posted by Sechs View Post
    And this was done at level 75 cap? Nice, I thought no "legit" method (yes, the PD zerg is legit somehow to me) proved successful until Abyssea was released and the level cap increased to 80.
    it was done at 80, we did it on Asura too.

  14. #1014
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    Quote Originally Posted by Sechs View Post
    Can he spam Benediction multiple times like original AV?
    Did we ever found out the way to "lock" AV from using 2hrs in the original version? I remember the video giving hints but I don't remember the player base ever sorting out a real method working out 100% of the times to lock that specific 2hr.

    In the end AV was only beaten through exploits, luck, or with a higher level cap, right? I don't think it was ever beaten with legit strategies, or am I forgetting something important?
    I do believe Lunarians, with aid from ArchDominus on Bismarck beat it, at lvl 75, with no use of the Alexander, Wall of Justice, Goblin Footprint, or any other exploit.

  15. #1015
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    You would be correct, though they had(have?) no idea what they did. Odds are, they just lucked out and it didn't hit back too hard or benediction'ed.

  16. #1016
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    Well, reading back from an OLD thread on their website, it was more than likely a luck win.

    http://www.lunariansls.com/forums/ar...hp?t-1853.html
    Some fight details...

    We killed roughly 10 sets of Absolute Virtue's Wynavs (3 in a set) simultaenously using timed -ga3 nukes, hoping for a weakened AV similar to how Ying/Yang -> Dynamis Lord works. After killing almost a dozen sets, it appeared to do nothing as AV still spammed various 2hrs (repeated a few as well), Aeroga4/TornadoII/etc, and various TP moves.

    Once AV's wynavs were killed and AV hit ~95% HP, it's 2 hours, spells, and TP abilities stopped.

    We used BLMs and Kraken DRKs for damage. AV has pretty high evasion, and about 1 in 3 nukes were badly resisted. Around 30% AV started to resist thunder, so we switched to ice, which was successful for awhile, but it also eventually got resisted.

    It lasted 97 minutes 18 seconds from damage start to finish.
    According to this, something happened with AVs mob logic, and it seemed to have just stopped everything except auto-attacks.

  17. #1017
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    There were a few AV glitch wins, yeah. People weren't reliably able to zerg it until the 80 or 85 cap, though.

  18. #1018
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    Sounds like it was working as intended to me

  19. #1019
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    Quote Originally Posted by Sechs View Post
    And this was done at level 75 cap? Nice, I thought no "legit" method (yes, the PD zerg is legit somehow to me) proved successful until Abyssea was released and the level cap increased to 80.
    There are videos. Cant remember if it ws 75 or 80 though.

    youtube.com/watch?v=Bdi52CUfXys

    That was the LS Volume became.

  20. #1020
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    It was definitely 80 cap, as you can see someone deleveling to 79 in that video. It goes without saying, but it was also after the HP nerf, too.

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