I don't see why testing would be needed. Sidewinder is a ws afterall.
I don't see why testing would be needed. Sidewinder is a ws afterall.
its the same situation as when Hades+1 beat destroyers: when ever you need more accuracy than your minimal acc gear: full usu+ BB+J torque+merman's earring+White tathlum+str ring +rajas+cerb+1 is approx. 375 acc with max merits. Add pizza it's 315. Hades+1 (and those) would be better for mobs that require 315+ ish acc to cap with pizza, and more than 375 to cap with meat.
So, I know for a while there was a movement to make a random facts thread. It didn't happen, but if it ever does I figure this should probably go in it:
Aspir's MP drain is unaffected by -% Magic Damage Taken.
Does anyone knows if u keep killing normal mobs in campaign battle ( not mega boss) they will keep repoping until u kill mega boss?
Cause i noticed every time i kill normal yags in garlaige (s) for some reason even if i kill 6 or 7 they keep respawning
The normal wave is 10 mobs + mega right?
Friend of mine claimed that using an AOE spell to kill a bunch of mobs will lower the droprate of the ones you didn't actually target with the spell - was this confirmed by devs/patch notes at some point?
I'm pretty sure the only evidence on that is purely anecdotal. There who are some who will swear up and down that it's true, but I honestly don't believe it - it holds about as much validity as Weaponskill killing lowering droprate, /kneel increasing it, and THF kill being absolutely essential.
The peons will continually respawn as long as the battle continues. I believe they respawn every 2~5 minutes. Not certain. I believe killing the main NM causes the respawn time to increase or cause the monsters to stop spawning.
I believe its the former there, as if I remember right, the objective of offensive campaigns is to reduce an enemy's fortifications by 10%.
Also, of course, they will only respawn in offensive campaign. This also holds true for Allied NPCs during defensive campaigns. Defensive forces, as a rule, respawn but offensive forces do not.
HELP
I was screwing around with FFXICalculator and managed to change my FFXI Settings on windower. Any idea how I can undo the changes? Did the calculator change my registery stuffs?
There are a boatload of metrics in this game that are assumed to be true regardless of not having any actual testing to support it. That's fine and works quite well given our lack of time and concern to test every single function in the game.
This is one I think that we can take at face value and just assume it works (for all weapon skills.)
A very, very old update lowered droprates from mobs that aren't 'claimed' when you kill things with an AOE to prevent people from gathering lowbie zones and cyclone or -againg them all for mass drops (as was happening at the time of the update; this was years ago when people still aoe farmed in the highlands)
I'd look up the exact update but I have no idea where to find old updates.
Edit: Also this was listed in said update notes, not just 'omg patch nerfed droprates' panicking as usual
I'm new to MMM exp, couple questions:
A) Is it viable at level 75, rather than sync'd to ~40 with 6th member as PL? If 75 is nonviable, what is your favourite sync level?
B) What runes do I need? I have a boatload of marbles built up from soloing for a belt, so if I can avoid looking through Duplidoc and using only purchased runes it would be a bonus.
No no no, you have it all wrong. BLMs weren't nerfed, it was an anti-RMT measure. That was the same update where RMT were stopped from manaburning ks/bcnms by having consecutive spells of the same element be resisted. Nothing to do with nerfing BLMs, but oh boy, did it ever screw over those poor RMT. How I just laughed, and laughed...