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  1. #101
    Salvage Bans
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    There are to many theories and rumors regarding AV, Torques, Jailer weapons, 2 hours, SE seems to just want there Trademark NM that simply can't be beaten unless you live and breath this game,i even mentioned it in a post some time back about how every FF series has a overly powerful Boss that takes proper stratagy and special way of fighting it to acttualy beat it, I guess they are trying to tell you, "not everything can be hacked and slashed untill it's dead" which is why when they found out AV was zergable they fixed that ASAP.

  2. #102
    Relic Shield
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    Quote Originally Posted by Orochi Lede View Post
    There are to many theories and rumors regarding AV, Torques, Jailer weapons, 2 hours, SE seems to just want there Trademark NM that simply can't be beaten unless you live and breath this game,i even mentioned it in a post some time back about how every FF series has a overly powerful Boss that takes proper stratagy and special way of fighting it to acttualy beat it, I guess they are trying to tell you, "not everything can be hacked and slashed untill it's dead" which is why when they found out AV was zergable they fixed that ASAP.
    Thus is why there's a pretty big market for official strategy guides. I don't think most people figure this stuff on their own. Occasionally you get lucky. For example I found Ozma in FFIX randomly got destroyed by Doomsday (or whatever that giant meteor spell was) but actually figured out how to gear for that and then I basically just out lived him. Didn't ever read about the stupid friendly animal quest until months later. If SE wants us to beat it a certain way then they should let us know how to do it, instead of letting us struggle for years.

  3. #103
    Salvage Bans
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    Quote Originally Posted by Wolfknight View Post
    this is retarded idea[regard to tp, I think 1 Handers could use some damage buff], two handers give 14~17.6 tp vs dual wields normal 8 per hand all pre-subtle blow, the only reason one handers feed tp is multi hit weapons, but same can be said of soboro, seriously you want 2 handers giving some bullshit 20 tp a hit to mobs?
    Errr, I thought mobs already get more TP per hit from 2 handers:
    When hit by a melee attack, enemies gain the attacker's Base TP + 3.Tactical Points - FFXIclopedia - a Wikia Gaming wiki
    So on a 6 hit build, a mob would be gaining 20tp a hit. Unless that info is wrong.

  4. #104
    Relic Horn
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    Quote Originally Posted by Ziero View Post
    So on a 6 hit build, a mob would be gaining 20tp a hit. Unless that info is wrong.
    No. The weapon's base TP gain is used, not an adjusted gain from dual wield or store TP. A 492 delay polearm would give a monster 16.3% no matter how much your TP is adjusted. Subtle Blow would work on the base amount as well.

  5. #105
    Relic Weapons
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    Quote Originally Posted by Xanthe View Post
    No. The weapon's base TP gain is used, not an adjusted gain from dual wield or store TP. A 492 delay polearm would give a monster 16.3% no matter how much your TP is adjusted. Subtle Blow would work on the base amount as well.
    I thought polearm base tp was much lower than that.

  6. #106
    E. Body
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    Quote Originally Posted by kayn View Post
    I thought polearm base tp was much lower than that.
    base we get is 13.3 so mob always gets 13.3+3 = 16.3

  7. #107
    Banned.

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    Quote Originally Posted by Xanthe View Post
    No. The weapon's base TP gain is used, not an adjusted gain from dual wield or store TP. A 492 delay polearm would give a monster 16.3% no matter how much your TP is adjusted. Subtle Blow would work on the base amount as well.
    I think "weapon delay reduction" buffs are applied before. I'm not talking about haste, but thing like the strap with "2% delay reduction", and dual wield (not for polearm obviously)

  8. #108
    An exploitable mess of a card game
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    Quote Originally Posted by kayn View Post
    I thought polearm base tp was much lower than that.
    492 is the standard for most polearms.

  9. #109
    Relic Horn
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    Quote Originally Posted by Kaylia View Post
    I think "weapon delay reduction" buffs are applied before. I'm not talking about haste, but thing like the strap with "2% delay reduction", and dual wield (not for polearm obviously)
    Summon the phalanx of Beastmasters to test it out!

  10. #110
    Yoshi P
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    Quote Originally Posted by orson View Post
    Kaylia really hit the nail on the head.

    I don't think SE has a good grasp on how flawed the risk/time vs reward is in most of the endgame events. The biggest problem is I doubt they spend much time testing these systems. They test them just long enough so that they are playable (most of the time.) The drop rates probably are simply arbitrary numbers that are produced in a broad room basing it more on lengthening the amount of time that people are forced to spend to have a shot at the item.

    If SE wants to make a mob like AV or PW they need to make it a roaming NM like sandworm/dark ixion with a relatively short respawn time.

    i love the idea... but man this goes back to people wishing a NM could fly in lvl 1 zones and rape everyone.

    put a NM even if its only in the past that runs around(or flys) and is in every zone and any hope at all for merit camps in the past goes out the window...

    what would you do if your by sandy killing birds all happy and shit with your TP burn pt getting 20k/hr and then bam a UFO mob(or dragon) just owns your pt.

    it sounds fun on paper, but it get old fast if it could not be killed much like AV.
    now if its a mob that is strong but we can find a way to kill then thats cool i guess^^


    what i really wish SE would add is every mob in the game that you can fight at any time with as many people as you want. they would not drop anything but it give us a shot to test stuff without giving a crap about EXP lose. (maybe limit it to mobs that your ally has seen or something idk) only prob with this is that lot people would do shit like this and b/c se sucks it be full with a line out the door.fix i guess would be a limit of twice per day maybe? idk i just wish they would add it.

  11. #111
    Ridill
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    Most I could see SE doing with a "flying" NM is like a QQ or Antlion from hell that takes off after a set amount of time or damage, and then you have to find it somewhere else in the zone (assuming Widescan won't work on it). It'd be like AC BC NMs in a sense where damage done wouldn't regenerate, but once it moved, it wouldn't come back for the party that was fighting it before, either.

    Only tricky part would be when multiple shells are after it and one could technically kill steal after another does all the work. Though, in this vein, rewards could be different than direct drops (Well, craft mats are always an option). Say, if the mob's dead, various other NMs in the zone are then free to spawn (repeatedly) that'd have the good stuff, but would run away once the original NM respawns.

    Can't say I see many people liking that, though, which is exactly why SE'd do it.

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