Has there been any research done on the amount of accuracy need to cap hit rate of campaign mobs?
I know it will varry from based on job and beastman type, but some rough numbers could be useful.
I am talking about the fooder mobs not the NMs
Has there been any research done on the amount of accuracy need to cap hit rate of campaign mobs?
I know it will varry from based on job and beastman type, but some rough numbers could be useful.
I am talking about the fooder mobs not the NMs
Excellent, so I can just set up an army of dual boxed blms at the zone line hahaha.. do you remember if the pull to the zone line is hard? I read its behind the lamia key or w/e
Mambo evasion bonuses quantified.
I did nuhn w/6 while ago just kiting him around the room really he's pretty easy compared to the mamool ja, we had nin blm blm sam whm brd, could probably do it with less. Note the ??? is a fucking long ass walk.
Well yes you can solo Greater colibiri, but w/o wyrm armet or saurian hellm it is tough, and also I'd recommend rdm or whm sub since dia/poison act a stun ish almost on them because they take time to cast that over meleeing you. Also I'd reccomend a +hp set to trigger breaths earlier so less likely to eat high flurry + crit and possiblely die.
Thanks, gonna try to duo it then sometimes I think.
Quick question on rdm/nin tanking, I've seen some people criticized tanks using Bomb Queen ring at Cerb and possibly Timmy. At the same time, some have also said that since you ain't going to resist anything at Cerb with a half ass set might as well use it for lack of better options (for rdm/nin, it kinda is if you don't have bloodbead).
Soooo, rdm/nin going for a -mdt/MDB mixture set at Tiamat/Cerb, BQ ring is yay or nay? or just get a second merman's ring?
PS: this is the set I'm working on atm FFXIGEAR.com
For cerb you will be better of just using MDT set and eating any GoH you take. If you're doing it with low numbers and keeping melee on it you will almost certainly eat a few GoH but his melee attacks should rarely cause any damage.
For a protracted tiamat fight the aim is to have a whm and brd in your tank party anyway so it makes no sense not to go for a full resist set once you have both these jobs to support you, otherwise MDT is going to be the best form of mitigation.
whats the magic haste cap again?
I'm looking for any PUP experts out there.
Basic questions:
1) How do resist rates on Tier 4 Nukes compare with a BLM on higher resist mobs (e.g. CoP Wyrms)
2) I'm a bit confused as to if I were to deploy a puppet on a mob, what spell it chooses to cast first. There seems to be a specific order of importance. Can I predict or even set this?
3) On 75 PUP, can you overload using 1 maneuver a minute?
4) If any PUP has done the Diabolos solo I'd be interested in hearing specifics on that too.
Thanks
Not expert but one of my friends plays the job alot and talked with him about it number of times so I'll post what I know
1. if you're not using icemaker and 3x ice up + tranquilizer, the automaton gains a huge amount of Macc, though never tested on thing that of lvl but on something like diabolos, I know compared to pup w/o went from getting resist not common but not rare, to almost capped[if not capped] out of resist rates, So with some pet MACC gear I could see them not having horrible resist on HNMs.
2. This depended on alot of factors from what I understand stand such as the mobs hp%, your hp%, it's hp/mp%, day/weather, if scanner is set, mobs' resistances/weakness, if the mob can cast[or is crab or beetle ...] and the maneuvers on. Can't exact list though what it would pick exactly I know above 50% it will debuff and generally under that it won't anymore.
3. Even at -10 stat or more of the maneuver I don't belief this is possible even without AF hands or buffoon collar.
4. I know my friend has done and shown that scanner is largely effected by day and weather. Such as during Ice Weather he is almost never ever to get his automaton to cast Aero IV after Bliz IV and Fire IV, while if dark weather up then would cast it fine w/scanner and would prevent drain/aspir still.
Thanks for the fast reply.
I know the spell it uses with deploy has a bunch of conditions, but is there a way to force the puppet to use a tier 4 nuke with maneuver settings upon deploy (without the chance of overloading)? For instance, if I wanted, could I take a 75 pup with the right merits, maneuvers, and add ons to always use Blizzard IV on a mob regardless of day, weather, mob type, mp/hp, hp%, etc. when I say deploy?
Thanks Thorny and Killkenny for the fast replies, much appreciated.
Do you have to be on SCH to actually enter the AF Hat fight BC, or just to start the quest at the very beginning?
The Spiritreaver head has a built in scanner, so you will never see Blizzard IV on something it decides is too resistant, that aside if you only have ice maneuvers up you shouldn't see anything other than nukes, drain, and aspir which depend on your automaton's HP/MP. If you DAD the first cast will always be a nuke given no dark maneuvers are active (which would trigger Absorb-INT).
DAD = Deactivate Activate Deploy?
If so, that's actually the situation I'm most interested in. I assume this is because when you activate puppet HP and MP is capped so it won't call for aspir or drain. Does getting it to nuke in this situation require maneuvers at all? Or can I simply deploy right away?