urat:
As a fisherman in FFXI since 2004 (Ebisu and 100 fishing achieved May 2006), I just have to say that all of those ideas really suck.
If you wanna make a thread about this in Standard or something we can discuss why they suck, but this is OT as hell already so i'll avoid writing a novel.
TOTAL FAIL. You do realize that you can tell with great accuracy what fish are on the hook, right? Any experience fisher knows when to release and when to catch with high accuracy. In addition to this, a fish which cannot be released is completely ridiculous. In any case there would be the normal timeout delay which would automatically release the fish, and if this is ignored then you're forcing players to fish up monsters occasionally, which is fail.
Here i am thinking this is a Mythic Weapon Information thread with hot new info, but it turns out its actually a thread about fishing and Qufim lake parties.
I think he's trying to say:
My party was killing a monster which would be chain #3.
A goblin aggroed, and I soloed it while my party still fought the other the mob.
Goblin gave no chain.
The other mob was defeated and we got experience chain #3.
Thank you Rocl, exactly what I was saying.
3 Silver pieces puts the sham in shamwow.
So I'm guessing all mythic holders were banned?
Far as I know, two of the three mythic holders were banned, both of them NA, both of them Burtgang (SP).
Sooo..... while I am done with the whole mystic thing (ha mythic but I know you love me calling them mystic) I´ll still post the thought I made while upgrading one. I didn´t post before because I thought someone could actually find more liking in them and maybe rival the Alex market. :D
Mythic Weapon "Math"
Mythic weapons are about using TP was SEs statement. And this is more true than ever. Everyone expected the aftermath to have all 3 boni at once and then was disappointed when they were all split. While this prevents them from being "ubar" weapons they will still able to put out a good punch.
Mage Mythic weapons:
Obivously SE put 30ACC on them staffs because they want you to gain and use TP. While the fanfest tests were pretty underwhelming we still didn´t know exactly how they worked. The main thing is the Level 2 MAB aftermath. There is a good possibility it´s around 10-20 MAB depending on when you use your mythic WS. Stacked with the base +20MAB this has potential to create some of the biggest nukes you have ever seen.
Is this practical? FUCK NO
Would it mean awesome numbers in your sig? HELL YA
If that is worth all the effort is up to you
Melee Mythic weapons:
Level 1 ACC Aftermath: Prolly around 10-19(20) ACC depending on TP. Since 2h relic weapons have 20 ACC on them, I think noone really would want to make any big use of this after upgrading a mythic.
Level 2 ATK Aftermath: From the short testings done this was a whole lot of ATK. This Aftermath would maybe be used for high DEF Einherjar bosses and alike. But I highly doubt someone would make this his standart level.
Level 3 Doubleattack Aftermath: Ok here it gets interesting and this is most likely the aftermath everyone was primarily looking at when thinking about a melee mythic. The big backdraw was the note you had to save up 300TP.
The central point about a mythic will be the 300TP aftermath that will make you doubleattack 50% ish. It was mentioned this DA might stack like jailer weapons but there has been no direct confirmation. A 300TP aftermath lasts 120 seconds and this is extremely important.
120 seconds are your new god and master. You will live the rules of the 120 seconds. You will preach to them when you wake up and kiss them before you go to bed.
120 seconds are a static value and you have no ability to change it in any way. So your target is simple: You have to make the most use out of the 120 seconds you are able to. In a way this is very similar to how an Apocalypse works where you want a "seamless" aftermath coverage.
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So what you want is to maximise your TP gain with all the simple tools FFXI gives you. To sum it up the importance for a working mythic will be:
Store TP > Haste ~ ACC >>>>> ATK
Store TP: Reach the magic border for your job. Get a 6 hit setup going like you should have anyway when you are at the point of upgrading a mythic. A 5-hit situation with Samurai roll will give this a bigger boost even more than usual since we have to work around the 120 seconds.
Haste: Everyone knows Haste is the godly melee stat in this game. You should have as much as you can get anyway. Only give up some haste in slots where you can get an extreme ACC boost in comparison like 7ACC ring < > Blitzring. More important is that 2x march songs will most likely always beat out min/march for a mythic.
ACC: Even for a 2hander ACC will be extremely important for a mythic. Unless you are 100% sure to have capped ACC, you always should go for it. I´d say things like Chuchu Mantle > Forager are extremely true for this situation.
ATK: I like ATK but hitting harder has 0 influence on the 120 second limit. Thus ATK is the bastard child of a mythic.
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The foe of a mythic is clearly and simply not being able to gain TP.
A mythic will shine in rapid battle situations like:
- Einherjar
- Upper Salvage floors including bosses,
- Nonbird Merit (eating your 300TP very bad)
- Zerg things when you able to save TP before (Glanzfaust will up 100 fist zerg damage by around 40% I´d guesstimate)
A mystic will not shine:
- Nyzul Floors
- Lower Salvage floors
- HNM you do not want to give TP or have AOE´s to slow your TP gain
- Anything eating and resetting your TP
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Now lets make a little mindgame with this. Lets estimate a fully buffed and hasted/marched 2h melee can WS every 20 seconds.
Nonmythic weapon 120 seconds timeline:
100TP > WS (20sec) > 100TP > WS (40sec) > 100TP > WS (60sec) > 100TP > WS (80sec) > 100TP > WS (90sec) > 100TP > WS (120sec)
Mythic weapon 120 seconds timline "in the flow" (just having used 300TP):
100TP > WS (15sec) 100TP > WS (30sec) > 100TP > WS (45sec) > 100TP > WS (60sec) > 100TP > WS (75sec) > 300TP > Mythic WS (120sec)
You will hit the same ammount of WSes (6) even with having to save up 300TP again at the end.
Now this mindgame is near from perfect. Nonmythic weapons are able to have some productive stats like 5ACC 15ATK. Some mythic weapons are a bit weaker than normally used WSes. Another quirk is that Level 3 aftermath will not overwrite another Level 3. So you might lose out on some seconds holding that 300TP or lose some because you are not quite there yet. I bet tho once more mythics get upgraded windower might help you with a little aftermath counter there.
But on the other side you have 200 TP of additional DoT on the mythic timeline when saving up the last 300TP. If you manage to get a WS every 13.3 seconds with a mythic, you would have an edge of 1x "100TP > WS" more than a common weapon.
This does not rly sound overwhelming. We are at a point tho where we have to use parsers to see our improvements and spend a lot of gil and effort to boost our performance by small %. So well to sum it up: The better your gear and current support is, the better a mythic weapon will be. Their power will rise almost exponentially when having godlike gear and support.
That is all. I rest my case. Feel free to add and correct to thoughts. Everyone have fun in FFXI![]()
I still would like someone, at the next interview/event with SE, to bring up the fact Tupsimati, Laevateinn, and Murgleis do not match the power of HQ elemental staves when it comes to amplifying spells. I would've thought those three mythic weapons would surpass HQ staves. Nirvana certainly did.
Alas most people would rather whine about endgame events that only 3% of the playerbase actually are going to do (i.e. Absolute Virtue), rather than bring up real issues. And we can all thank Salvage dupers for the jacked up Alexandrite requirements.