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  1. #21
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    Quote Originally Posted by Rex
    When you fight diabolos... from the few failed attemps that I remember log looked something like this:

    Diabolos readies Nightmare.
    [everyone is asleep]
    Diabolos starts casting Sleepga II.
    Diabolos's Sleepga II has no effect on ...
    no effect on ...
    no effect on ...
    no effect on ...
    no effect on ...
    no effect on ...


    You're sure Sleepga II overwrites it?

    I'm basing this on post I read on a few forum (this one)
    http://yarrthepirate.com/v-web/bulletin ... php?t=7680
    I never tested it so meh, if info I got is wrong, I would also be wrong.


    There is a chance nightmare level varies with diabolos level. If you take in consideration he is probably lv 80 or something, his sleep might be lot more powerful than sleepga II.

  2. #22
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    http://img302.imageshack.us/img302/6...ghtmare9jg.jpg
    (done as BLM75/SMN30)

    So, Sleep I will not overwrite nightmare sleep, but Sleep II will... When Sleep II lands, the normal sleep rules apply and the mob wakes from DoT.

  3. #23
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    That's what I was thinking

  4. #24
    Rex
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    hmm... should try that with a 75smn to see if possibly nightmare gets more effective with lvl or not. Although it could just be that Diabolos himself is special and has a more powerful version of nightmare when you fight him.

  5. #25
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    diabolos is stronge,r by far...his camisode does much more dmg, and his somnolence is curse. Player somnolence is gravity, lasts a while, but DD too...and single target not ae.

  6. #26
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    Its not as strong as what we deal with in the BC..but it is noticeable at 75. EP mobs I have used it on, you can see the HP bar move. Will take off about 5-7% before they wake up.

    Also, keep in mind they "nerfed" SMN BP's on TW mobs awhile back. Not sure why they did this. We have no cap on anything that will give us XP, but something we wont get XP on they capped us (unless its just barely TW...then we are still uncapped). Cant figure this out. Burning Strike will max out at like 1300 on a TW Skink in outside Jueno. Go into GC, and on an EP Fallen Officer...it will do easily 2500 dmg. I have even 1 shot them for 3400 if I get a critical. I am not sure why they needed to do this...we still 1-shot TW, but we dont get the big numbers.

    Perhaps Nightmare does this as well. If the mob is TW, and of the lvl SMN would be capped on, maybe the Bio effect is very weak. Use it on an EP, and you get a noticable difference. I can confirm on the EP's I have used it on....you can visibally see the HP bar go down on the mob.

  7. #27
    Sea Torques
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    Diabolos's curse move is Cacodemonia, the one SMNs can't learn.

  8. #28
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    Quote Originally Posted by Cleveland
    Its not as strong as what we deal with in the BC..but it is noticeable at 75. EP mobs I have used it on, you can see the HP bar move. Will take off about 5-7% before they wake up.

    Also, keep in mind they "nerfed" SMN BP's on TW mobs awhile back. Not sure why they did this. We have no cap on anything that will give us XP, but something we wont get XP on they capped us (unless its just barely TW...then we are still uncapped). Cant figure this out. Burning Strike will max out at like 1300 on a TW Skink in outside Jueno. Go into GC, and on an EP Fallen Officer...it will do easily 2500 dmg. I have even 1 shot them for 3400 if I get a critical. I am not sure why they needed to do this...we still 1-shot TW, but we dont get the big numbers.

    Perhaps Nightmare does this as well. If the mob is TW, and of the lvl SMN would be capped on, maybe the Bio effect is very weak. Use it on an EP, and you get a noticable difference. I can confirm on the EP's I have used it on....you can visibally see the HP bar go down on the mob.
    I see... that would probably explain the extremely weak effect it seems to have on TW mobs when we first tried.

  9. #29
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    Go into GC, and on an EP Fallen Officer...it will do easily 2500 dmg
    OR Burning Strike is blunt damage and get x2 bonus on bone :D

  10. #30
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    Mountain Buster is Blunt.....Burning Strike does not seem to be, as it hits for shit on pots....but it does account Fire damage into its damage, and bones are weak to fire.

    However, Burning Strike will do more DMG to an EP Fallen Officer than it will to a TW Ghoul in Valkrum. As per below:

    This is a quote from the Dec 9th, 2004 Update notes:

    http://www.playonline.com/updateus/041209we8yu0.html

    "The strength of physical "Blood Pact" attacks will not increase as much when fighting enemies considerably weaker than the summoner. The damage ratio when fighting stronger enemies has not been adjusted."

    While it only mentions "physical," perhaps Nightmare's "Bio" effect is considered physical for some odd reason, and will not do good dmg to TW's.
    [/url]

  11. #31
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    Quote Originally Posted by Cleveland
    Its not as strong as what we deal with in the BC..but it is noticeable at 75. EP mobs I have used it on, you can see the HP bar move. Will take off about 5-7% before they wake up.

    Also, keep in mind they "nerfed" SMN BP's on TW mobs awhile back. Not sure why they did this. We have no cap on anything that will give us XP, but something we wont get XP on they capped us (unless its just barely TW...then we are still uncapped). Cant figure this out. Burning Strike will max out at like 1300 on a TW Skink in outside Jueno. Go into GC, and on an EP Fallen Officer...it will do easily 2500 dmg. I have even 1 shot them for 3400 if I get a critical. I am not sure why they needed to do this...we still 1-shot TW, but we dont get the big numbers.

    Perhaps Nightmare does this as well. If the mob is TW, and of the lvl SMN would be capped on, maybe the Bio effect is very weak. Use it on an EP, and you get a noticable difference. I can confirm on the EP's I have used it on....you can visibally see the HP bar go down on the mob.
    As a level 75 I can still occasionally get exp on "barely too weaks", which explains why that is still uncapped on those. Must be no xp = capped.

  12. #32
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    No XP= capped.

    I would agree. But it still doesn't make sense. Was this done to reduce server lag from someone putting up a 5k dmg Predator Claws on a bunny in E.Ronafure?

  13. #33
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    There's no more server lag from 5k damage than 1k damage.

    Someone probably complained saying SMN were overpowered because they saw one do 5k damage to a bunny.

  14. #34
    Mithra Ero-Sensei
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    Quote Originally Posted by nivlakian
    http://img302.imageshack.us/img302/6...ghtmare9jg.jpg
    (done as BLM75/SMN30)

    So, Sleep I will not overwrite nightmare sleep, but Sleep II will... When Sleep II lands, the normal sleep rules apply and the mob wakes from DoT.
    Interesting, could you just rotate Nightmare on a mob?
    and looking at this pic, the beetle has poison2, shock, choke, but you slept it again with sleep2 later (on 2nd cast) did it keep its DoT? or did poison2, shock, burn and choke wear off before you cast sleep2 again.

  15. #35
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    Quote Originally Posted by Gulkeeva
    Quote Originally Posted by nivlakian
    http://img302.imageshack.us/img302/6...ghtmare9jg.jpg
    (done as BLM75/SMN30)

    So, Sleep I will not overwrite nightmare sleep, but Sleep II will... When Sleep II lands, the normal sleep rules apply and the mob wakes from DoT.
    Interesting, could you just rotate Nightmare on a mob?
    and looking at this pic, the beetle has poison2, shock, choke, but you slept it again with sleep2 later (on 2nd cast) did it keep its DoT? or did poison2, shock, burn and choke wear off before you cast sleep2 again.
    I think it was only casted once, the mob woke up before the cast even showed up in the log. If I recall correctly the log will read the mob waking up before it shows you "XXXX casts sleep X" if the mob is DoT'ed.

  16. #36
    Sea Torques
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    Quote Originally Posted by Not Kuno
    I'm just glad I can sleep people in ballista now even if they have poison pots on. Oh and I remember in the fight with him if you get hit with Nightmare you wont wake up so even more fun. I give it about 4 days before this gets nerfed btw.
    Nerf Diabolos for Ballista!! D:

  17. #37
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    Quote Originally Posted by Nyxx
    Quote Originally Posted by Gulkeeva
    Quote Originally Posted by nivlakian
    http://img302.imageshack.us/img302/6...ghtmare9jg.jpg
    (done as BLM75/SMN30)

    So, Sleep I will not overwrite nightmare sleep, but Sleep II will... When Sleep II lands, the normal sleep rules apply and the mob wakes from DoT.
    Interesting, could you just rotate Nightmare on a mob?
    and looking at this pic, the beetle has poison2, shock, choke, but you slept it again with sleep2 later (on 2nd cast) did it keep its DoT? or did poison2, shock, burn and choke wear off before you cast sleep2 again.
    I think it was only casted once, the mob woke up before the cast even showed up in the log. If I recall correctly the log will read the mob waking up before it shows you "XXXX casts sleep X" if the mob is DoT'ed.
    Yeah, in the picture the mob woke as soon as Sleep II landed (and the log shows the order backwards). Sleep II overwrote the nightmare sleep and then the poison etc instantly woke it up (they had not worn yet).

    I tried it out again with Nightmare > Sleep II. Oddly enough it seems that once sleep II overwrites nightmare, the DoT effect of Nightmare goes away (the mob doesn't wake).

    If I only did nightmare to a beetle, a noticeable chunk of HP is taken off before it the mob wakes. If I did Nightmare then Sleep II, the mob's HP bar doesn't move (and as mentioned before, the mob doesn't wake).

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