If anyone has a cached/saved copy of the salvage thread V2.0s I posted last week please re-post them
Otherwise I will re-write them from memory later this week.
If anyone has a cached/saved copy of the salvage thread V2.0s I posted last week please re-post them
Otherwise I will re-write them from memory later this week.
Condensed information about Silver Sea Remnants.
Repost any important data that I missed.
==================================================
The original thread can be found here:
viewtopic.php?t=14624
Wiki page for Silver Sea can be found here:
http://wiki.ffxiclopedia.org/Silver_Sea_Remnants
==================================================
Silver Sea drops
Level 15 armor:
* Ares: Enyo's Mask (head)
Drops 100% of the time off of 3rd floor NM Gyroscopic Gears
* Morrigan: Nemain's Crown (head)
Drops 100% of the time off of 4th floor NM Citadel Chelonian
* Usukane: Hoshikazu Hakama (legs)
Drops 100% of the time off of 2nd floor NM Powderkeg Yanadahn
* Skadi: Njord's Ledelsens (feet)
Drops 100% of the time off of 2nd floor NM Dekka
* Marduk: Anu's Gages (hands)
Drops 100% of the time off of 3rd floor NM Gyroscopic Gear
* Ares: Enyo's Cuirass (body)
* Morrigan: Nemain's Robe (body)
100% drop off of Don Poroggo, floor 3 Card NM (Zhayolm Card). The Slot is in the north central room and pops when Deadpan Devilet is defeated.
Level 25 armor:
* Skadi: Freyr's Mask (head)
* Skadi: Freyr's Jerkin (body)
* Ares: Phobos's Gauntlets (hands)
* Morrigan: Bodb's Cuffs (hands)
* Marduk: Ea's Brais (legs)
* Usukane: Tsukikazu Sune-ate (feet)
2 lv25 armor drops from the megaboss (Long-Armed Chariot) 100% of the time.
Level 35 armor:
* Usukane: Hikazu Kabuto (head)
Drops rarely from 1st floor NM Hammerblow Majanun
* Usukane: Hikazu Gi (body)
Drops rarely from 4th floor NM Citadel Chelonian
* Skadi: Freya's Gloves (hands)
Drops rarely from 3rd floor NM Gyroscopic Gear
* Ares: Deimos's Cuisses (legs)
Drops rarely from 3rd floor NM Gyroscopic Gears
* Morrigan: Macha's Slops (legs)
Drops rarely from 2nd floor NM Powderkeg Yanadahn
* Marduk: Enlil's Crackows (feet)
Drops rarely from 2nd floor NM Dekka
Lv35 armor drop rate is somewhere around 10-30% per piece.
Cell Mechanics
Potential cell drops are detailed on the Wiki page in-depth. Some monsters have fixed loot pools: the fomors in the rectangular room on the first floor, the imps on the second floor, et cetera. Other monsters have a fixed number of cell drops but the actual drop type is completely random.
The cell-duplication Socket spawns on the second floor, in the northwest room. The cell-duplication NM is an imp.
NM Mechanics
Hammerblow Majanun:
Spawns after killing all 6 fomor in the west rectangular room on floor 1. Monk Fomor type. Rarely drops Hikazu Kabuto.
Powderkeg Yanadahn:
Spawns after killing all 16 fomor in the southeast room on floor 2. Red mage Fomor type. Always drops Hoshikazu Hakama. Rarely drops Macha's Slops.
Dekka:
Spawns after killing Deadpan Devilet in the northwest room on floor 2. Imp type. Attacks extremely fast. Always drops Njord's Ledelsens. Rarely drops Enlil's Crackows.
Gyroscopic Gear:
Spawns after killing all 8 1-gear mobs in the 3F north central room. 1-gear type. Immune to stun. Always drops Anu's Gages. Rarely drops Freya's Gloves.
Gyroscopic Gears:
Spawns after killing all 4 1-gear and 4 3-gear mobs in the 3F east room. 3-gear type. Immune to stun. Always drops Enyo's Mask. Rarely drops Deimos's Cuisses.
Citadel Chelonian:
Summoned from a special Rampart in the rectangular room on the east half of 4F. In order to spawn the special rampart, kill the 4 ramparts and their summons in the rectangular room on the east half of 4F. The special Rampart will spontaneously use Reinforcements ~45 seconds after popping, and does not need to be aggroed. Adamantoise type. Always drops Nemain's Crown. Rarely drops Hikazu Gi.
Floor Mechanics
Floor 1:
The alliance must immedaitely choose to take the east or west path. The east path is easier and drops more cells, but the west path offers a chance to fight Hammerblow Majanun.
There are 13 Fomors on the east that roam in the square rooms.
There are 16 Fomors on the west that stand in fixed locations in the square rooms.
The Fomors in the rectangular rooms at the south are more difficult and have fixed drops. In the west, the door in the rectangular room is locked until all the fomor in the room except the NM are killed. In the east, the door is always unlocked.
The room in the center has 16 extremely weak Fomor that will follow targets like Apkallu. However, they will only aggro sneak, job abilities, low HP, and magic (?). So a single person with can sneak through this room to trigger the portal.
Floor 2:
The alliance must choose one of 4 wings to enter. The wing chosen will affect which half of floor 3 is accessible; northern wings will have access to Gyroscopic Gear and the slot NM, but also will need to contend with a locked door on floor 3.
Regardless of wing chosen, the alliance will have access to Gyroscopic Gears and will be able to choose both the west and east half on floor 4.
The Northwest wing has a single enemy, Deadpan Devilet. The door to the portal is sealed until he is defeated. The Socket for duplication is also found here.
The Southwest wing has 16 fomor and 4 imps. Fomor will not link to other fomor, and imps will not link to other imps. However, imps will link to fomor by sight and fomor will link to imps by sound, so take care when pulling. These monsters cannot be slept or lullabyed and hit very hard. The door to the portal is always open. The imps here have fixed drops, while the fomor drop a fixed amount of randomly selected cells.
The Northeast wing has 16 fomor and 4 imps. Fomor will not link to other fomor, and imps will not link to other imps. However, imps will link to fomor by sight and fomor will link to imps by sound, so take care when pulling. These monsters cannot be slept or lullabyed and hit very hard. The door to the portal is always open. The imps here have fixed drops, while the fomor drop a fixed amount of randomly selected cells.
The Southeast wing has 16 fomor and 4 imps. Fomor will not link to other fomor, and imps will not link to other imps. However, imps will link to fomor by sight and fomor will link to imps by sound, so take care when pulling. These monsters cannot be slept or lullabyed and hit very hard. The door to the portal is sealed until a random imp is defeated. The imps here have fixed drops, while the fomor drop a fixed amount of randomly selected cells.
Floor 3:
The alliance will enter either the north or south half depending on earlier path decisions.
The North path leads to a room with 8 Gear and 1 Devilet. The door to the central area is sealed until the Devilet dies.
Devilet roams the room at extremely fast speeds. He does not aggro. When pulled, he will fight until 10% of his HP has been removed. Then, he will lose aggro and will return to roaming the room. He will not regenerate HP while disengaged. When the Devilet is killed, the Slot will pop and the door to the central area unlocks.
The south path leads to a room with Ramparts and Gears. The Ramparts will spontaneously summon undead pets. The door to the central area is always unlocked.
Both paths join in the central area. Here the alliance must choose between taking the west or east path on the 4th floor.
To the west, the door to the portal is always open. The ramparts will spontaneously summon undead pets.
To the east, the door to the portal is sealed. In order to unseal the portal, a random Ramparts of the 4 in the room must be defeated. The correct Rampart does not move when aggroed; the other 3 will properly chase its target. The ramparts in this room do not spontaneously summon pets. One quick way to unseal this door is to have a sac puller aggro the entire room and train it away; the correct rampart will fail to chase the puller and the alliance can quickly kill it and use the portal.
Floor 4:
On the west half, the door to the boss portal is always open. There is nothing special about this half of the floor.
On the east half, the door to the boss portal is sealed until the Archaic Chariot in the rectangular room is defeated. In each of the square rooms, there are 4 chests which each contain a single item. When taken, the chest will despawn and a new chest with another randomly-chosen item will spawn shortly.
Roaming the entire east half is a train of 6 1-gear mobs. It can be difficult to pull these without linking all 6 mobs.
The 4 ramparts which are triggers for Citadel Chelonian are in the rectangular room, along with a large quantity of 3-gear mobs and the Archaic Chariot. In order to quickly pop Citadel Chelonian, this room can be sac-pulled and the Ramparts pulled out of the train and killed. Ramparts on this floor summon mobs from the lizard family.
Floor 5:
Only the boss, Long-Armed Chariot, is on this floor.
Boss Mechanics
The boss of this zone is Long-Armed Chariot, known hereafter as LAC.
LAC's movement speed is reported to be no higher than normal speed. He has 50,000hp. His base damage is fairly high, but his attack rating is rather low. He will hit a player with high defense and damage reduction for as low as 150ish. He will hit a player with negligible defense for as high as 500. Critical hits will cause a significant amount of damage.
LAC uses normal chariot moves, with one addition: Brainjack. Brainjack is a single-target short-duration charm and a large slip effect (20+ dmg per tic). LAC can have several people charmed simultaneously. Brainjack's charm effect lasts about 90 seconds.
LAC does not use Brainjack as a normal TP move. Instead, it seems that LAC will enter phases where he will repeatedly use Brainjack on his current target. As members get charmed, he will target the next person on the hate list and chase them to use Brainjack again. Shadowbind is an effective tactic during Brainjack phase, to prevent him from reaching his current target.
An effective strategy for LAC involves using a similar strategy to LBC, and kiting the boss during Brainjack phases to minimize the impact of mass charm.Condensed information about Arrapago Remnants.
Repost any important data that I missed.
==================================================
The original thread can be found here:
viewtopic.php?t=14623
Wiki page for Bhaflau can be found here:
http://wiki.ffxiclopedia.org/Arrapago_Remnants
==================================================
Arrapago drops
Level 15 armor:
* Usukane: Hoshikazu Hachimaki (head)
* Skadi: Njord's Gloves (hands)
* Ares: Enyo's Cuisses (legs)
* Morrigan: Nemain's Slops (legs)
* Marduk: Anu's Gaiters (feet)
Drops randomly off of any Gear-family monster in the zone.
* Usukane: Hoshikazu Gi (body)
100% drop off of Princess Pudding, floor 2 Card NM (Bhaflau Card). The Slot is in the southeast wing of the 2nd floor.
Level 25 armor:
* Marduk: Ea's Tiara (head)
* Marduk: Ea's Doublet (body)
* Usukane: Tsukikazu Gote (hands)
* Skadi: Freyr's Trousers (legs)
* Ares: Phobos's Sabatons (feet)
* Morrigan: Bodb's Pigaches (feet)
1 lv25 armor drops from the megaboss (Armored Chariot) 100% of the time.
Level 35 armor:
* Morrigan: Macha's Crown (head)
Drops rarely from the oversized Soulflayer in 4F South
* Ares: Deimos Mask (head)
Drops rarely from the oversized Bhoot in 4F North
* Morrigan: Macha's Coat (body)
Drops rarely from any Qiqirn Treasure Hunter in the zone.
* Ares: Deimos Cuirass (body)
Drops rarely from any Qiqirn Astrologer in the zone.
* Marduk: Enlil's Kolluks (hands)
* Usukane: Hikazu Hakama (legs)
* Skadi: Freya's Ledelsens (feet)
Drops rarely from any Archaic Chariot on floor 5
Lv35 armor drop rate is somewhere around 5-15% per piece.
Cell Mechanics
Potential cell drops are detailed on the Wiki page in-depth. Each monster type has several types of cells it potentially drops, which is constant throughout the zone. Monsters on higher floors tend to have higher drop rates than the monsters on initial floors.
The cell-duplication Socket spawns on the second floor, in the southwest room. The cell-duplication NM is a difficult soulflayer which can use Reprobation and hits hard so caution is advised.
NM Mechanics
Qiqirn Astrologer:
When attacked, he will cast a spell, run away a few steps, cast a spell, run away, and eventually he will cast Warp on himself and depop. The Astrologer is immune to stun and silence and highly resistant to sleep, lullaby, gravity, bind. He has high magic attack power (a tier4 spell can land for 600+ dmg) and is almost impossible to interrupt while casting.
His run path goes from his start point, to the floor-exit portal, and back again.
A Duplicatus cell can sometimes be stolen from him. He can drop the Deimos Cuirass rarely.
Qiqirn Treasure Hunter:
When attacked, the Treasure Hunter will engage for a few moments and then run away, dropping AoE-damage mines behind him. After running away for a few moments, he will stop and attack the person highest on his hate list if he can find them. If he cannot find them, he will deaggro and continue to the next endpoint on his path. His path has two endpoints: one in the room where he starts, and one at the porter at the beginning of the floor. He will run to one and, if he has hate on someone, will run to the other. If he deaggros he will idle at his endpoint until reaggroed.
He is extremely resistant to bind, sleep, lullaby, gravity, and is immune to stun. His job is thf which means he has high evasion and can triple attack.
A Cumulus cell can sometimes be stolen from him. He can drop the Macha's Coat rarely.
Big Bhoot:
This one hits harder and has more HP and sometimes drops the Deimos Mask. (Does this NM have any special attacks that other Bhoots do not have?)
Big Soulflayer:
This one hits harder and has more HP and sometimes drops the Macha's Crown. The large Soulflayer also has the ability to use Reprobation, a large-AoE version of Mind Purge.
Archaic Chariot:
Normal-difficulty chariot. Has approximately 15,000hp. Does not use any special moves outside the normal Chariot TP attacks. Sometimes drops Hikazu Hakama, Freya's Ledelsens, and Enlil's Kolluks. It can drop several armor at once but has not yet been seen to drop multiple of the same armor.
Floor Mechanics
Floor 1:
There are 4 portals to the second floor. Which one used corresponds to the location the alliance appears on the second floor.
After a randomly chosen Lamia or Merrow is defeated, an Archaic Rampart spawns at the start of the 1st floor. It can use Reinforcements to summon a Cactuar when attacked.
Floor 2:
Only the wing initially chosen can be cleared. Keep this in mind if you plan to use the Socket (southeast) or Slot (southwest). A Qiqirn Astrologer will spawn near the center area, on a random side of the portal.
Floor 3:
Both the east/north and west/south paths can be explored here, but only 1 of the 2 doors to the portals can be opened. The south path leads to Soulflayers; the north path leads to Bhoots. When the door to a portal is opened, a Qiqirn Treasure Hunter will spawn by the portal.
Floor 4:
Depending on the porter used on floor 3, the alliance will appear in the north or south section of the floor.
The North half contains Bhoots in the north room. One of these Bhoots is larger than the rest, the "Big Bhoot". The South half contains Soulflayers in the south room. One of these Soulflayers is larger than the rest, the "Big Soulflayer". The southern rampart in the west room can summon a Morbol pet. Use caution.
When the door to a portal is opened, a Qiqirn Treasure Hunter will spawn by the portal.
Floor 5:
Depending on the porter used on floor 3, the alliance will appear in the north or south section of the floor.
The south half contains ramparts which summon Aquan mobs. The Rampart near the porter door can summon an Orobon. Use caution. The north half contains ramparts which summon Plantoids. When the door to the porter is opened, the Archaic Chariot spawns in the large ballroom, and a Qiqirn Astrologer will spawn in the small side-room near the start of the floor.
The ramparts on this floor sometimes aggro and sometimes do not. The exact method by which they aggro has not been completely settled.
Floor 6:
4x 1-gear, 4x 3-gear, and 2x Archaic Ramparts which all must be defeated to unlock the door to floor 7. Reinforcements of the Archaic Ramparts may also need to be defeated to unlock the door. The ramparts can summon multiple treants.
When the door to floor 7 is opened, 2 additional ramparts spawn in the dead-end rooms. These summon Korrigans and Saplings. There are also 2 Qiqirn Treasure Hunters in the dat files but nobody has discovered how to pop these.
Floor 7:
Only the boss, Armored Chariot, is on this floor.
Boss Mechanics
The boss of this zone is Armored Chariot, known hereafter as AC.
AC's movement speed has not yet been determined. He has 50,000hp. His base damage is fairly high, but his attack rating is rather low. He will hit a player with high defense and damage reduction for as low as 150ish. He will hit a player with negligible defense for as high as 500. Critical hits will cause a significant amount of damage. His accuracy is relatively low in that it may be possible to use an evasion set effectively.
AC uses normal chariot moves, with one addition: Mortal Revolution (MR). Mortal Revolution is a normal-range AoE centered around the source. It is a physical multi-hit weaponskill and can be absorbed using Utsusemi (up to 3 shadows). If Mortal Revolution causes damage, it will also cause a short Stun effect and Knockback. Mortal Revolution damage can range from moderate (300) to extreme (900+) depending on target defense, criticals, and the number of hits scored.
AC can double- and triple-attack. AC has TP-regen below 25%.
AC is somewhat resistant to stun. Bind, Sleep, Lullaby, and Gravity are ineffective. Shadowbind and all other debuffs are effective.
There have not been many recorded AC kills (partly because his drops cannot be completed until people discover the drop method of Zhayolm's lv35 items). One proven strategy is below:
*Straight-tank strategy
Using mnks, nins, wars, or other DD/nin, straight tank AC. Unlike LBC, no repositioning is required so the bind effect of Inertia Stream can be mostly ignored. Use of flash after Mortal Revolution can help stunned tanks to recover.
Less DDs on AC is usually preferrable, as his TP moves strip shadows and cause moderate damage to all targets in range. Blind or Kurayami will also reduce the strain on shadows and increase the likelihood of Mortal Revolution causing low damage or missing altogether.All you gotta do is the reformatting. ;o
Since the previous thread is reaching 50 pages, time to summarize what we've discovered and start a new thread.
Repost any important data that I missed.
==================================================
The original thread can be found here:
viewtopic.php?t=14622
Wiki page for Bhaflau can be found here:
http://wiki.ffxiclopedia.org/Bhaflau_Remnants
==================================================
Bhaflau drops
Level 15 armor:
* Marduk: Anu's Tiara (head)
* Usukane: Hoshikazu Tekko (hands)
* Skadi: Njord's Trousers (legs)
* Ares: Enyo's Leggings (feet)
* Morrigan: Nemain's Sabots (feet)
Drops randomly off of any mob in the zone, excluding NMs
* Marduk: Anu's Doublet (body)
100% drop off of Demented Jalaawa, floor 3 Card NM (Arrapago Card). The Slot is in the center of the floor, on the H-7 / H-8 border.
Level 25 armor:
* Ares: Phobos's Mask (head)
* Morrigan: Bodb's Crown (head)
* Ares: Phobos's Cuirass (body)
* Morrigan: Bodb's Robe (body)
* Marduk: Ea's Dastanas (hands)
* Usukane: Tsukikazu Haidate (legs)
* Skadi: Freyr's Ledelsens (feet)
2 lv25 armor drop from the megaboss (Long-Bowed Chariot) 100% of the time. It can be 2 of the same armor.
Level 35 armor:
* Marduk: Enlil's Brayettes (legs)
* Morrigan: Macha's Cuffs (hands)
Non-100% drop off of Gate Widow (spider), 1st floor Rampart NM
* Skadi: Freya's Mask (head)
* Usukane: Hikazu Sune-Ate (feet)
Non-100% drop off of Soldier Pephredo (bee), 2nd floor Rampart NM
* Ares: Deimos's Gauntlets (hands)
Non-100% drop off of Zebra Zachary (cockatrice), 3rd floor Rampart NM
* Skadi: Freya's Jerkin (body)
Non-100% drop off of Peryton (big bird), 4th floor Rampart NM
Cell Mechanics
Potential cell drops are detailed on the Wiki page in-depth.
The cell-duplication Socket spawns on the second floor, in the room behind the East or West door from the central area. It will be on a given side approximately 50% of the time. Nobody has proven a way to predict whether or not the Socket will be up in a given direction.
Rampart Mechanics
Each floor has a Dormant Rampart which can be spawned by killing certain monsters under certain conditions.
First floor: kill Mad Bomber without him using Self-Destruct. He uses Self-Destruct after 60 seconds. Mad Bomber spawns randomly in one of 4 dead-end rooms on the first floor. There is no known way to predict which side he will be up on.
Second floor: kill all 4 Empathetic Flans in "spikey-head" mode. Their mode switch is related to physical/magical damage, and a foolproof way of satisfying this condition is to only use physical damage. Keep in mind that Formless Strikes is considered to be magic damage.
Third floor: unsettled, but it has been suggested to kill both 3-gear mobs while they are have all 3 gears attached.
Fourth floor: kill all 10 1-gear mobs without them warping away. They will warp when they aggro or link, or after a certain amount of time has elapsed (60 seconds?). They aggro to magic, but not Job Abilities. The best way to pull them is with ranged attacks or songs.
After spawning the Dormant Rampart, clicking on it will warp the entire alliance to a seperate arena with a single Reactionary Rampart. This Reactionary Rampart does not attack, but rather summons weak pets rapidly while losing health steadily.
Occasionally he will summon a NM pet. These NMs drop the level 35 armor rarely. There is no known way to increase or decrease the chance of a NM popping. As of yet nobody has proven whether NM pops are more or less frequent during any moonphase/time of day/etc.
When the Reactionary Rampart dies, the alliance will be warped back to the Dormant Rampart, regardless of their current status. The treasure pool will remain, but any monsters the alliance is currently fighting will despawn.
Boss Mechanics
The boss of this zone is Long-Bowed Chariot, known hereafter as LBC.
LBC moves at enhanced speed (+25%~) and has 50,000hp. His base damage is fairly high, but his attack rating is rather low. He will hit a player with high defense and damage reduction for as low as 150ish. He will hit a player with negligible defense for as high as 500. Critical hits will cause a significant amount of damage.
LBC uses normal chariot moves, with one addition: Homing Missile (HM). Homing Missile is a wide-range AoE centered around the target which deals 90% of current life as damage and resets hate, much like Throat Stab. He will only use this weaponskill if he is directly facing his target. The weaponskill can be used at a range, though it has a long wind-up so can be outrun if the target is already at a distance and running away. HM can also be stunned if LBC does not resist the effect.
LBC can double- and triple-attack. When below 75%, LBC will occasionally turn to face his target; initially every 20-30 seconds, but later he will turn much more frequently. LBC has TP-regen below 25%.
LBC is somewhat resistant to stun. Bind, Sleep, Lullaby, and Gravity are ineffective. Shadowbind and all other debuffs are effective.
2 main strategies have been employed to defeat LBC:
*Kiting strategy
Have most everyone sub nin, or potentially /rdm for blms. Use defensive gear and food to reduce LBC's damage potential greatly. Use heavy nukes and kite LBC around the room, using hate-bouncing to prevent LBC from focussing on one person too much.
*Straight-tank strategy
Using mnks, nins, wars, or other DD/nin, tank LBC from his sides. Tanks must quickly reposition when LBC turns to face his target. The effect of Inertia Stream must be remedied quickly. Less DDs on LBC is usually preferrable, as his TP moves strip shadows and cause moderate damage to all targets in range. In the event of Homing Missile, an outside hate-sink (such as a pld or war standing out of range and provoking periodically through the fight) can stabilize LBC while primary tanks rebuild their hate.
ty muchly
was there a zhayolm thread started before the rollback?
there was alot of discussion regarding 4F N rampart correct teleport conditions and it seems to be lost now... i think wafik just mentioned something about confirming those conditions?
No I hadn't written one because the Zhayolm thread was still quite active with unsettled information.