Does anybody know if there is anything weird about pop conditions for Nightmare Vase such as weather or time of day etc.? Been trying to pop him for hours to find out what his evolite is, but no go.
Does anybody know if there is anything weird about pop conditions for Nightmare Vase such as weather or time of day etc.? Been trying to pop him for hours to find out what his evolite is, but no go.
Alright, so as long as I didnt get the pants the same day I go and do them again, I can drop em right before I get my first key item?
Going to go camp Xolawltl again soon and wondering what the lowest it can be done with, what jobs and how. Right now I could do THF, WAR or DRK and a RDM and fight it straight while kiting the skeleton adds. Is it easily done this way or do I need to add more people to get this done realistically? Also, can the THF just kite to Boneyard Gully and just keep rezoning the skeletons there or will they run back too fast to be gotten reliably like this and need to just be taken to the Maze zone instead?
RDM to kite/kill and then 2(possibly 1) to zone adds. I did it RDM RDM BLU where I did the kiting/killing and the other two just zoned the skeles, pulled it to the rocks out front of the tunnel that leads to Boneyard Gully and just did figure 8's around the rocks there. It's pretty easy as long as the others keep the skeletons off.
If you were to solo tier 2 ZNMs from Sarameya path as BLM, which one would be the easiest/less time consuming one? I was thinking of Anantaboga, pulling it to the South of the island, but then I figured the Lullaby spam wouldnt make it very viable unless I brought with me a lot of poison pots or found a berserker's torque. Are any of the others easier/faster to do, or a better way to do Anantaboga as BLM?
I do it a similar way,
Then I just have a macro for PDT:PHP Code:<if NotStatus="Engaged">
<if advanced='$Aftercast == 0'>
<action type="equip" when="aftercast" set="Idle" />
</if>
<else>
<action type="equip" when="aftercast" set="Idle|OhShit-$Aftercast" />
</else>
</if>
<else>
<if advanced='$Aftercast == 0'>
<action type="equip" when="aftercast" set="TP-Set-$Accuracy" />
</if>
<else>
<action type="equip" when="aftercast" set="TP-Set-$Accuracy|OhShit-$Aftercast" />
</else>
</else>
//sc var set Aftercast 1
/ma "Meteor" <me>
And for MDT
//sc var set Aftercast 2
/ma "Meteor" <me>
And re-setting
//sc var set Aftercast 0
/ma "Meteor" <me>
Sry for the double post.
How do you calculate the increase in DoT/WS freq from adding haste?
I have always used:
Improvement in x% haste = [x / (100 - old)] * 100
But just had some one disagree with me on Alla saying it is:
(100-old)/(100-new)
EG:
79% haste before blitz, what gain do you get from blitz?
'My' way 1/(100-79) = 4.76%
The other way (100-79)/(100-80) = 21/20 = 5%
can you auto cancel a buff (hasso/seigan) when you start casting?(i know i can manually do it)
I think I made an oversimplification in that old post I made; it works fine between "typical" limits but as you approach extremes that approximation breaks down (as you've noticed there).
Nowadays I use
[x/(100 - (y + x))] * 100
Where x = increase in haste
y = old haste
So there would be
[1/(100 - (79 + 1))] * 100 = 0.05 * 100 = 5%.
The problem with my old approximation became apparent when you consider very extreme values (which aren't attainable), 99 => 100% for instance. This would be an infinite increase in damage (since anything would just die instantly), however the old approximation predicts it to be [1/(100-99)] * 100 = 100% which is incorrect.
The newer one I use predicts it to be 1/(100 - (99 + 1)) * 100 = 1/0 * 100 = infinity.
Your way is correct, you can also confirm it by using
1/(new delay/old delay) x 100.
For exmaple
100 delay, 50% haste
100 x .5 = 50 delay
50/(100-50) = 100% increase
1/(50/100) = 200%. The 100 is already there (place holder or something) so subtract that and get 100%
(For example of the place holder, let's look at 348 vs 400 delay 1/(348/400) = 1.14 x 100 = 114% = 14% increase)
Edit: Nvm I thought u were doing it the way I do it.
New haste/(100-total haste including what you added) is the correct way. Disregard the rest of my post.
Edited my post btw arg
Addded haste/(100-total haste)
So let's say we're at 20% haste an we want to add hasso. Our total haste becomes 30% haste, but we are adding 10
10(added haste)
______________
100-30(total haste)
= 10/(100-30) = 10/70 = 14.28% increase.
Can also look at it this way.
100 delay. Let's look at 20% haste vs 30% haste
100 x .8 = 80 delay (20% haste)
100 x .7 = 70 delay (30% haste)
1/(new delay/old delay) = increase
1/(70/80) = 1.1428 = 14.28% increase.
So yes, with blitz going from 79 to 80, it's 1/(100-80) = 1/20 = 5%