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Thread: Magic Burst Bonus     submit to reddit submit to twitter

  1. #21
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    Yeah, T1/2 spammers are full retard. If you can spam T5/6, spam T5/6.

  2. #22
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    Quote Originally Posted by Byrthnoth View Post
    As Ejiin's group has discovered, though, you're pretty much limited to one big MB per skillchain. The second one is nerfed all to shit. Still, I have to imagine it wouldn't take too many of these to kill almost anything.
    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).

    Quote Originally Posted by Hoshiku View Post
    If 99,999,999 is the actual cap then the decrease in damage for successive nukes is not as big as people are making it sound. Second nuke is generally 10k behind the 99k and there have been instances (usually pluton fights) where two people hit 99k on the same volley. I had always assumed that was because the first nuke was well over the 99k displayed.
    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:

    Quote Originally Posted by Tachi View Post
    The "resist wall" seems to be a straight reduction in damage. I did a small test with Apogee Meteor Strike 2 weeks ago.

    Target : Ironbeak Inguza
    First Meteor Strike : 11495 (normal damage)
    Second : 4596 (-60% dmg)

    Rayke (1 Rune)
    11495
    8046 (-30%)

    Rayke (3 Runes)
    11495
    8046 (-30%)

    Gambit + Rayke
    14943
    10460

    Rayke seems to either cut the damage reduction by half or to remove a 30% dmg penality... but this is a very small data set, I didn't even check how significant the damage reduction would be with more Meteor Strikes on this NM. I just wanted to get an idea of Rayke's effectiveness.

  3. #23
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    Guess there's a point GEOs and SCHs shouldn't be nuking and letting BLM and SMN have all the fun.

  4. #24
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    Quote Originally Posted by Byrthnoth View Post
    Yeah, T1/2 spammers are full retard. If you can spam T5/6, spam T5/6.
    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.

  5. #25
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    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.

  6. #26
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    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.

  7. #27
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    Quote Originally Posted by Byrthnoth View Post
    I know that we used to do more than 99,999 damage in Abyssea, and I thought someone confirmed it was still the case after they implemented the damage display cap. Perhaps they did nerf this later.
    The display damage cap back in abyssea days was around 65k or something (probably 65535), and players did do more than that. However, the displayed damage would roll over instead of capping, and I'm pretty sure that we still couldn't do more than 99,999 back then.

  8. #28
    Groinlonger
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    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.

  9. #29
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    Quote Originally Posted by Fwahm View Post
    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's Meteor Strike from SMN, not BLM's Meteor.

  10. #30
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    Ah, nevermind then.

  11. #31
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    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.

  12. #32
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    Quote Originally Posted by Fwahm View Post
    The display damage cap back in abyssea days was around 65k or something (probably 65535), and players did do more than that. However, the displayed damage would roll over instead of capping, and I'm pretty sure that we still couldn't do more than 99,999 back then.
    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

  13. #33
    Groinlonger
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    Quote Originally Posted by Lyramion View Post
    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.
    It really is a terrible design. The patch was aimed to stop people from sleep nuking Bahamut II fights (which, ironically, just led them to melee burning it.) It's really obsolete and impedes current play quite a bit...

  14. #34
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    Quote Originally Posted by Lyramion View Post
    SE is punishing bigger alliances
    ORLY?
    That's strange.
    Tipically in this game it's always been smaller groups who've been punished!

    ...oh wait.

  15. #35
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    Is Night Terror unaffected by the spam penalty?

  16. #36
    Sea Torques
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    No, Night Terror is also affected.

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