Um...Subtle Blow is useless in an xp setting. When you got 3 or 4 people smacking something at 8 to 18 TP per shot, a mob will generally have 100% TP at all times.
Um...Subtle Blow is useless in an xp setting. When you got 3 or 4 people smacking something at 8 to 18 TP per shot, a mob will generally have 100% TP at all times.
VS mobs with nasty aoes (hai2u flies) and a melee-light party its a good thing.Originally Posted by NynJa
To be honest... no.Originally Posted by Norelco
1-2 is restore all abilities except 2hr, nothing else.
3 is retore all abilities, ~100tp
4 is restore all abilities, ~50% mp
5 is restore all abilities, 300tp
6 is restore all abilities, 100%mp
I have seen 2hrs restored and NOT restored on 5 and 6, and I dont seem to roll 3 and 4 very often, so Im not sure about those.. But I cant work 5 and 6 out. Sometimes 5 resets 2hrs, sometimes not. Sometimes 6 resets 2hrs, sometimes not. Im pretty sure everyone recieves the same effect (The log says "Person recovered abilities, or Person recovered ALL abilities"), so it isnt based on jobs.![]()
Some of those rolls restore MP...but I can't figure out how much it restores, all of it, or just some?
No, its useless even in that setup.Originally Posted by Jooeetheplatypus
Mobs dont use TP at 100% until 20%HP, and before that it is a crap shot as to when they do use TP. The difference between the mob having 100tp and 110tp is totally negligable, and that is about the difference that the roll will make on average. It certainly doesnt compare to the melees killing the mob slightly faster, for example. In a "melee-light" party as you call it, I assume the difference in damage comes from magic, which will more often than not take off the final 20% before the mob has a chance to use its tp at all.
To start with I wouldn't have a WHM in an XP party. If I did maybe COR roll as their 2nd roll in pity, but probably nothing. In a party with 2 COR, 1 of them is no doubt pulling so doing 2 melee rolls is enough.Originally Posted by Correction
i dont think ive ever had 3 or 4 restore all abilities..... i'll pay more attention next time though
i thought it was:
1/2 - normal abilities restored
3 - 100 tp . normal abilities restored
4 - 300 tp , normal abilities restored
5 - some mp restored, all abilities restored
6 - all mp and abilities restored
about mnk's roll........ i had a party in KRT mid 50ish and it was
smn rdm mnk mnk nin cor fighting beetles + bats
i did monks roll to start, and honestly.. i never really noticed the difference in TP attacks, the mob did maybe like 1-3 tp attacks per fight regardless of monk roll..... even with all those jobs having subtle blow to begin with...
(not that beetle or bat TP moves are by any means something to fear... i just wanted to test it.....)
seriously that trait is a piece of crap and is just as good as resist charm
ended up just doing fighters on melee, evokers on mages and corsairs roll for both 8)
You don't get many cures in dynamis do you?To start with I wouldn't have a WHM in an XP party. If I did maybe COR roll as their 2nd roll in pity, but probably nothing. In a party with 2 COR, 1 of them is no doubt pulling so doing 2 melee rolls is enough.
So what you're saying is that you need to invite linkshell WHM to XP parties or they won't heal you?Originally Posted by epigram
I know some emotarded WHMs like this.Originally Posted by FFXIFlux
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I've infinite chained in a party that had BRD/WHM WHM/BLM DRK/NIN DRK/THF (he was putzing around) MNK/WAR NIN/WAR.Originally Posted by FFXIFlux
Originally Posted by Lordwafik
Double bard partys are the best exp i've ever had. 2 BRD, 3 WAR, 1 RDM in uleg(tab) range can be phenominal exp.
To be honest, in my limited Merit Party experience with COR, I would rather have 2 Bards instead of BRD+COR. We do our damndest to get 2 Bards whenever we merit. I may be wrong, but in a BRD+COR party, mobs tend to live longer. There is nothing like double minuet+double march + haste. Fighter's Roll and Rogue's Roll is awesome, don't get me wrong, but it just seems that (at least with out setup (MNKx2, NIN RDM BRD) that a second bard far outweighs any 5% jump in Crit hits and Double Attack bonus that procs much higher for those that already have the trait than it does for those like a MNK/NIN.Originally Posted by kyrue
I for one would love to see them tweak the rolls a bit. This was a golden opportunity for SE to change the landscape by giving the "under appreciated" jobs the best rolls. OMG lets invite a dragoon so his pet can have better magic attack!
Not every roll has to be useful for exp. parties...Originally Posted by niwaar
However, can we please get a Chaos Roll tweak? Nice gesture, but really... no.
You sound like you are actually on the Dev. Team.Originally Posted by niwaar
I still want to see what the bonus is on Drachen's pet MAtk. In concept it sucks but if its strong enough, on kirin it could be great with COR DRG SMN SMN SMN SMN nether blasting.
I thought people were already raving about the Pet Rolls for endgame SMNs.
I havent seen any actual data on it :/
Perhaps it's just a case of premature exaltation then.
I have that problem all the time