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  1. #21
    Sea Torques
    Join Date
    Oct 2006
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    506
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    5

    Re: Preventable mob TP abilities

    Ok, that puts it in the same category as Digest. I updated the list to reflect that. This brings up an interesting question for me. When I was gathering BLU spells at low levels and spending long times backturned to the mob getting beat on I noticed that regular mobs tend to use their TP in response to getting hit as opposed to after connecting a hit. Your comment reminded me of this. So is that the case? Do (regular, non regain) mobs use their TP as a direct result of getting hit? Also, something I've always believed to be true but never found confirmation: do mobs with HP under a certain % use TP as soon as they get it? or is the 'probability' of using TP bigger everytime they get hit below a certain HP % (assuming that getting hit is the trigger)?

    PS. I much appreciate and enjoy your site with the translated Studio Gobli info. I've used it a lot.

  2. #22
    Relic Shield
    Join Date
    Oct 2006
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    1,588
    BG Level
    6

    Re: Preventable mob TP abilities

    Quote Originally Posted by Amok
    I don't know what qualifies as a normal speed TP move, but I was going for the reliably stunnable ones. So, should I remove Tantaras? I agree they don't seem particularly slow on startup. As far as stunning most moves, I'm not sure I entirely agree. I was skilling up sword skill on crabs this one time and I would click Flat Blade out of the WS list and then hover my finger over the enter button waiting for the TP-ability start up animation the only ability I could ever stun was Bubble Shower (now that I mention it, I should add that to the list). That would mean Metallic Body, Scissor Claw and all other abilities are faster than 'normal' TP abilities, which I don't think they are
    I'm believe they mean like the mobs will took a short period of time to ready the tp move. And in between that short period, you are able to stun it if respond fast enough.

    And also, the tonberry's light of penance can be avoidable too by turning over for the blind and bind. Although I'm not sure about the tp reset part. And also for the couerl's gaze tp abilities, they can be avoidable by turnover. Just I have forgotten if all the para/silence or only partial of them will do.

  3. #23
    Salvage Bans
    Join Date
    Apr 2006
    Posts
    763
    BG Level
    5
    FFXI Server
    Lakshmi

    Re: Preventable mob TP abilities

    Power Attack from Gigas is outrunnable

  4. #24
    Ridill
    Join Date
    May 2005
    Posts
    13,568
    BG Level
    9

    Re: Preventable mob TP abilities

    Quote Originally Posted by Suiram
    As for Meltdown, in addition to what Kaeko said, it should also be noted that there's a chatlog bug/delay to where the most reliable way to stun it is by watching for its unique animation, and then stunning in accordance with what he wrote, rather than by scanning the chatlog.
    Only one problem with this, if your stunners are too fast, this happens:

    http://img151.imageshack.us/img151/394/stunbuil7.png

  5. #25
    Sea Torques
    Join Date
    Oct 2006
    Posts
    506
    BG Level
    5

    Re: Preventable mob TP abilities

    Quote Originally Posted by Osede
    I'm believe they mean like the mobs will took a short period of time to ready the tp move. And in between that short period, you are able to stun it if respond fast enough.
    I realise this. What I was suggesting, giving the Crab example, was that what I would call "normal" speed abilities have a start up that you can't react to fast enough (reliably). Most TP abilities seem to have the same start up duration, I'm looking for those that are slightly longer which therefore can be easily stunned.

    I never knew about the stunning too fast of Meltdown makes the attack go through anyway. That SS where you say "animation starts" what animation do you mean? The start up or the attack itself (curling into a ball)? I'm guessing the same would apply to Self-destruct.

  6. #26
    ٩๏̯͡๏)۶

    Join Date
    Jun 2005
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    12,248
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    FFXI Server
    Asura
    WoW Realm
    Barthilas

    Re: Preventable mob TP abilities

    Meltdown is focused on person, not like Self Destruct where it's self target.

    The reason I know, because when you release your pet / outrun it, they uncurl and start chasing you down.

  7. #27
    Ridill
    Join Date
    May 2005
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    13,568
    BG Level
    9

    Re: Preventable mob TP abilities

    Quote Originally Posted by Amok
    Quote Originally Posted by Osede
    I'm believe they mean like the mobs will took a short period of time to ready the tp move. And in between that short period, you are able to stun it if respond fast enough.
    I realise this. What I was suggesting, giving the Crab example, was that what I would call "normal" speed abilities have a start up that you can't react to fast enough (reliably). Most TP abilities seem to have the same start up duration, I'm looking for those that are slightly longer which therefore can be easily stunned.

    I never knew about the stunning too fast of Meltdown makes the attack go through anyway. That SS where you say "animation starts" what animation do you mean? The start up or the attack itself (curling into a ball)? I'm guessing the same would apply to Self-destruct.
    The animation of meltdown (curling up) starts before the log message shows up. However, if you stun too early, the mob will unstun in time to meltdown anyway, and there is a period after stun where the mob is unstunnable.

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