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  1. #1
    Hydra
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    Possible stun-lock on HNMs, TP burn possibilities, etc

    Sorry if this is kind of random. I was watching Dune and came up with this idea out of nowhere.

    As Dancer levelling in Caedarva Mire I used Stutter Step quite frequently. In addition to decreasing the resistance to elemental and enfeebling magic spells it also had a profound effect on the added stun from Violent Flourish, making it go off nearly every time and for significant durations (~3-6 seconds). Using the two together, my parties could go for extremely long periods at a time without getting hit by a single wave of amnesia. Without it, the added effect almost never went off.

    The significance of this is that Blue Mage has a similar skill, usable every few seconds (Head Butt). If the added stun even lasted for 2 seconds each time Head Butt landed it would be possible to keep almost any NM (save the few that build significant stun resistance) pretty docile. Anyone able to test this? I'm unfortunately not in an HNM LS at the moment so I'm not able to try myself but would be interested in tagging along to try or hear the results from another who can test this. Thanks for reading.

  2. #2
    Ridill
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    The resist rates on HNM would make head butt iffy :< You also need to keep it stun locked.. Which requires you to hit... For more than 0 >_>;

  3. #3
    Hydra
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    If the Dancer subbed SAM and started with only 60 TP they would only need 50% step accuracy in order to keep the debuff on if they relied on meditate alone, not counting Reverse Flourish.

  4. #4
    Tonko
    Guest

    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Quote Originally Posted by Tricen
    The resist rates on HNM would make head butt iffy :< You also need to keep it stun locked.. Which requires you to hit... For more than 0 >_>;
    Head butt stuns even if it hits for zero.

  5. #5
    Banned.

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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Awesome, DNC may finally have their lolniche.

  6. #6
    Sea Torques
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    So if Violent Flourish was stunning more often does that mean that the success rate is directly related to a mob's resistance to the status/element?

    It's something I've wondered about before, how the proc rate of certain additional effects work. Are they just set percentages affected by level difference or is it a straightforward enfeeble with low m.acc so that debuffing a mob to that element/status would increase the proc rate. Even if that was the case there would still be a cap or else some weapons would proc too often on TW's. I'm thinking of stuff like Platinum Grip (that's the one with stun, right?) and also stun ws's that have a 'chance' at stunning affected by amount of TP.

  7. #7
    Nekio
    Guest

    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Quote Originally Posted by Amok
    Are they just set percentages affected by level difference or is it a straightforward enfeeble with low m.acc so that debuffing a mob to that element/status would increase the proc rate.
    I can't state that add effect proc rates are affected by things like Threnodies, but they certainly are affected by natural mob elemental resistance. Acid bolts rarely proc on colibri and bloodies rarely on bats, for example. The difference is just compounded by level disadvantage.

  8. #8
    Sea Torques
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    good point on the acid bolts...

  9. #9
    Yoshi P
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    WoW Realm
    Arthas

    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Try stacking thunder threnody + stutter step with headbutt on like a sky god or something, shouldn't be hard to test.

  10. #10
    St. Fiat
    THE TIME FOR QUESTIONS
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Quote Originally Posted by Churchill
    Awesome, DNC may finally have their lolniche.
    You mean other than making nins/mnks/plds/blus practically indestructible?

  11. #11
    E. Body
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Quote Originally Posted by Tonko
    Quote Originally Posted by Tricen
    The resist rates on HNM would make head butt iffy :< You also need to keep it stun locked.. Which requires you to hit... For more than 0 >_>;
    Head butt stuns even if it hits for zero.
    I think he means the DNC hitting for more than 0 to get TP to use Steps.

  12. #12
    Puppetmaster
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    Valefor

    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    sedi stop posting you dont play anymore. but yeah i think they meant the dnc getting the TP from hits >0

  13. #13
    Banned.

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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Quote Originally Posted by Alleya
    Quote Originally Posted by Churchill
    Awesome, DNC may finally have their lolniche.
    You mean other than making nins/mnks/plds/blus practically indestructible?
    Solo'ing =/= Possible stun-lock on HNMs, TP burn possibilities, etc

    I can zerg on my DRK but I'd rather go SAM if I'm not.

  14. #14
    Ridill
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    When the other melees get the enstun effect from the Flourish, how long will they have it until it needs to be reapplied?

    Or do Flourishes work differently?

  15. #15
    St. Fiat
    THE TIME FOR QUESTIONS
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Quote Originally Posted by Khamsin
    When the other melees get the enstun effect from the Flourish, how long will they have it until it needs to be reapplied?

    Or do Flourishes work differently?
    Flourish is a job ability, you just need to have finishing moves accumulated (from doing steps) to execute them.

  16. #16
    E. Body
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    use a quick/box/stutter step successfully and you get a finishing move. finishing moves allow flourishes, including the stun flourish. i think the OP is suggesting using stutter step to enable stun add-effects to proc more frequently and for a higher duration. correct me if i misinterpreted.

  17. #17
    Hydra
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Nope, that was what I was saying. Since Violent Flourish is basically a weaker version of Head Butt and Stutter Step has a substantial effect on the stun with even with 1 level, let alone 5(I know the debuff isn't 5x stronger).

  18. #18
    the whitest knight u' know
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    Miya Kai
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    Excalibur

    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    If it's anything like Box Step or Quickstep, it's:

    Lv.1: -5%
    Lv.2: -7%
    Lv.3: -9%
    Lv.4: -11%
    Lv.5: -13%

    But is it really the mob's Magic "resistance" from the player-mob level difference and INT/MND stats? Or, is it essentially a Magic Accuracy bonus to anyone casting a spell upon said mob? I didn't think there was an adjustable stat that would essentially be "Magic Evasion..." Unless they just revealed it with Stutter Step.

  19. #19
    Hydra
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Would make sense if it was magic accuracy that worked like a drain/aspir/haste daze, but at the same time SE hasn't really demonstrated anything else that functions in that manner (sambas don't even affect ranged attacks, for example). Either way, it does something pretty significant. Just need someone to test.

  20. #20
    the whitest knight u' know
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    Re: Possible stun-lock on HNMs, TP burn possibilities, etc

    Quote Originally Posted by liefe
    Would make sense if it was magic accuracy that worked like a drain/aspir/haste daze, but at the same time SE hasn't really demonstrated anything else that functions in that manner (sambas don't even affect ranged attacks, for example). Either way, it does something pretty significant. Just need someone to test.
    One thing that makes Steps' Daze effects different from Sambas' Daze effects is that they go beyond only PT members and actually enfeeble the mob, which makes be believe it wouldn't just be a Magic Accuracy bonus for spells cast upon a mob like Drain/Aspir/Haste Dazes actually specifically enhance the PT member striking the mob. Thus, I would assume Weakened Daze is literally a "Magic Evasion Down" enfeeble. Unless a mob's "Magic Defense Down" increases others' "Magic Accuracy" against it.

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