No, a rune is only "resonating" if it is an elemental rune like stillness is water I think, and it's on that elemental panel in the tabula[03 for dark types] you can tell if it's resonating there will be a bit of glow that makes it look different from other runes, and 0/4 C.C. 6 and 0/9 is probably is normal really since MMM can be some what luck heavily :/.
In terms of runes alone, I see nothing wrong the setup. Also in order to resonate stillness rune on water spot you need Maze Tabula 03, which means you could also resonate Great Warrior on earth too. This maze should also drop Koggelmanders. Have you seen any of those either?
I'm personally still 0/Godknow'swhat on Koggelmander (although I don't get a chance to even do this weekly anymore), and I'm wondering whether rune placement does have a big effect. So far from what's been reported, resonating runes should increase drop rate, increasing the difficulty of the monster should increase drop rate but going 0/100+ runs for me seems to indicate I'm doing something stupid or I just have terrible luck.
I think either Bakthi or someone else said they had better luck with just using Supreme Might and a Job class rune, than combining Supreme Might and Might, so it's another theory to try out. (I'm reasonably sure I started with Supreme Might + Rdm rune when I did Tanihwa, but I'll need to try this again at some point just to be sure).
Lastly the only other option I can suggest is to look on Duplidoc and see if the Mamool Ja Earring setup is on there, even if you end up facing Rahu or Tatzelwurm, instead of Tanihwa due to rune setup. I've seen people I've helped go 1/1 with someone elses duplicated maze, and I have no clue still what the difference is between how I place my runes and how they place theirs. Well, at least it's another theory to try when I can gather people for it.
Nope, i have not seen koggelmander with this maze's setup but i saw the sword 1/1 from maybe one year ago when i helped my ls mates.
Frankly speaking i am not into MMM and is totally not interested, my knowledge of MMM is still the same as when MMM was introduced lol. But i just want the earring for my rdm so yeah. This maze's setup is created by my friend that i asked her to put up on Duplidoc. I suppose i could get a screenshot on it later if it helps, since i always tossed the maze everytime to make space.
Tabula 03, resonate stillness and GW, also use
005 - lizard, 0017 - SM, 018 - M, low 40s - any type of magic, 54 - BLM, 95 - L&F
Basically, your setup with added magic rune.. I recommend Divine as it's easiest to handle and adds spells not in BLM's vocabulary to the mob. Make sure the person who made your maze resonated both stillness and GW. I would estimate droprate at 8-10% with those runes.. just need to be patient.
Is it possible to get the Conditioning Contract rune in any voucher as long as you have Lost and Found active? Or do Lost and Found runes differ depending on what voucher you use? I was under the impression that any of the Lost and Found runes could be found in any voucher at about same drop rates.
Related question: Is it possible to get LnF runes from CC chest so long as it's active?
As far as I know, you can get 108 in any Voucher that allows L&F. I personally got mine in V01. For the second question, yes you can get L&F runes from a CC Chest.
Is anyone else still doing MMM Exp maze post update? Have the non-reflecting Colibri attracted a greater crowd... or did the fucking Hippogryphs drive everyone away yet?
These exp chain killers are extremely evasive, even with madrigal, sushi and two handed weapons. Corsair go,"Harrrr me mateys, I've rolled an 11 on Corsair Roll!" Hippogryph chuckles while doing Nihility song. Hilarity ensues. Think you can chain the entire maze? Hippogryphs know otherwise.
Go with Demon maze now guys till SE addresses this. Resonating Tiny Warrior should prevent cockatrice, perytons, and these guys from popping.
Carry on with Gobbie / Fishing maze discussion.
Hippos weren't super terrible the few times I've gotten them. I'd say cocks are still worse if you don't roll with a WHM.
Got invited to do MMM on 41 RNG yesterday, had never done it before. We did the birds exp maze 6 times with a piercing-heavy PT, got 8391 exp from the hoardbox the first time, then around 5500-6000 3 times after that, 2500 one time for some reason (maybe because we dropped sync to save our asses on links, I'm not totally sure on how the bonus works), then failed once (the only time hippos showed up, go figure). It was the first time I'd ever done MMM but outside of astral burning it seemed like about the best exp PT I could have hoped for at the level, went from 41 to halfway through 46ish.
Did you happen to have your empress band one of those times? Also, were you using 2 sets of mobs, or 3 (trial by numbers)? Did you have a corsair?
Perytons can also spell disaster.
The best set you can get now would be Colibri, Lesser Birds, and Single Bats. Although i'd still take Triple Bats over any of the large mobs that can some pop with a "Tiny Warrior" Rune set (occasionally, two sets of large mobs can pop as well).
Also, not that party members must be conscience when the chest is popped, or they won't get exp.
Without rune 108: You get ~45% exp up front from each mob, and the remaining ~55% from each mob goes to the chest.Originally Posted by Calekor
With rune 108: You get ~19.2% exp up front, and the remaining ~80.8% goes to the box.
Also of note, a mob in a maze with 108 will give 50% floored of the exp up front that the same mob would without 108. For example, say you kill a DC colibri solo without 108 and get 36 exp. 44 exp goes to the box, making that mob worth 80 exp total. The same mob with 108 would give 19 exp up front, and 79 exp would go to the box, making that mob worth 98 exp total.
Things like exp chains, COR roll, signet <6 member bonus, and NPC penalty are all calculated normally. The resulting exp is then split as above based on whether or not 108 is being used.
Yeah we all popped emperor band that first time, makes a lot more sense now, I had no idea what was going on the first time since it was a JP PT and I was just kinda tagging along. Barring bad luck that maze seems like a pretty good way to get exp for the most part though (obviously I have no comparison to how it used to be).
I'll have to read into the runes more, it's a lot to take in at first.
An exp maze is basically this...
Rune 17: Supreme might
Rune 18: Might
Rune 108: Conditioning Contract
any rune Rune 1-11: To specify a mob type
Optional Runes (but encouraged)
Rune 102: Trial by Numbers (for a third set of mobs; pre- merit parties, i think people tend to go with just two sets of mobs an forego this rune? but three sets are standard for merit parties)
Rune 14: Tiny Warrior (this does not guarantee all mobs will be the small type, on rare occasion, 2/3 sets can be large type, even with tiny warrior)
It's tough to say what "Motion" and "Stillness" actually do for this, if anything. Or what the various "element" runes do and WHY you'd want to put those in there....
I don't think 102 and 14 are optional at all, even pre-merit. I leveled my RNG from 50+ exclusively in MMM and had no problems with the 3rd mob set. Depending on the pt, you may opt to leave off 17 pre-75, but leaving off 102 is a tremendous drop in exp. As for 14, resonate it. You'll hit 2-3 groups of large mobs over 6 runs on average.
I tried the exp maze with Maze Rune 008 "Undead" with monks bard and a whm.
Everything that otherwiki mentioned popped across the runs we did. Only got 1 set of bones per run, and sometimes not even that.. not worth it for a monk pt. A mix of monk and slashing damage types might be better for slashing weakness on Doomed and Hounds.
This variation is more about fun and challenge vs mindlessly grinding away on birds. However...
I have to say this is the first time i've exp on a Corse! 4 of them popped in one set. Also first time in an exp pt that someone has been charmed and started beating up the other party members.
Also not mentioned in otherwiki is that Shades will pop as well. Black Mage types, although this only happened once, so it's tough to say if they can pop as other job types. Worth mentioning is that when skeles do pop, they're either war types or blms types, not a mix.
Again, this is something to do for when the whm is looking for a challenge, and is up to the task (must posses the "banish III" spell and use it, know how to use Misery effectively, etc, not for run-of-the-mill mages).
What exactly is a demon maze? Is this for merit type parties or can it be used for most levels?
I've been doing a lot more bird parties lately and it seems there's either times when we can go a full 6 runs without Peryton, Cockatrice or Hippogryph type mobs and other times when there's at least one of the 3 in every maze. Most times we're able to clear these mazes within 20 minutes.
I use bird+demon for merits. Demons are typically either imps or ahriman, but can pop as tauri. I haven't seen anything else, but haven't merited in MMM (or anywhere else) since the update. Ahriman really aren't that bad; even L5 Petrify doesn't last very long if you don't have a WHM. Tauri are uncommon (with Tiny Warrior resonated). I haven't seen them use Mortal Ray, but I bet they can.
When I did lower-level parties (late 40s to early 50s), I used birds+aquans and left out Supreme Might. We had RDM, tank, and DDx3 with an outside 75 RDM, and it went reasonably. Stupid DDs who try to kill themselves will succeed, however.
technically COULD to this at any level. Has imps (tons per set), floating eyes, and tauri. As to whether they Mortal Ray or not... don't know yet, but MMM Colibri don't reflect, so who's to say what Tauri do or don't do. I haven't seen anything added to demons rune...yet.
15-20 minutes and you're doing good, yeah.
What people need to do is have either everyone stand at the HP Crystal after the run, or have everyone run to the Shopfront, and have the white mage do buffs on everyone with what mp they have leftover from the previous run, then rest to full, not rest to full > buff people > rest some more. Just a way to reduce down time between mazes.