We got 3 Hikazu Sune-Ate in 1 run twice![]()
We got 3 Hikazu Sune-Ate in 1 run twice![]()
0/3400 NM before i got mine
after that lotsa 35 boots
when it rain, it pours
1/10 on bees. Luckily it was a Sune-Ate. God, I would've been pissed to see a Skadi Mask in that treasure pool.
My LS just started doing salvage. So far we've done 2 runs, both in Bhaflau. Spawned rampart on 2nd run. 2 bees popped, 1st bee dropped MNK feet, 2nd bee dropped nothing. We have 1 THF and he has TH3.
I'm not really sure that was worth a necrobump.Originally Posted by Babekeke
However, given the chance I figure I'll respond to the OP's topic anyway:
Recently, we've been clearing the 4 Flans using skillchain/magic burst to eliminate them in record time and pop the Rampart in under ~4min. Previously we took 7-8min meleeing them all to death. The East/West ones certainly don't need magic, since they are nice and weak, but for the North and South flans we simply have 2 DDs save TP and then do a skillchain @ ~80%. The Darkness damage knocks it down to about 60-65%, and then the magic burst does at *least* 7000 every time, up to 8600-9000 with full gear, which is ~86-90% of their HP. They die, and they die with spikes. Nice and quick.
my ls keeps track of stats such as this rampart
Reactionary Rampart - F2
Attempts: ~55
Skirmish Pephredo (43)
-3x Freya's Mask, 7%
-6x Hikazu Sune-Ate, 14%
-8x Overall, 18.6% (2x drop once)
I was under the impression that the skillchain damage (from darkness in this case) could cause the spikes to break as it is taken as magic damage, is it not? Has that ever happened to you? I'm interested in this method since every time we try this rampart (not many, still doing 4F and LBC~) we time our WSs so that they never skillchain, in fear of it breaking spikes. You can imagine how horribly long it takes to kill North and South.Originally Posted by Wizerd
Technically it can lose the spikes, but it's never happened to us and I don't think it ever will. It just takes a smooth balance of melee vs magic to keep spikes up. Our melee hits to about 80% are plenty of damage, plus the weapon skills themselves take off about 10-15% total, plus the skillchain damage which is probably about the same as the 2 weapon skills together. As you can see, the melee damage outweighs the magic damage, and this is all you really need to do. A big spike in magic damage, however, will still cause it to lose spikes at a decent rate. Skillchain damage isn't really considered big though.Originally Posted by Shassira
Also, we've skillchained tons on these in the past, with and without MBs, and never seen spikes go down. To be honest, I'm not even sure SC damage is considered magic in this case.
Same here. I've heard a bunch of people say that skillchains can make the spikes go away, but I generally make it a point to open/close Darkness with our MNKs. I've never had spikes go down from the SC damage, and it does a boatload. Maybe it's based off of the amount of damage done by magic? I don't know, just know it's been fine for us.Originally Posted by Wizerd
Also, after god knows how many runs, my group has gotten 2 Freya's Masks and 1 Hikazu Sune-Ate. Most of the issue though is the NM just not even popping.
Thanks for the replies, help is always apreciated ^^
I've always been under the impression that so long as half the damage done or mroe is melee then spikes stay up. Kill shot doesn't count. So if you melee of 20%, SC does 19% and the billion dmg burst kills it it will die with spikes up. If that skill chain does more than the cumulative total of melee damage though spikes will go down before burst. be ware of mages doing 1200+ earth crushers >.>
I've seen Spikes go down with Additional Effect from Elemental Staves as the only form of magical damage done to them. Now I've forbidden my BLM's to melee with elemental staves if popping the rampart.