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  1. #1021
    Puppetmaster
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    i think zephyer is possibly like a timed blink or a certain amount of shadows per person. in a few of my bharofl pts we had 3 kc and a ridill going on these and it still took over 5 seconds for the shadows to be gone. all 4 ppl got multiple hits absorbed by shadows each time, so im not positive what to think

  2. #1022

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by bulk
    i think zephyer is possibly like a timed blink or a certain amount of shadows per person. in a few of my bharofl pts we had 3 kc and a ridill going on these and it still took over 5 seconds for the shadows to be gone. all 4 ppl got multiple hits absorbed by shadows each time, so im not positive what to think
    They dont absorb every hit, like the whm spell.

  3. #1023
    New Spam Forum
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    Quote Originally Posted by bulk
    i think zephyer is possibly like a timed blink or a certain amount of shadows per person. in a few of my bharofl pts we had 3 kc and a ridill going on these and it still took over 5 seconds for the shadows to be gone. all 4 ppl got multiple hits absorbed by shadows each time, so im not positive what to think
    I doubt time has anything to do with is - it gets cleared instantly with diaga horde lullaby or AoE spells.

  4. #1024
    >The Implying
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    FFXIV Character
    Jeryhn Astracrown
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    A Garuda's Predator Claws has the same type of TP gain that Disseverment/Rip does, for both the Garuda using the Bloodpact, and the mob receiving the damage. Isn't it funny how SE nerfs a player's TP gain on multihit attacks, yet keeps the multihit TP gain for mobs intact?

    It's a good thing that giving a CoP Wyrm TP isn't nescessarily a bad thing. But it could serve as a good test as to whether or not, or how much, a Wyrm's TP effects the strength of their TP attacks, if more summoners substituted Leviathan for Garuda at a wyrm fight.

  5. #1025
    Chram
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    Quote Originally Posted by Jeryhn
    A Garuda's Predator Claws has the same type of TP gain that Disseverment/Rip does, for both the Garuda using the Bloodpact, and the mob receiving the damage.
    Bloodpacts give 0TP to the mob.

  6. #1026
    Physicist
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    Raineer Severus
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    Hyperion
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    Quote Originally Posted by Russta
    Quote Originally Posted by Jeryhn
    A Garuda's Predator Claws has the same type of TP gain that Disseverment/Rip does, for both the Garuda using the Bloodpact, and the mob receiving the damage.
    Bloodpacts give 0TP to the mob.
    Needs to be seconded for truthitoscity.

  7. #1027
    Salvage Bans
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    anyone ever learned anything in besieged even if you weren't in any PT?

    you think that would work?

  8. #1028
    Salvage Bans
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    Quote Originally Posted by Helpoemer
    anyone ever learned anything in besieged even if you weren't in any PT?

    you think that would work?
    i learned Tail Slap out of a PT o.o

  9. #1029
    BG is my LJ
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    FFXIV Character
    Lovely Nirokun
    FFXIV Server
    Excalibur

    Quote Originally Posted by Jeryhn
    A Garuda's Predator Claws has the same type of TP gain that Disseverment/Rip does, for both the Garuda using the Bloodpact, and the mob receiving the damage. Isn't it funny how SE nerfs a player's TP gain on multihit attacks, yet keeps the multihit TP gain for mobs intact?

    It's a good thing that giving a CoP Wyrm TP isn't nescessarily a bad thing. But it could serve as a good test as to whether or not, or how much, a Wyrm's TP effects the strength of their TP attacks, if more summoners substituted Leviathan for Garuda at a wyrm fight.
    babe, they dont give TP

    ....scrolled down into the little box at the bottom(topic review)... damnit russta!

  10. #1030
    Relic Weapons
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    This has probably been asked 100x already but does anyone know if you get more set points @ 75?

  11. #1031
    Bagel
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    Quote Originally Posted by Hyjynx
    This has probably been asked 100x already but does anyone know if you get more set points @ 75?
    It's 45 at 75. But I forget if I got that at 71 like normal or 75. I think it's 75.

  12. #1032
    Melee Summoner
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    11 > 21 > 31 > 41 > 51 > 61 > 71

  13. #1033

    Sweaty Dick Punching Enthusiast

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    Magic Fruit has an INSANE casting range. Havent tested yet, but I cant tell you the number of times that ive started casting on someone at a fair distance, and had them run away to pull/for another mob. Thought to myself "fuck.." and the cast still went through even though theyre so far away I can barely read their name.

    Also, the amount it cures for has nothing to do with blue magic skill. It goes up a signifcant portion when you level because its based off that, I think, like Healing Ruby 2. Pumped a few merits into Blue Magic Skill and noticed no increase at all.

    [edit] I lied, i just tested it quick in merits. 25.1 with distance plugin doesnt work, 24.8 does. Started casting at 24 ish and had the bard run away. Still went through even though she was at 33+. Picture attached.

    http://www.personal.psu.edu/users/s/.../mfruithax.jpg

    Short version: Confirmed that it has a longer normal cast range then cure, and that it doesnt get interupted with distance. Aka: Godly for kiting.

  14. #1034
    New Merits
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    Mmmm I always knew it was 24.9 because I noticed that like the first night. RDM is dying and running away (gg rdm) and my magic fruit landed much farther than 24.9.

    What I really want to know is how people are doing barrage/disseverment for 800-1k dmg on Lesser Colibri? Must be chain affinity'd?

  15. #1035
    New Spam Forum
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    Quote Originally Posted by Celeras
    Magic Fruit has an INSANE casting range. Havent tested yet, but I cant tell you the number of times that ive started casting on someone at a fair distance, and had them run away to pull/for another mob. Thought to myself "fuck.." and the cast still went through even though theyre so far away I can barely read their name.


    Short version: Confirmed that it has a longer normal cast range then cure, and that it doesnt get interupted with distance. Aka: Godly for kiting.
    Just verified this. Started casting spell at 21.0 distance, while target was running away from me. Tested a few times in similar situations, and can verify that distance doesn't interrupt the spell... Good find.

    Edit: tried again starting at 24.9 (seems to be max casting), and still worked every time.

  16. #1036
    ٩๏̯͡๏)۶

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    Asura
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    Someone should test it with a friend who can use flee. I wouldn't be surprised if they can completely go out of range and the cast would still go off.

  17. #1037

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Lordwafik
    Someone should test it with a friend who can use flee. I wouldn't be surprised if they can completely go out of range and the cast would still go off.
    There have been times when the person has run out of my sight and I cant see the animation finish, but its obvious by watching their HP that it went through.

    "Working as intended"? Probably not, lets not tell them ;x

  18. #1038
    Bagel
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    Quote Originally Posted by Airshort7
    What I really want to know is how people are doing barrage/disseverment for 800-1k dmg on Lesser Colibri? Must be chain affinity'd?
    800-1k on an easy prey mob is pretty normal with disseverment without chain affinity.

  19. #1039

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by FFXIFlux
    Quote Originally Posted by Airshort7
    What I really want to know is how people are doing barrage/disseverment for 800-1k dmg on Lesser Colibri? Must be chain affinity'd?
    800-1k on an easy prey mob is pretty normal with disseverment without chain affinity.
    Just for the record, most spells will average out at 500. You dont be doing that sort've damage on exp mobs with disseverment/frenetic rip. Cant speak for Barrage since I dont use it much at all, but i expect it to be much of the same.

  20. #1040
    Hydra
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    Quote Originally Posted by Celeras
    Also, the amount it cures for has nothing to do with blue magic skill. It goes up a signifcant portion when you level because its based off that, I think, like Healing Ruby 2. Pumped a few merits into Blue Magic Skill and noticed no increase at all.
    Query: Have you tested the effect that MND has on this? MND did increase the potency of Pollen (yeah, I'm a lowbie BLU and haven't even gotten Healing Breeze yet...) so I figure it's a decent possibility that it will affect Magic Fruit.

    Another possible thought is that the spell has a soft cap which is dictated by your level, hence why it seems to go up at the level up. If the amount healed is modified by your MND, and you are way above cap, when you level up, it just fills up the amount healed a little more. If I were a high level BLU, I would equip a level 1 subjob, with minimal amount of MND and then test it out, and slowly increase my MND stat through gear and spells equipped and see if Magic Fruit's healing went up.

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