Yeah, T1/2 spammers are full retard. If you can spam T5/6, spam T5/6.
Yeah, T1/2 spammers are full retard. If you can spam T5/6, spam T5/6.
You can actually get 2 full damage nukes off per skillchain if you time them right or just have 1 person nuking(evident when a solo nuking BLM does aja>tier6). The resist-wall has a fairly short duration(4-5~ seconds).
Plouton is a bad example because it takes absurd magic damage(x2? x3?).
Tachi and myself have already tested this and it's very likely to be a straight -60% to damage on successive spells and -30% with rayke up. A great example of this is our 2 BLM Kirin video: It's very easy to see the resist wall's effect on the BLM nuking second even though their gear is absurdly better. I've never seen a 2nd nuke done in the same general time do only 10K less than the 1st unless there's a massive difference in spell tier or gear.
Here's Tachi's post with the testing he did:
Guess there's a point GEOs and SCHs shouldn't be nuking and letting BLM and SMN have all the fun.
Sadly, the effect of the resist wall is so massive, we've gone so far as to ban our GEO and SCH from nuking altogether because it's not worth the chance of putting a -60% penalty on the BLM's aja/tier6. Granted, most content is easy enough that everyone can join in the fun and MB at the minimal cost of killing slightly slower, but on the more difficult fights, groups may want to seriously consider limiting the nuking to ensure the strongest spells hit for their maximum potential.
Rarely do we limit who can nuke on content and we have cleared everything but warder of courage (which we only attempted once the first day it was added) and the T3 resen NMs which are on the list for Saturday events. I have found that when we ask geos and scholars not to nuke that fights like gods and t3 ru'aun mobs last longer. With that being said rarely do we have more than 5 nukers at an event. We do still see 99k bursts, perhaps because the blms are trying to beat each other to the punch and land their t6 first in the volley.
Meteor has a unique damage wall if its own that I'm pretty sure is calculated differently. I would not base the normal nuke reduction on Meteor tests.
It depends on your set up, what spells you're magic bursting, and whether or not Rayke is up. You're only going to get two nukes per magic burst that won't have any reduction applied to them. The reduction does cap (I'm not sure the value it caps at, but I'm guessing the third nuke on each volley will be capped, maybe even second.) Holding off on 2~3 T5 to ensure that one of unresisted nukes is a T6 or ja might not be worth it. Also was hoping death would avoid this mechanic to make fights more scalable, right now it's mostly a penalty to bring anybody who isn't required once you have like 2 BLM.
Ah, nevermind then.
So ya... SE is punishing bigger alliances by adding he full amount of HP to the NMs but giving peoples NMs the harsh penalty no matter what.
Idk I did one shot most abyssea nms in there even ones that I seem to recall otherwiki listing as over 100k. I definitely did a lot of "50k" wildfires to shinryu that had definitely rolled over... which while not necessarily indicative of the dmg actually dealt suggests the game at least calculated out over 100k before doing the display garbage
Is Night Terror unaffected by the spam penalty?
No, Night Terror is also affected.