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Thread: Nyzul Weapon Information     submit to reddit submit to twitter

  1. #221
    assburgers
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    Quote Originally Posted by The FF premiere site that got Terpsi
    What it basically do is that when you use a step to gain Finishing Moves, you will get an extra point. Therefor, you would be gaining 3 of them instead of 2 or 2 instead of 1.
    [Cosbyness]"He says 'What it do?', 'Shouldn't that be...what DOES it do?' I said to him."[/Cosbyness]

    Free FM's for steps is a STEP in the right direction....

    STEP! I KILL ME! HAH!

    I'm thinking that all the sites got some info that was translated to the SE people they were dealing with in a weird manner, lots of sites don't mention upgrading for WS, one gets told directly you don't have to upgrade, but do need stage one, and this one gets told you need to upgrade completely?

    I feel a bit better that this is likely a mixup, since they're also still testing weapons supposedly, and that might be feeling out the idea to see how people responded.

  2. #222
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    Quote Originally Posted by arshesney View Post
    Wooooshed xD

    Ok, my bad, yet AoE enfeebles rdm-class would really be broken
    Every enfeeble that is usable with Manifestation on RDM is usable as SCH/RDM...

    The only difference is SCH only gets about ~305ish skill while RDM usually hovers around 330s with good gear. I don't see how jumping a bit in enfeebling suddenly makes it more broken. AoE Enfeebles are usually for only semi-strong or weak enemy hordes and skill past 300 is rarely needed to land on that sort of thing...

    Also, back more on topic, the COR weapon has a lot of potential depending on how that Quick Draw thing enhancement turns out. The AF1 hat QD enhancement is +10 base QD damage - I hope the relic is a bit better than that. Double damage with 40 base D and 480 delay is pretty sweet though.

  3. #223
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    Quote Originally Posted by Maxxthepenguin View Post
    ok so with Terpsichore, DNC can use Box + Stutter step + Reverse flourish and get 40 tp in 3 seconds. Every 30 seconds.

    God help us all.
    2steps at FP a step would cap you at 5 and you'd be able to get 60tp/30sec

  4. #224
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    Quote Originally Posted by Pergo View Post
    2steps at FP a step would cap you at 5 and you'd be able to get 60tp/30sec
    I think he said you'd only gain 40TP because each step costs 10TP, so you'd need 20TP in the first place to get 60TP, right? So you'd really only be getting 40TP. I think that's how it goes...

  5. #225
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    Quote Originally Posted by Alleya View Post
    Look at PUP and tell me how this shit is fair.
    I love this place so much.

  6. #226
    Ashira
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    Quote Originally Posted by Myrrial View Post
    My issue is that the correct path for personal progression just became to /tell my Salvage friends "Screw you! I don't need any more armor so I'm doing Nyzul now!" I don't choose to do Salvage because I need anything there. Or even because I want to. I go to help them out.

    So my options at this point are to continue going anyways and screw myself out of a really awesome sounding new WS for PUP that could go a long way towards my LS actually letting me use PUP in events or to drop out of my Salvage group and do Nyzul for myself and, thus, screw my friends.

    Thanks, SE!

    As far as the new WS being easily obtained outside of Nyzul...is that sarcasm? Because all signs point to that not being the case.

    No one ever said you HAD to run Salvage.. however many times you do. Facts and pieces of the game change, it's not difficult to adjust presented with new information. Run 2 Salvage runs one day a week and one another day, and do 3-4 Nyzul one night as well. Or something similar. Or less Nyzul, etc. Easiest to incorporate with your Salvage group even, since it uses the same tags and such.

  7. #227
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    Quote Originally Posted by Rionel View Post
    I think he said you'd only gain 40TP because each step costs 10TP, so you'd need 20TP in the first place to get 60TP, right? So you'd really only be getting 40TP. I think that's how it goes...
    oh ok that makes sense lol

  8. #228
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    I do both Salvage and Nyzul atm, it's not hard to keep a regular schedule just takes a little extra effort. We do like 3-4 salvage a week and 3-4 Nyzul.

  9. #229
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    Quote Originally Posted by Chupunpupun View Post
    Take everything you've said and then imagine that in one weapon....how is that not broke?
    Few pages late, but, it's not broke because the reason why the Double Attack build is worthwhile/fun on Amano is because the Amano has the 2.5x damage proc. You'll be swinging for 200+ dmg then every once in a while you'll hit for 500+ on a regular melee attack. The more times swinging, the more that procs.

    The Nyzul Weapons may have hidden dmg modifiers, but we don't know yet. What we do know is that SE says they're designed not to hit hard, so it's likely that they won't have that extra dmg. Hence, not broken. These seem like super-buffed sea weapons.

  10. #230
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    Seeing the various conflicting reports between the various weapons, I'm guessing they were either unsure about the WS requirements, confused as hell somehow and meant the weapons, or Aftermath, or some combination of those, or fishing for responses.

    One site says a generic "the relic gives the WS", another says "you only need the stage 1 weapon", a third says "you need to upgrade fully", a couple didn't seem to mention them being tied outside of aftermath effects...

    Hopefully they're reading and seeing that it's going back and forth, one person is saying "well, that's fine" someone else says "well, that's fail".

    Quote Originally Posted by Terpsi site
    So far the new Mythic weapons seems well worth the effort of getting and they might be the beginning of a new weapon skill system well worth the effort. Players will also be happy to hear that the required amount of Alexandrites will be reduced at the next patch to reflect a more fair number corresponding to players are currently obtaining.
    Quote Originally Posted by Yag site
    But let's see one of the more interesting traits on this weapon: the Weapon Skill. Without equalling DD oriented weapons in terms of damage dealt, Mystic Boon offers a very interesting feature when the relic weapon is equipped (Thank you Newzarb for the correction). Basically, Mystic Boon with Yagrush will convert part of the damage inflicted into MP! So in occurrence, more than one simple WS to do some damage or a skillchain, Mystic Boon would be very much like an MP heal.
    Nothing listed about where the WS comes from in that article that I saw.

    Quote Originally Posted by Murg site
    As you can see from the photos, the weaponskill itself is stunning, like a giant, exploding rose. We reported earlier that the weaponskills will be obtainable separately from getting the relic weapon. The nature and difficulty of these weaponskill quests remain a mystery, but a member of the FFXI community relations team told me “most” players will be able to learn these new moves.
    Also: Fort axe does favorably against weapons with 30+ base damage advantage, if these stack with double like that, they are quite broken at the moment.

    A Dmg 93 Fort axe, without taking ammo slot from you, that gives acc/att and some war only buff (Enhances Warcry duration go!) will be wtfpwnifying shit left right up down and backwards.

  11. #231
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    Quote Originally Posted by baudelaire View Post
    Few pages late, but, it's not broke because the reason why the Double Attack build is worthwhile/fun on Amano is because the Amano has the 2.5x damage proc. You'll be swinging for 200+ dmg then every once in a while you'll hit for 500+ on a regular melee attack. The more times swinging, the more that procs.

    The Nyzul Weapons may have hidden dmg modifiers, but we don't know yet. What we do know is that SE says they're designed not to hit hard, so it's likely that they won't have that extra dmg. Hence, not broken. These seem like super-buffed sea weapons.
    Quote Originally Posted by baudelaire View Post
    It works as designed. For starters, Shogun Rice Balls are the HQ of a T1 synth (like HQing a cerb mantle) - not the easiest things to come by. Then you need a party with a COR and a WAR in it for any reasonable amount of Fighter's Roll success. Then you need to actually have the 2 (now 3, with Nobushi Kyahan, haven't tested) pieces of armor that enhance the rice balls. Then you need to have enough support magic and/or Third Eye merits to safely sub /war.

    Add it all up, it's rare that you get to experience the fun of it. It's certainly not something you'd get to use at bird camp, or something you'd want to use on an HNM.

    I don't consider it broken.
    Add that all up and make one weapon where you can use it anywhere with any food with any piece of armor with any jobs in your pt, how is it not broken?

  12. #232
    Ashira
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    Quote Originally Posted by arshesney View Post
    White Mages can only every 10 minutes, can't Curaga III another party, do not have native Fast Cast, yet they SHOULD be the healer job. Only to be outclassed badly by SCH (and any job /whm can get the same job done).
    That leaves Cure V and Raise III as specility spells, sure Cure V is a great spell, but Raise III is only for lazy people without a buffer.
    WHM gets a lot less enmity for curing the same amount a SCH does because of their better skill at healing, Cure V usage, and more potency, better enmity options on the sets we typically wear near full time. They are most definitely the better healer, because there is a lot less effort involved, but the buffs SCH gave them an edge, most especially the Accession/Esuna usage. So while SCH doesn't heal quite as efficiently as a WHM, their MP conservation and regeneration and other abilities made them slightly more desirable in some situations. And using /SCH on WHM gives some of that fast cast/conserve MP/mp regeneration edge that SCH has, as well.

    Don't forget for specialties, a good Bar-ra spell setup, arsh!

  13. #233
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    Quote Originally Posted by Chupunpupun View Post
    Add that all up and make one weapon where you can use it anywhere with any food with any piece of armor with any jobs in your pt, how is it not broken?
    "Occasionally attacks twice" != Definite >50% DA

    Not to mention that in order to get that occasional DA, you are stuck using that one Nyzul WS. We don't know anything about the GKT WS other than it's the only GKT WS that's 3-hit and it at least APPEARS to be darkness-based. Limiting yourself to a single WS on SAM cuts off opportunities for closing SC's that others open, thereby reducing your total dmg output.

    Sadly, I won't be able to test it out myself, since the Nyzul Polearm is far sexier than the GKT (in appearance), and so that's what I'll be upgrading.

    But to sum up: the Nyzul GKT doesn't appear to give anything more than what you can currently get via other means with a GKT that would do far more dmg (thanks to the 2.5x dmg) and at the same time not limiting you to a single WS to receive the benefits. Hence, not broken.

  14. #234
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    Quote Originally Posted by baudelaire View Post
    "Occasionally attacks twice" != Definite >50% DA

    Not to mention that in order to get that occasional DA, you are stuck using that one Nyzul WS. We don't know anything about the GKT WS other than it's the only GKT WS that's 3-hit and it at least APPEARS to be darkness-based. Limiting yourself to a single WS on SAM cuts off opportunities for closing SC's that others open, thereby reducing your total dmg output.

    Sadly, I won't be able to test it out myself, since the Nyzul Polearm is far sexier than the GKT (in appearance), and so that's what I'll be upgrading.

    But to sum up: the Nyzul GKT doesn't appear to give anything more than what you can currently get via other means with a GKT that would do far more dmg (thanks to the 2.5x dmg) and at the same time not limiting you to a single WS to receive the benefits. Hence, not broken.
    Its ok Baud, Nyzle GK > Amano, you can say it.

  15. #235
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    Ok, let's assume that the polearm WS is close, but not quite as good as Penta for tp spamming, you going to give up occasionally attacks twice/acc/att for Penta? Prolly not.

    Assuming the WS could do similar damage to RR, I imagine I'd be converting full time, though I like trying to make SC's too, I'm sure these new WSes will have SC properties, possibly ones that flesh out the weakness of said weapons (like if this WS made Fusion/Light, I'd be pants happy, though for all intents and purposes Frag is just as good if you're bursting thunder, the closer + change damage that L3 do now is sex) skillchain options.

    Also: Every other Occasionally attacks twice weapon is in the 1/3rd > 1/2 of the time area last I saw.

    It's possible the Tp after effect could increase the DA rate as well as the acc/att given.

  16. #236
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  17. #237
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    Vajra
    Dagger (All Races)
    DMG: 31 Delay: 200
    Enhances "Sneak Attack" and "Trick Attack" effect,
    Aftermath: Increases Acc. /Atk.
    Occasionally Attacks Twice
    Lv.75 THF


    Mandalic Stab:

  18. #238
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    Quote Originally Posted by Neosutra View Post
    Its ok Baud, Nyzle GK > Amano, you can say it.
    The only way it could is if the Enhanced effect (as yet unknown) made up for the loss of the 2.5x dmg proc over time. The only thing I could think of that might come close is if they somehow enhanced Meditate - either by severely lowering its recast, or making it yield much more TP - or hell, just giving permanent Regain.

  19. #239
    Gunitsoldier
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    Quote Originally Posted by huckster View Post
    Vajra
    Dagger (All Races)
    DMG: 31 Delay: 200
    Enhances "Sneak Attack" and "Trick Attack" effect,
    Aftermath: Increases Acc. /Atk.
    Occasionally Attacks Twice
    Lv.75 THF


    Mandalic Stab:
    31 fucking DMG? SERIOUSLY?

  20. #240
    Ollieyk
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    Wow...THF looks terrible and has awful DMG and Delay. How exciting.

    Also. Why would they let IGN preview a FFXI weapon?

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