Have the Gunpods from Proto Omega been nerfed to no longer drop coins?
Wednesday night we went through three pods, and only recevied AF+1 items. That was with TH4![]()
Have the Gunpods from Proto Omega been nerfed to no longer drop coins?
Wednesday night we went through three pods, and only recevied AF+1 items. That was with TH4![]()
my shell hadnt got any coins in gunpods until our last omega, normally just a single chip/af+1/randomcraft material, then we got a pod with 5ish coins in last time(havnt had TH at all in omegas)Originally Posted by Ehran
it is all being luck. We have been 4-5 omega in a row where gunpod keep dropping materials and coin but no chip at all. But got some fight with 2 chips.
Its the 5 Store TP, so they can keep a 6 hit with full haste gear/no jse. Its a substitute until Usukane Sune-Ate for most.Originally Posted by Sampi
because it's the best body piece for TP'ing.
Kinda got ignored, so lemme confirm:
I asked what are the uses of other subs besides /NIN for RNG. I was told only /WAR for HNM other than /NIN. So can I assume if I never plan on doing HNM, I only need /NIN?
Originally Posted by Ryushii
NIN, WAR, and SAM subs are all you're ever NEED need. /SAM is mostly I believe for if you have a Hellfire+1 and some specific pieces of StoreTP gear which would then allow you to get a 5 (4?)-hit setup to 100% TP.
NIN and WAR subs should be pretty self explanatory.
To what extent is WAR necessary? Essentialy I'm lazy, but if I'll never need it then I don't want to waste my time. For what reasons is WAR usually used? I know little about RNG in endgame.Originally Posted by Naramaska
A zerg fight or where you want to do as much damage as possible, if you don't have /WAR you will be hard pressed to do e-peen shots signature worty, and unless you are in a LS that goes for optimum results; don't think anybody will care about you having (or not) /WAR sub.Originally Posted by Ryushii
Then again, I'm no RNG .__.
/war is much bigger damage against those higher level mobs, since hate isn't a huge issue with /war unless you're geared well like my friend whose gear is almost perfect (short of a kyuodogi, some Relic armor and a relic bow) as well chances are you'll be using a fire staff making dual r acc daggers kinda meaningless. In other words /war is stupid useful for bigger mobs due to the ability to deal decent damage against it. I find /nin sub par if not horribly useless for HNMs for two reasons
A) /nin is useful for shadows but you'll never, if ever take hate unless your tanks sucks.
B) use of range acc daggers but fire staff seems to be better all round use wise.
I find the overall damage difference between the two subs against HNMs considerable enough to warrant having /war however unsure with velocity shot but from what I can tell, /war still is considerably better.
Outside of HNM, does WAR sub merit any usage?
You need war sub!
so many jobs use war sub its pretty dumb not to have anywayOriginally Posted by Ryushii
also many 2h jobs use sam sub so level that too
congrats, you're done with melee subs for life
Depends on the situation, generally speaking, specially with velocity shot, /war is too much damage and without shadows you do become an MP sink.
In the end try to have both ideally, both have their uses when the time comes and nothing short of useful in both cases, I realize you're lazy but I am too and I still try to get all my useful subs lvled.
Pallas for Steel Cyclone >>>>>> Relic Hands, I can deal with a little less accuracy (hell I use Alky's) for 9/11 Str.
As I recall fStr+Str mod makes it like 80% Str mod vs 50% Vit mod, so... yeah.
As for melee subs, I can and do sub /Sam, /Nin, /Thf, /Drg, /Mnk, /Bst, /Rdm, /Dnc, and need to get around to /Drk for super epeen shots.
I'm a nutty little War onry though, so my subs are flavoring which I'd go more insane without.
I read a post where this guy found that VIT helped SC more than STR when you are doing SA.Originally Posted by Max™
Ideal RNG build for Bow on mobs which KC(mobs which won't rapega you w/ TP moves) would work best?Originally Posted by matixx's sig
What would be the (theoretical) maximum possible XP for a single kill?
First things first: I assume that monsters with XP bonuses on them (such as Yovra and Gnoles) don't extend that XP bonus past the normal cap of 300 xp per mob.
If a 300 xp mob is killed for chain 5+, thats 450 xp plus bonuses.
My question now is whether "bonuses" is capped at 100% (Anniversary Ring) or if it can be further extended with Sanction (15% max) and a Corsair's Roll of 11 (24%) for a total of 139% bonus. That would be 1075 xp.
My next question is how would you recommend achieving this? I'm thinking I could make a party with a corsair and 4 other LS members near Mamool SP, wait for the corsair to roll an 11, take a wyvern down to 2%, kill 4 puks, pop the ring, then have everyone disband and i solo the wyvern for chain 5.
That won't work. Part of how EXP is calculated is based on who harmed the mob. Even if they disbanded, they still harmed it. Kinda like how a 75 PL casting Spikes (Blaze/Ice/Shock) is a bad idea because if they pull hate and get hit (triggering the spikes), then the 75 PL is part of the EXP calculation.Originally Posted by Gergall
I haven't exactly been active on FFXI for the past couple years, so forgive me if this is retarded.
I believe I heard something about the relic bow ws not causing any hate and the relic gun ws totally reseting hate?
Is this true? If it is, does it make for epic rng damage seeing as how they can go all out without worry of pulling hate?