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Thread: MMM findings     submit to reddit submit to twitter

  1. #1501
    Nidhogg
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    Did 002, 009, 016, 022, 078, 101, 103, and 113, got 52 marbles. So 022 doesn't affect marble reward. Also, it didn't change anything in the maze either, that we could discern (022 is "Ice"). Tried hitting a Maze Keeper at the end, no Ice spikes, let it hit me, no Enblizzard. It was earthday in game; maybe tomorrow I'll try using the rune that lines up with the current ingame day. Does anyone know what that series of runes even does in the other mazes where they are usable?

  2. #1502
    Bagel
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    Quote Originally Posted by Suiram View Post
    Does anyone know what that series of runes even does in the other mazes where they are usable?
    I have no data for you, but I was under the impression that it gave mobs an "element". When you use the ice rune, it should make the mobs strong against ice and wind, but weak to fire.

    If that is indeed true, I am not sure what happens when you overlap elements. For example, if you used both Fire and Ice, would the "strong to fire" and "weak to fire" cancel out and go neutral, or does one override the other?

    Or maybe it's complete BS and they do something different.

  3. #1503
    Sic itur ad astra
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    Carbuncle

    Started a stop watch when I was warped out from jeuno. Emergency maze evacuation didn't take place until 30 minutes and 55 seconds. Next run I started it as I said yes to the NPC inside to warp us in, evacuation took place at 30:02. Next run I started as I appeared inside the maze, evacuation took place at 29:59. So it starts as you are warped into the maze, give or take a second for lag I guess.

    With trial by budget (101) when I was told 25 minutes to complete the maze, the evacuation took place at 25:30. When I was told 26 minutes, the evacuation took place at 25:46. So I guess 101 mazes aren't always the exact same length perhaps?

    Did runs with 21 (fire) and 28 (darkness), no extra marbles on either run. Suriam tested 22, so I'm going to assume that the other five (23-27) give no marbles.

    Tested 29 (strength) and no increase in marbles. Not going to test the 30 - 35, just going to assume no marbles for those also. Need to test 36 or 37, but haven't bought those yet.

    Finally got rune 81 (on mule's bonus chest though ) and was testing today, but a storm in the area had me lagging bad and only showed mule getting 200 xp and said nothing about marbles when I opened hoardbox. So will teat again tomorrow.

    Tried testing 15 also, but between the lag from storms and the mobs much heightened awareness I died several times and didn't clear the maze.

  4. #1504
    Nidhogg
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    Did a run with 002, 009, 016, 074, 101, 108, and 113. Got 400 exp and 44 marbles, so looks like 108 doubles exp (for whatever that's worth lol) and is -5 marbles. Got carrot paste too which I feel like I've never seen before; it's probably just another luck-of-the-draw thing and not a "special 108 drop" (I doubt there is such a thing) but might as well mention it just in case.

  5. #1505
    Absolute Messenger of Promathia
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    Is there some special way to do Voucher 06? I keep Getting Shafted. I'll find maybe 3-4 Treasures and Return maybe 1 of them before i get Thrown in jail by a Eyeball that will follow me around the map for 5 Minutes before finally detecting me... I can get to the treasures easily most times, but getting BACK to the goblin is impossible, theres always a Watcher Floating Up and down the hallway i need non-stop making it impossible to get past it without using an Item, which im out of because of the last 4 Eyeballs i was forced to go around ..

  6. #1506
    Bagel
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    Quote Originally Posted by Karbuncle View Post
    Is there some special way to do Voucher 06? I keep Getting Shafted. I'll find maybe 3-4 Treasures and Return maybe 1 of them before i get Thrown in jail by a Eyeball that will follow me around the map for 5 Minutes before finally detecting me... I can get to the treasures easily most times, but getting BACK to the goblin is impossible, theres always a Watcher Floating Up and down the hallway i need non-stop making it impossible to get past it without using an Item, which im out of because of the last 4 Eyeballs i was forced to go around ..
    Here are some tips for the Floating Eyes:

    1) Check your runes. To make things easy, use Rune 016 and resonate it on Tabula M03.
    Rune 113 will place a well and a ladder at 2 semi-random spots on the map. You can "shortcut" back and forth between the well and the ladder, providing a new path you can use to get past eyes in both directions.
    Don't use Rune 010, which adds more eyes.
    Don't use runes like 015 or 081 since this will cause you to catch more aggro.

    2) Eyes seem to have an extremely narrow cone vision. In other words, they see straight ahead but standing just a bit to the side can save you, even if you are very close. They do not appear to detect by sound.

    3) Based on what I said in number 2, if an eye is coming at you from around a corner, you should be okay if you hug the INSIDE of the turn, but not the OUTSIDE. I have experienced this personally.

    4) Use a satchet of wood to deaggro an eye that is chasing you.
    Use an Eau De Moblin BEFORE you aggro an eye to make it rest and become non-aggro for a short time. It won't work on mobs you already aggroed.
    Possibly go NIN and Mijin Gakure when you aggro an eye, then reraise after it goes away.
    Other abilities like Shadowbind might work too. Anyone ever tried Shadowbind?
    Flee?

    5) Maybe you just got unlucky. I almost never lose this voucher, but a few days ago I had a run where I got thrown in jail over 5 times. No matter what I did, I could not get out of the 2nd map for my life. I guess this just happens sometimes.

    Edit: If you want, post your runes and maybe we can give tips.

  7. #1507
    That SpellCast Guy
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    In the hope of preventing other people from wasting a run like we did:

    If you're doing an experience points maze, and you have character(s) drop from the party for the purpose of PLing, make sure that you do not open the Hoardbox at the end with an outside-party PL. Nobody will receive any experience points. Apparently only party members of the box-opener get the experience reward. I'm not sure if it would work if the PL rejoined the party and then opened the box, but I'm not intending to test it. :b

  8. #1508
    Nidhogg
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    Every time I've done lowbie exp runs in MMM we've dropped sync and had PL join PT before popping, just to be safe. Just to be clear are you saying if you keep the PL outside PT it's okay but just don't let the PL open the box? Or are you saying that we have to keep doing it the way we have been?

  9. #1509
    That SpellCast Guy
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    Yeah, it's fine to keep the PL outside of party, just don't have them open the box. Someone inside the party needs to, or you'll only receive marbles. We never bothered to drop level sync to open, so I don't think that matters either way.

  10. #1510
    Nidhogg
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    Oh yeah the dropping sync thing was just so that the PL doesn't get HP/MP capped at Lv25 or whatever low level values and have to rest MP between runs, since they're joining the PT. That's good to know. Also worth mentioning is in V06 I know you don't get your measly 200 exp if you're too far from the box at the end, so that's probably true of exp runs too (in case someone goes afk). And I mentioned this a while ago, but if someone d/cs mid-run and comes back they lose all their stored exp from the chest, so if you're having power/internet issues I'd just do regular exp PTs that night lol Otherwise MMM seems to be the best exp outside of SMN burn, whether it's for lowbie or merits (building the mazes with appropriate differences for each).

    Edit: Oh and I've mentioned this already too, but since I'm repeating some stuff it bears repeating as well. MMM won't let you get more than 1 level-up from the chest. So if when the chest pops you're Lv14 and @200 to 15, and you would have earned 8k from the chest, you'll only get 3799 exp, since it will level you to 15 and then leave you @1 to 16. Not sure if it works that way with merit points, too, I was really close last time I went on a merit run but dinged a merit point on the 3rd wave or so, so I got the full chest exp.

  11. #1511
    That SpellCast Guy
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    Quote Originally Posted by Suiram View Post
    Otherwise MMM seems to be the best exp outside of SMN burn, whether it's for lowbie or merits (building the mazes with appropriate differences for each).
    Yeah, last night was our first try at using it for xp, using a maze bought from Duplidoc that someone else had built. Synced to level 50, 3 people, SAM RDM THF, with a 2-boxed WHM75 outside. Two rooms of birds/bats, took about 20 minutes a run and gave about 3.5k xp per run, pretty damn good for not having to build a full party, worry about other people sucking, etc.

  12. #1512
    Old Merits
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    Quote Originally Posted by Deimos View Post
    Yeah, last night was our first try at using it for xp, using a maze bought from Duplidoc that someone else had built. Synced to level 50, 3 people, SAM RDM THF, with a 2-boxed WHM75 outside. Two rooms of birds/bats, took about 20 minutes a run and gave about 3.5k xp per run, pretty damn good for not having to build a full party, worry about other people sucking, etc.
    Do people typically not put 102 (Trial by Numbers) in exp mazes? If not, I'm curious as to why. I haven't actually gotten to do mine yet, but it's set up like this:

    003 (Bird)
    010 (Demon)
    014 (Tiny Warrior)
    017 (Supreme Might)
    018 (Might)
    102 (Trial by Numbers)
    108 (Conditioning Contract)

    I'd contemplate dropping 010 for 100 (Trial by Velocity), particularly for lower levels, but I don't know. I'd think 102 would be a given, though, since the idea is to get exp, and more mobs would give more of it.

    It's good to hear that low-number parties lower than 75 can do well; something to consider if a few LS people want to exp and we can't find a sync target at a good level.

  13. #1513
    That SpellCast Guy
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    Quote Originally Posted by Bakthi View Post
    Do people typically not put 102 (Trial by Numbers) in exp mazes? If not, I'm curious as to why.
    The first run we tried yesterday was synced to 49, with Trial by Numbers on. We wouldn't have finished in time with 3 people, three rooms was too much. We started running low on time as we were finishing the second room, and ended up un-syncing and killing the last room quickly so that we didn't fail. We killed considerably faster at 50, presumably due to Double Attack, level 50 gear, etc, but we had swapped to a maze without Rune 102 at that point after the initial close call.

    With our RDM THF SAM setup, Trial by Numbers would probably be possible at 51 once I have access to Penta Thrust, which will massively speed up the kills. However, even with the rune setup including Tiny Warrior, we still had one of our 3 runs include a room of perytons. If that happened with a Trial by Numbers run I don't think we'd be able to finish without an un-sync.

  14. #1514
    Absolute Messenger of Promathia
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    Quote Originally Posted by Gergall View Post
    Here are some tips for the Floating Eyes:

    1) Check your runes. To make things easy, use Rune 016 and resonate it on Tabula M03.
    Rune 113 will place a well and a ladder at 2 semi-random spots on the map. You can "shortcut" back and forth between the well and the ladder, providing a new path you can use to get past eyes in both directions.
    Don't use Rune 010, which adds more eyes.
    Don't use runes like 015 or 081 since this will cause you to catch more aggro.

    2) Eyes seem to have an extremely narrow cone vision. In other words, they see straight ahead but standing just a bit to the side can save you, even if you are very close. They do not appear to detect by sound.

    3) Based on what I said in number 2, if an eye is coming at you from around a corner, you should be okay if you hug the INSIDE of the turn, but not the OUTSIDE. I have experienced this personally.

    4) Use a satchet of wood to deaggro an eye that is chasing you.
    Use an Eau De Moblin BEFORE you aggro an eye to make it rest and become non-aggro for a short time. It won't work on mobs you already aggroed.
    Possibly go NIN and Mijin Gakure when you aggro an eye, then reraise after it goes away.
    Other abilities like Shadowbind might work too. Anyone ever tried Shadowbind?
    Flee?

    5) Maybe you just got unlucky. I almost never lose this voucher, but a few days ago I had a run where I got thrown in jail over 5 times. No matter what I did, I could not get out of the 2nd map for my life. I guess this just happens sometimes.

    Edit: If you want, post your runes and maybe we can give tips.
    These are the runes i can select, And all i have to work with right now...
    M01
    M03 Tabulas.

    Runes:
    010 - Demon
    094 -Lost and Found
    100 - Trial by Velocity
    102 - Trial by Number
    106 -Guidance Contract
    108 -Condition Contract

    those are the only ones i can actually use on 06 ... Yah i didn't get to "Farm" Marbles before the super Nerf =<, so i barely had enough for Voucher 06 from doing Ermines Tail and Koggel runs... I'm assuming Numbers/Demon is a "Definitely do not put on if your new to this" Rune... eh.

    I guess i should just put on Lost and Found / Velocity until i can get more runes?

  15. #1515
    That SpellCast Guy
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    Quote Originally Posted by Bakthi View Post
    I haven't actually gotten to do mine yet, but it's set up like this:
    003 (Bird)
    010 (Demon)
    014 (Tiny Warrior)
    017 (Supreme Might)
    018 (Might)
    102 (Trial by Numbers)
    108 (Conditioning Contract)
    I'd also be very careful about putting 010 on there. Like I said, we did hit one room of Rocs between 4 runs (a total of 9 rooms), so it seems like Tiny Warrior only increases the chance of getting small monsters, it doesn't guarantee it. Your run could be messed up if you get unlucky and end up with Tauri and Ahrimans, which are both considerably more dangerous than Imps.

  16. #1516
    Bagel
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    Quote Originally Posted by Karbuncle View Post
    These are the runes i can select, And all i have to work with right now...
    M01
    M03 Tabulas.

    Runes:
    010 - Demon
    094 -Lost and Found
    100 - Trial by Velocity
    102 - Trial by Number
    106 -Guidance Contract
    108 -Condition Contract

    those are the only ones i can actually use on 06 ... Yah i didn't get to "Farm" Marbles before the super Nerf =<, so i barely had enough for Voucher 06 from doing Ermines Tail and Koggel runs... I'm assuming Numbers/Demon is a "Definitely do not put on if your new to this" Rune... eh.

    I guess i should just put on Lost and Found / Velocity until i can get more runes?
    Lost and Found reduces your marble reward. Leave it out for now.

    Voucher 6 with no runes at all is 40 marbles. Velocity can add more if you are quick. My suggestion is that you practice with Voucher 6 and Velocity ONLY, no other runes. Save up until you can afford 016 (stillness) and then use that to make life much much easier.

    You might be tempted to save up your CC points so you can get 40+120 marbles in one run. However, if you are losing a lot, losing on a 6 CC run will only piss you off. Run the maze daily so you can get more practice in.

  17. #1517
    Very Sexy Nerd
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    Carbuncle

    Why not check the Duplicating NPC for pre-made mazes? That's what I'm doing now until I can afford my own runes (almost there!)

  18. #1518
    RIDE ARMOR
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    Duplidoc

    Can anyone confirm that duped mazes purchased from Duplidoc can produce the R/EX weapons and armor found in the Liquidation mazes? We went 0/6 tonight and while that isn't out of the ordinary, I'd like to confirm before possibly wasting more time.

  19. #1519
    Banned.

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    Quote Originally Posted by AmbroseFFXI View Post
    Can anyone confirm that duped mazes purchased from Duplidoc can produce the R/EX weapons and armor found in the Liquidation mazes? We went 0/6 tonight and while that isn't out of the ordinary, I'd like to confirm before possibly wasting more time.
    They can, I had the same placebo discomfort a few pages back(much higher than 0/6 too) but I've seen plenty of drops on duped mazes since then.

  20. #1520
    Cerberus
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    John Blaze
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    I've gotten 2 swords from one run on from a duped maze... One from the regular chest (I ended up giving it to my BLU friend) and then I got one from a secondary chest with extra XP and Marbles.

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