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Thread: FFXI Bugs     submit to reddit submit to twitter

  1. #81
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    wtf is wrong with Petva's legs in that pic? I'd be more worried about that than moogle.

  2. #82
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    Raineh hax.

  3. #83
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    Crystals taking up entire zones and Fire IV turning mobs red.

    So fucking annoying.

  4. #84
    CoP Dynamis
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    Ohnoes! You found out about my no legs hacks >.<

    /cue em.maint for 2 hours

  5. #85
    Official THE Alpha and Omega
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    Quote Originally Posted by Priran
    Crystals taking up entire zones and Fire IV turning mobs red.

    So fucking annoying.
    Fire IV turning mobs red is a feature 8) Some mobs look better like that

  6. #86
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    Quote Originally Posted by Maxxthepenguin
    Fire IV turning mobs red is a feature 8) Some mobs look better like that
    all of a sudden I want a PSP.

  7. #87
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    Raineh, if you're using an older Nvidia gfx card you need to rollback your driver. I had to reformat and used the most current Nvidia driver, but it wasn't the right one and I got the same thing. I rolled it back and had no other problems.

  8. #88
    Chram
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    Quote Originally Posted by Nny
    Quote Originally Posted by Miruka
    Didn't see this mentioned, but the thing where multi-shadow attacks miss, (like you see the miss message instead of the lose 2 shadows message) yet clear all shadows without a single message really annoys me.
    That's not a bug. After the first two shadows were taken, there's still a third "attack" and that missed instead of hitting.

    Same goes with how it shows damage in log instead of saying "2 shadows are taken, then you take x amount of damage".

    (EDIT: PT with a WHM at Decos and have him cast Flash during Whirl, that's when it can easily be seen)

    Also, seems Tiamat has the same counter as Genbu that doesn't appear in the logs, which is probably taking the shadows?
    Yeah I'm starting to think Tiamat has a counter, but Im just surprised he doesnt counter our PLDs more often then he does. Maybe its because they hardly make contact with their swords anyway. Dunno. But yeah I've gone to line up as WAR/THF to TA a tank and ended up with 200 HP left from apparently nothing. It's gotta be like with Genbu, where he just damages you.

  9. #89
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    the only glitch besides the "cure bomb lock" that pisses me off to no end is...


    how a lv1 rng mob can strip my lv 75 nin shadows. ranged attack shouldnt always strip Utsusemi

  10. #90
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    poor baby =/ your broke ability can be stripper off by a level 1.

  11. #91
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    Re: FFXI Bugs

    Quote Originally Posted by nivlakian
    Some bugs that I've encountered in game...


    Melee Crown:
    By description, this item is supposed to only give 4% HP, but it gives me 5%. My base HP as Taru MNK/NIN is exactly 1300 with no gear/merits. With the crown, I have 1365 same as if I was wearing Melee Cyclas (body, +5% HP). Obviously, it should be 1352 HP.

    I'm unsure if the HQ version of the melee crown does the same thing (says +5%, but perhaps gives 6%?).
    As a MNK at level 75, you should have an attribute Max HP Boost. This HP boost, if I'm not mistaken, is a multiplier (a certain percentage, specifically I don't know it). The multiplier might have a summative effect on the Melee Crown's 4% HP boost and make it 4.5% (or something like that, and rounds up to 5%).

    I know that with MP pools, items that give MP % boosts have that same summative effect. The WHM Blessed Briault works like that with SMN subjob's Max MP Boost from previous tests. The % is actually higher because of the extra boost.

  12. #92
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    Re: FFXI Bugs

    Quote Originally Posted by Tanthalas
    Quote Originally Posted by nivlakian
    Some bugs that I've encountered in game...


    Melee Crown:
    By description, this item is supposed to only give 4% HP, but it gives me 5%. My base HP as Taru MNK/NIN is exactly 1300 with no gear/merits. With the crown, I have 1365 same as if I was wearing Melee Cyclas (body, +5% HP). Obviously, it should be 1352 HP.

    I'm unsure if the HQ version of the melee crown does the same thing (says +5%, but perhaps gives 6%?).
    As a MNK at level 75, you should have an attribute Max HP Boost. This HP boost, if I'm not mistaken, is a multiplier (a certain percentage, specifically I don't know it). The multiplier might have a summative effect on the Melee Crown's 4% HP boost and make it 4.5% (or something like that, and rounds up to 5%).

    I know that with MP pools, items that give MP % boosts have that same summative effect. The WHM Blessed Briault works like that with SMN subjob's Max MP Boost from previous tests. The % is actually higher because of the extra boost.
    The melee gaiters also has HP+4% and properly makes my HP 1352. So, I doubt that's the case here. One or the other is programmed differently from what's said in the description.

    Edit: Messed up post

  13. #93
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    Francisco casts Silence on the Garnet Quadav.
    The Garnet Quadav is Silenced.
    The Garnet Quadav starts casting Silena.

    This happened over a year ago... probably been fixed since then.

    The Ul'Aern starts casting Banishga III.
    Francisco casts Stun.
    The Ul'Aern is stunned.
    The Ul'Aern is no longer stunned.
    The Ul'Aern starts casting Stona.

    Weird glitch... stunning WHM mobs randomly causes them to cast Stona on themselves.

  14. #94
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    I skimmed past most these, so I'm not sure if this has happened to anyone but I've been leveling up bard recently, and in my party last night, after I did melee songs and ran over to the mages I'd do 2 ballads but only one would stick to me. I'd have minuet + madrigal iconsfrom the melee songs, then cast ballad, have ballad and madrigal icons up, then I'd cast the second ballad and it would overwrite the first. So I was left with 1 ballad and madrigal. This happend repeatedly (although not every single time I cast ballads, but enough times for it to annoy the hell out of me) last night leveling in valley of sorrows, zoning/relogging/rebooting didn't seem to fix it.

  15. #95
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    I do believe that is due to song durations. When you sing a song, the game checks the 2 old songs and the new song and chooses the 2 with the longest durations to keep, or something like that.

    In any case, when you start using +skill instruments, you get the case where you're trying to overwrite a long-duration song with a short one, which fails.

    I could be wrong, I'm not a bard, and I read this explanation a long time ago. But it sounded like "as designed".

    And the whm mobs casting stona, that's their response to getting stunned. Weird. Happens a ton in dynamis (especially my dynamis shell).

  16. #96
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    Quote Originally Posted by Francisco
    Francisco casts Silence on the Garnet Quadav.
    The Garnet Quadav is Silenced.
    The Garnet Quadav starts casting Silena.

    This happened over a year ago... probably been fixed since then.

    The Ul'Aern starts casting Banishga III.
    Francisco casts Stun.
    The Ul'Aern is stunned.
    The Ul'Aern is no longer stunned.
    The Ul'Aern starts casting Stona.

    Weird glitch... stunning WHM mobs randomly causes them to cast Stona on themselves.
    That's because you can actually rid stun with stona WHM dynamis mobs do it all the time, Yagudo WHM's used to cast stona on their friends anytime i'd stun them.

    Another fun fact many people dont realize : When a Grah uses flashga, do not cast Blindna, but instead, Erase.

  17. #97
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    That bard song effect glitch has been around for years.. I'm pretty sure that it is attributed to how song effects are decided for your character. Most people think they are decided based on the most recently cast song, but actually it is decided by which song has a longer duration left at the time. You can fix it by using no +2 instruments, or by waiting a bit of time after melee songs before doing ballads. I'm not sure why SE programmed it this way, but it really is a stupid glitch..

  18. #98
    Ridill
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    Another interesting tidbit, I was fighting Biast and I accidentally got hit with his petro eyes (woops). He then smacks me and adds terror, which instead of stacking with petrification, replaces it. Terror then wears off in 2-3 seconds, whereas petrification generally lasts forever.

    Much like mute vs silence and nightmare vs sleep, it seems like stun, petrification, and terror belong to the same family of status ailments.

  19. #99
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    Hmm... so will Stona also cure both Stun and Terror?

  20. #100
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    Much like mute, nothing cures terror.
    Stun I believe can be cured by erase and stona, but a WHM could answer that better than I can.

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