why are nq euvhi organs harder to get to drop then freakin ridills![]()
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spent a total of like 10hrs and have 2 nq 2 hq to show for it, so annoying. I'm killiing Aw'euvhis in garden near the entrance. Is it just painful or do i have bad luck![]()
why are nq euvhi organs harder to get to drop then freakin ridills![]()
![]()
![]()
spent a total of like 10hrs and have 2 nq 2 hq to show for it, so annoying. I'm killiing Aw'euvhis in garden near the entrance. Is it just painful or do i have bad luck![]()
It's just painful. I've gone 4-5 times for 1-3 hours each time. I have 2 total to show for it too. And they dropped like back to back.
the drop rate on those damn organs is lower than CSPAN2's viewership. a hair above non-existant. at least they're easy to solo for mediocre xp.
Need opinion about "Qutrub takes triple damage from physical damage" statement
I think it's wrong. It seems double damage to me
also, requesting the DRK who did closing WS(for ???k) and SC for 11k
With 3 melee jobs and a fourth coming up, I've been settling on my combat merits between their different skills, and I got to wondering something. How do people with all or close to all the melee jobs leveled(Ryko, Ruke, Ravenlokk, etc) choose which jobs get merits for their weapon and how many each gets?
I would imagine something like:
1) End Game Usefulness (what are you most of the time)
2) TP Burn Usefulness
3) Versitility
Depending on how committed you are to end-game activities, to be the best you can be for your ls, #1 will vary. Then again, for my jobs it's a lot more clear-cut (5th 75 will be pld within a few weeks hopefully).
I have a question about Rangers / Corsairs and their stats. Specifically:
Is Agi:Rng+Cor as Dex:Melee? In other words, does +agi just add accuracy, and I'd rather get +racc than agi in most slots where possible but Agi also adds to crits? (or is that still dex)
Also is Str:Rng+Cor as Str:Melee? For WS too? I thought that this was different but I was looking at some formulas and found nothing out of the ordinary, str seemed to add to ranged as melee, and the mods on the WS dictated what I wanted (but mostly I want racc since the Ranged Attack WS's are horrible for accuracy).
I understand Agi is important for Cors because it modifies QD, but why is it important for Rangers? Thanks, I'm probably just horribly confused.
Believe that was Goshtin of Hades. Frequents KI, he's all over the Hades serverboard (and kind of annoying, but w/e).Originally Posted by VZX
Totally unsure, honestly. AFAIK there have been no exhaustive tests relating to AGI and ranged crits--most knowledge is either folklore or gut feeling on the topic.Originally Posted by Talisien
AGI is important to RNG only as far as ranged accuracy is concerned, and, to a (MUCH) lesser extent, lolmodifiers on WS. Don't ever sacrifice R.ACC for AGI unless you would do the same for ACC/DEX as a melee (It's roughly the same relation). For WS, stick to STR, R.ATK, and R.ACC. AGI shouldn't be used in any slot excluding Seiryu's Kote or Scout's Belt.Also is Str:Rng+Cor as Str:Melee? For WS too? I thought that this was different but I was looking at some formulas and found nothing out of the ordinary, str seemed to add to ranged as melee, and the mods on the WS dictated what I wanted (but mostly I want racc since the Ranged Attack WS's are horrible for accuracy).
I understand Agi is important for Cors because it modifies QD, but why is it important for Rangers? Thanks, I'm probably just horribly confused.
Weapon bash is a good judge of a mob's blunt resistance, as a non modified Weapon Bash at 75 always does 21 damage, regardless of mob defense, but subject to mob's blunt resistance. Interestingly, the DRK Qutrubs take 42 from Weapons Bash, while the BLM Qutrubs take 39. Since damage adjustment seems to take place in 32/256s, it seems that DRK Qutrubs take +256/256x damage (x2), and BLMs take +224/256x damage (x1.875), at least to blunt. However, my time exping on them suggests that is very close to slashing's damage as well.
BRD songs like Lullaby are modified by MAcc?
if so, Warlock's Roll would definitely be something worth using when COR+RDM+BRD?
Little is known about the potency of M. Acc as it is more or less impossible to quantify through testing, but I would assume it does.Originally Posted by Tomino
How do they make sound effects? Do they just leave some tape recorder outside somewhere for awhile and sift through all the different sounds?
I was in Berlin, Germany last week, and every morning I heard a bird that sounds exactly like a mandragora when it dies. It really threw me off when I was half asleep, thinking I was back in Yuhtunga Jungle.
i agree that little is known about m. acc. that said, the description of elemental seal is 'enhances the accuracy of the user's next spell.' and as bards in our shell, and many others have found to great effect, elemental seal allows them, particularly stacked with troubadour, to land an unresisted elegy on the ToAU hnms that have a high resistance to such spells. as such, it's fair to assume that elemental seal, and with elemental seal, spells such as warlock's rolls that enhance magic accuracy, would apply to any offensive bard spells, including lullaby.Originally Posted by Bagel
Originally Posted by Martinius
Troubadour does not increase the accuracy or potency of bard debuffs, it only extends duration.
Probably sounds a bit retarded but does flash activate bat earrings? Corsair rolls activate melody earrings so thought i'd take a shot at this ;3
ah im sorry, i worded very poorly. correct, troubadour does not increase accuracy or potency. what it does is extend the duration of elegy to an almost insane length(7 min. 20 sec. i believe), so, for example, what our shell does, is have two brd/blms with maxed troubador merits(15 min. recast) use elemental seal + troubadour + elegy on cerb and khimaira, and so out of any given fight, the mobs only have 20 seconds per 15 minutes where they are without elegy. it's pretty freakin hawt.Originally Posted by klvino
M.acc should certainly increase accuracy of offensive BRD songs. But, I doubt there would be many situations that would warrant the use of the m.acc roll. Perhaps to help land debuffs without ES on ToAU HNMs? I doubt you would notice a tangible difference in success rate, considering how little a difference gear and merits make when attempting to debuff certain HNMs. Regardless, having another BLM or SMN in the COR's spot would probably make the fight quicker.
it removes disease. plague is a more powerful form of disease, like bane and mute.
To the person that asked about combat merits, rate it in terms of your favorite job, really. I've been slowly aiming for mnk relic (not even close but I look at it in the long term and it's almost entirely self funded too), so I will aim for 8 h2h merits (pre VU I had 3 h2h, 3 axe, 2 sword, 4 eva, currently at 6 h2h, 4 sword, 4 axe, 4 eva), and I'm going to sit with that. I've found that the eva merits have served me well enough to not find a reason to erase, yet, and I consider my favorite melee jobs to be mnk, war (no ridill), thf (mostly because now I have th4), sam (justice torque but no bushi), and while I'd love to have merits in all those jobs, mnk and war (and brd) are really my favorites for TP burn, which is really where those merits matter the most... If I had more elite gear, then I probably woud abandon the variation I have (stuff like faith torque, ridill, ebody and the like stand out as more job defining).
The magic merits seem to be more confining than combat really. I used to have enf/elemental 4/4, but now I've picked up brd and went 8 wind... tempted to kill my 4 enfeeb and just put 8 in elementalAnd then if I ever decide I like blu... so much meriting to do, sigh.
Bear in mind this is coming from maat cap owner, I guess.