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Reisenjima T4s
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-03-22 22:20:55
WAR won't beat THF. Erinys takes additional damage from piercing, gets to WS for full damage twice as frequently due to Trick Attack, and gets massive WS DMG boosts thanks to Fussetto +2 offhand.
For reference, My Rudra's Storms would do 33k on average with BoG Frailty, Fury, dia2, Chaos Roll, and Indi-DEX with a Shijo mainhand and fairly good WS gear. During Lucid Wing rotations, my SA+TA timers weren't nearly fast enough to keep up with the TP gain, and after wing spam I was decently ahead, but SA alone even with SA timer merits wouldn't have been enough to keep up with the auto-regain from Tactician's Roll (I've since then added Opo-Opo Necklace and Roller's Ring, which should put me at >1000 TP/tic with Crooked Cards.)
Post Aeneas, Rudra's does 41k+ minimum. I can't see anything touching that.
サーバ: Fenrir
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By Fenrir.Magitaru 2016-03-22 22:26:43
oh yeah?
By geigei 2016-03-23 00:25:49
WAR won't beat THF. Erinys takes additional damage from piercing, gets to WS for full damage twice as frequently due to Trick Attack, and gets massive WS DMG boosts thanks to Fussetto +2 offhand.
For reference, My Rudra's Storms would do 33k on average with BoG Frailty, Fury, dia2, Chaos Roll, and Indi-DEX with a Shijo mainhand and fairly good WS gear. During Lucid Wing rotations, my SA+TA timers weren't nearly fast enough to keep up with the TP gain, and after wing spam I was decently ahead, but SA alone even with SA timer merits wouldn't have been enough to keep up with the auto-regain from Tactician's Roll (I've since then added Opo-Opo Necklace and Roller's Ring, which should put me at >1000 TP/tic with Crooked Cards.)
Post Aeneas, Rudra's does 41k+ minimum. I can't see anything touching that.
Erinys was our last kill for aeonic, our thieves did easy 40k+, 64k during bolster...for reference drg never did 20k.
Asura.Saevel
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By Asura.Saevel 2016-03-23 02:28:33
Doing some calcs for TP gain and THFs don't get to WS 2x as often, they simply don't get TP fast enough to do so. To get 1000TP in 60s you need 50TP/ tick which isn't that hard with Tact and sleep potions. To get 1000 in 51s (17 ticks) you need 59~60 TP/tick, again not a problem. To get 2000 in 60s you would need 100TP/tick, and to get 2000TP in 51s you would need 118TP/tick which becomes a much bigger issue. Crooked Perfect Tact is 60TP/tick, Opo-opo is 25, ring is 10, so cap of 95Tp/tick. SCH for Adloqium is 10TP/tick, but that kinds seems a waste of a slot just for that. If the THF was getting sufficient TP back from WS then it could make up the short fall but you'd be really tight on timers.
WAR would only WS once every 60s due to SA timers though it has more then sufficient TP generation. 83 TP/tick is easily attainable with just regular perfect tact roll. 1660TP in 60s, plus Fencer which adds another ~1000TP bonus. Using the same buff rotation as above caps TP generation. Essentially every WS would be a ~3000TP Crit Savage blade with WAR's metric ***ton of +WSD and +CHD stacking on it.
So while a pimped THF would definitely do more then a pimped WAR, the total difference should be in the 30~50% range and not double. Anyhow seeing the people who beat this did it without stacking up on super THF's then it's not going to be a make or break requirement.
Quote: Erinys was our last kill for aeonic, our thieves did easy 40k+, 64k during bolster...for reference drg never did 20k.
What in gods name would a DRG be using in that fight? None of their WS's are high fTP single hit attacks that would stack well with this kind of fight.
By geigei 2016-03-23 02:55:10
He used camlan but he was there for angon.
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By Sylph.Shadowlina 2016-03-23 05:08:50
I did notice that when we went to go do Teles, that Clarsach??? was being a bit weird.
We where running out of range when auras where popping (Apart from the Magic Def Down Aura), that when we where running out of range, if it used Clarsach on the tanks, it would hit the mages if there where on a slightly more elevated plane, this actually killed several of out black mages. (It was 100% not the aura that was killing).
With the positioning that in most of the video kills of Teles, just running straight backwards to the grassy area from the (If teles was on the hill party on the road, then 30" was on the grass behind, at #2). Clarsach was able to hit on the grass behind sometimes, despite that being 30" away and elevated.
So just a little warning from that.
I'm not 100% sure though if it was Clarsach, or another abillity, but whatever it was, it was killing during aura was up, because it was hitting some mages on the grass, as im assuming Height difference was not enough. allowing it to hit, regardless of actual distance away from Teles.
So just be careful, if you want to be 100% safe, start running down the path instead of running to the grass behind.
Bahamut.Tychefm
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By Bahamut.Tychefm 2016-03-23 08:23:13
Congrats to all the people slowly finishing the HELM NMs !
Fenrir.Snaps
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By Fenrir.Snaps 2016-03-23 10:56:59
Doing some calcs for TP gain and THFs don't get to WS 2x as often, they simply don't get TP fast enough to do so. To get 1000TP in 60s you need 50TP/ tick which isn't that hard with Tact and sleep potions. To get 1000 in 51s (17 ticks) you need 59~60 TP/tick, again not a problem. To get 2000 in 60s you would need 100TP/tick, and to get 2000TP in 51s you would need 118TP/tick which becomes a much bigger issue. Crooked Perfect Tact is 60TP/tick, Opo-opo is 25, ring is 10, so cap of 95Tp/tick. SCH for Adloqium is 10TP/tick, but that kinds seems a waste of a slot just for that. If the THF was getting sufficient TP back from WS then it could make up the short fall but you'd be really tight on timers.
WAR would only WS once every 60s due to SA timers though it has more then sufficient TP generation. 83 TP/tick is easily attainable with just regular perfect tact roll. 1660TP in 60s, plus Fencer which adds another ~1000TP bonus. Using the same buff rotation as above caps TP generation. Essentially every WS would be a ~3000TP Crit Savage blade with WAR's metric ***ton of +WSD and +CHD stacking on it.
So while a pimped THF would definitely do more then a pimped WAR, the total difference should be in the 30~50% range and not double. Anyhow seeing the people who beat this did it without stacking up on super THF's then it's not going to be a make or break requirement.
Quote: Erinys was our last kill for aeonic, our thieves did easy 40k+, 64k during bolster...for reference drg never did 20k.
What in gods name would a DRG be using in that fight? None of their WS's are high fTP single hit attacks that would stack well with this kind of fight.
You are overlooking Lucid Wings. I think Erinys was at 25% or less by the time we got through just one party's set of wings (we didn't bother rotating anybody in.) Aeneas + Magian + Moonshade = TP Bonus +1750. Our last fight was less than 8.5 minutes using 3 THFs and we didn't even use Bolster. A walmart THF is going to win even the most decked out WAR.
Quetzalcoatl.Trulusia
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By Quetzalcoatl.Trulusia 2016-03-23 11:28:20
Doing some calcs for TP gain and THFs don't get to WS 2x as often, they simply don't get TP fast enough to do so. To get 1000TP in 60s you need 50TP/ tick which isn't that hard with Tact and sleep potions. To get 1000 in 51s (17 ticks) you need 59~60 TP/tick, again not a problem. To get 2000 in 60s you would need 100TP/tick, and to get 2000TP in 51s you would need 118TP/tick which becomes a much bigger issue. Crooked Perfect Tact is 60TP/tick, Opo-opo is 25, ring is 10, so cap of 95Tp/tick. SCH for Adloqium is 10TP/tick, but that kinds seems a waste of a slot just for that. If the THF was getting sufficient TP back from WS then it could make up the short fall but you'd be really tight on timers.
WAR would only WS once every 60s due to SA timers though it has more then sufficient TP generation. 83 TP/tick is easily attainable with just regular perfect tact roll. 1660TP in 60s, plus Fencer which adds another ~1000TP bonus. Using the same buff rotation as above caps TP generation. Essentially every WS would be a ~3000TP Crit Savage blade with WAR's metric ***ton of +WSD and +CHD stacking on it.
So while a pimped THF would definitely do more then a pimped WAR, the total difference should be in the 30~50% range and not double. Anyhow seeing the people who beat this did it without stacking up on super THF's then it's not going to be a make or break requirement.
Quote: Erinys was our last kill for aeonic, our thieves did easy 40k+, 64k during bolster...for reference drg never did 20k.
What in gods name would a DRG be using in that fight? None of their WS's are high fTP single hit attacks that would stack well with this kind of fight.
You are overlooking Lucid Wings. I think Erinys was at 25% or less by the time we got through just one party's set of wings (we didn't bother rotating anybody in.) Aeneas + Magian + Moonshade = TP Bonus +1750. Our last fight was less than 8.5 minutes using 3 THFs and we didn't even use Bolster. A walmart THF is going to win even the most decked out WAR.
You don't even really need wings. THF/COR can get over 500tp per quickdraw.
Fenrir.Snaps
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By Fenrir.Snaps 2016-03-23 12:21:16
Quetzalcoatl.Trulusia said: »Doing some calcs for TP gain and THFs don't get to WS 2x as often, they simply don't get TP fast enough to do so. To get 1000TP in 60s you need 50TP/ tick which isn't that hard with Tact and sleep potions. To get 1000 in 51s (17 ticks) you need 59~60 TP/tick, again not a problem. To get 2000 in 60s you would need 100TP/tick, and to get 2000TP in 51s you would need 118TP/tick which becomes a much bigger issue. Crooked Perfect Tact is 60TP/tick, Opo-opo is 25, ring is 10, so cap of 95Tp/tick. SCH for Adloqium is 10TP/tick, but that kinds seems a waste of a slot just for that. If the THF was getting sufficient TP back from WS then it could make up the short fall but you'd be really tight on timers.
WAR would only WS once every 60s due to SA timers though it has more then sufficient TP generation. 83 TP/tick is easily attainable with just regular perfect tact roll. 1660TP in 60s, plus Fencer which adds another ~1000TP bonus. Using the same buff rotation as above caps TP generation. Essentially every WS would be a ~3000TP Crit Savage blade with WAR's metric ***ton of +WSD and +CHD stacking on it.
So while a pimped THF would definitely do more then a pimped WAR, the total difference should be in the 30~50% range and not double. Anyhow seeing the people who beat this did it without stacking up on super THF's then it's not going to be a make or break requirement.
Quote: Erinys was our last kill for aeonic, our thieves did easy 40k+, 64k during bolster...for reference drg never did 20k.
What in gods name would a DRG be using in that fight? None of their WS's are high fTP single hit attacks that would stack well with this kind of fight.
You are overlooking Lucid Wings. I think Erinys was at 25% or less by the time we got through just one party's set of wings (we didn't bother rotating anybody in.) Aeneas + Magian + Moonshade = TP Bonus +1750. Our last fight was less than 8.5 minutes using 3 THFs and we didn't even use Bolster. A walmart THF is going to win even the most decked out WAR.
You don't even really need wings. THF/COR can get over 500tp per quickdraw.
QD recast isn't fast enough to keep up with 50 second SATA timers.
By Verda 2016-03-23 12:37:06
He probably means in addition to tactician roll, you don't need wings if you setup quickdraw for TP gain on THF/COR. I mean, that's how it makes sense of what he said right?
Fenrir.Snaps
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By Fenrir.Snaps 2016-03-23 12:56:04
I'm sure that's what he meant, my point still remains though. The goal isn't just to WS once every 25 seconds, you want to try and cap fTP too.
Asura.Saevel
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By Asura.Saevel 2016-03-23 17:43:12
Doing some calcs for TP gain and THFs don't get to WS 2x as often, they simply don't get TP fast enough to do so. To get 1000TP in 60s you need 50TP/ tick which isn't that hard with Tact and sleep potions. To get 1000 in 51s (17 ticks) you need 59~60 TP/tick, again not a problem. To get 2000 in 60s you would need 100TP/tick, and to get 2000TP in 51s you would need 118TP/tick which becomes a much bigger issue. Crooked Perfect Tact is 60TP/tick, Opo-opo is 25, ring is 10, so cap of 95Tp/tick. SCH for Adloqium is 10TP/tick, but that kinds seems a waste of a slot just for that. If the THF was getting sufficient TP back from WS then it could make up the short fall but you'd be really tight on timers.
WAR would only WS once every 60s due to SA timers though it has more then sufficient TP generation. 83 TP/tick is easily attainable with just regular perfect tact roll. 1660TP in 60s, plus Fencer which adds another ~1000TP bonus. Using the same buff rotation as above caps TP generation. Essentially every WS would be a ~3000TP Crit Savage blade with WAR's metric ***ton of +WSD and +CHD stacking on it.
So while a pimped THF would definitely do more then a pimped WAR, the total difference should be in the 30~50% range and not double. Anyhow seeing the people who beat this did it without stacking up on super THF's then it's not going to be a make or break requirement.
Quote: Erinys was our last kill for aeonic, our thieves did easy 40k+, 64k during bolster...for reference drg never did 20k.
What in gods name would a DRG be using in that fight? None of their WS's are high fTP single hit attacks that would stack well with this kind of fight.
You are overlooking Lucid Wings. I think Erinys was at 25% or less by the time we got through just one party's set of wings (we didn't bother rotating anybody in.) Aeneas + Magian + Moonshade = TP Bonus +1750. Our last fight was less than 8.5 minutes using 3 THFs and we didn't even use Bolster. A walmart THF is going to win even the most decked out WAR.
You can't expect an Aeonic as standard for a fight required to get Aeonics. So you are really at 1250 TP Bonus.
I'm pretty sure a decked out WAR would beat a walmart THF thought a decked out THF beats everyone. My point was the difference was much less then the original poster stated.
Fenrir.Snaps
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By Fenrir.Snaps 2016-03-24 00:47:48
I don't expect Aeonic. A good Skinflayer can actually beat Aeneas. High DMG and DEX augments can result in a greater weaponskill base damage and you can get WSD or Crit Damage augments too. You're then left to get at least 1750 TP for every weaponskill to cap f TP. A Store TP build of 70 (easy to obtain), Samurai's Roll (40), and Store TP II (15) leaves you at 125 Store TP. Lucid Wings II will give you 2250 TP under these conditions, so you're already done for half of your wings. Lucid Wings I will give you 1150 TP. You can get the remaining 600 TP in 7 sticks (21 seconds) with 95 TP/tick regain. This is fast enough to saturate SATA timers with full merits.
In regards to WAR vs THF, it's not even close. Savage Blade has split mods that are difficult to gear for. Buffing is also suboptimal for the this reason and made worse that you must choose between WAR or THF buffs if you've got a mixture of DD. Rudra's also has an innate 25% damage bonus. I don't doubt that Savage Blade will do decent damage, but it's not going to do more than Rudra's. If you're doing the fight right (a good wing rotation), you should see twice as many Rudra's as Savage Blades.
Asura.Saevel
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By Asura.Saevel 2016-03-24 01:05:37
In regards to WAR vs THF, it's not even close. Savage Blade has split mods that are difficult to gear for. Buffing is also suboptimal for the this reason and made worse that you must choose between WAR or THF buffs if you've got a mixture of DD
Huh what? There is no such thing as "WAR buffs" or "THF buffs", you get the same. The original poster claimed Chaos + Tact roll, which is what I operated under. If your experiencing a huge damage increase with bolster frailty then you are no where near close to capping pDiff and thus chaos would be better then samurai's. I guess you are referring to Boost-Dex / Entrust Indi-DEX? Why is there a WHM in the melee party in a fight where melee's won't be taking damage? Entrust Indi-DEX is only +25 STR. Or are you doing this fight with more then one GEO for the melee's? STR also boost's your WS damage via fSTR, so you can treat it as a 25% WS mod for gearing purposes along with some small amount of attack.
As for Savage vs Rudras, they are about the same. WAR itself gets ridiculous amounts of TP Bonus along with WSD and CHD. STR is a better mod then DEX due to fSTR and you not needing accuracy or critical hit rate. Look up WAR's gifts to get an idea along with what a Fencer build looks like with Kirin Sword and Blurred Shield +1.
I've looked over the math and it's not nearly as one sided as your making it out to be. Your relying on infinite wings throughout the entire fight to give you 3000TP WS's every 25s, which is true early on but not true once those run out at the halfway mark. You also rely on a robot playing your character and getting perfect alignment and using JA exactly as the timer hits 0.
So while I do agree that a super THF will easily beat a super WAR, a thrown-together THF will lose to the same super WAR. This distinction is important because this fight doesn't drop anything good, it's purely done for aeonic access. Gearing a THF from the ground up, making that magian dagger, would be a waste of someone's time if they already have a powerful fencer WAR setup, or even BLU (with the same magian sword). The point of this discussion isn't about which job is absolutely better so you can put your bias away, but rather should someone who already has an extremely well geared WAR (billions of gil worth of gear, 2100JP, nearly all HQ options, ect..) bother throwing together a town geared THF just to get a win for his Aeonic GAXE.
Fenrir.Snaps
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By Fenrir.Snaps 2016-03-24 01:27:21
Boost-DEX
Geo/Indi-DEX
Dex Etudes
I'm not relying on the assumption of infinite wings. Maybe you missed it before but we did this fight in just over 8 minutes without using Bolster. We didn't get through our Lucid Wings until it was already below 25% HP (and at some point remembered we hadn't used Deadalus Wings.) We could have done the entire fight using wings if we would have swapped just two people in the ally to wing us. Riding SATA timers is not hard either. You can use Sneak Attack/Trick Attack before you have TP as the buffs don't wear off for a minute, there is plenty of lee-way. You don't need to be a robot to do it.
A THF with mediocre gear and some idea of how to play is going to wreck even the best geared WAR. It's not time consuming or difficult to gear THF. You don't need any JP and if you have BLU or NIN geared chances are you are mostly done. If you don't want to gear THF, by all means use WAR, but the notion that a WAR can even compete with THF for this application is simply false.
Asura.Saevel
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By Asura.Saevel 2016-03-24 01:33:05
A THF with mediocre gear and some idea of how to play is going to wreck even the best geared WAR. It's not time consuming or difficult to gear THF. You don't need any JP and if you have BLU or NIN geared chances are you are mostly done. If you don't want to gear THF, by all means use WAR, but the notion that a WAR can even compete with THF for this application is simply false.
No.
You are being extremely biased by downplaying the mechanics involved. The only THF's I know who even have that magian dagger are the hard core ones that I already admitted would easily beat me. Walmart THF's won't have that, but I assumed they would when doing the analysis. You are making a ***ton of assumptions and altering definitions to be contrarian and "win" an internet fight for your home team. That is both unnecessary and the exact kind of arguments that serve zero purpose.
And yes JP matters, if you don't understand why then you don't belong in this discussion.
Bismarck.Nobunobu
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By Bismarck.Nobunobu 2016-03-24 01:34:33
Still stuck with Schah, we got to kill all adds except for mantri, had about 15+mins. Schah seem to be taking around 40-60k death dmg only. Do we need to take down mantri as well to get the full damage?
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-03-24 01:48:44
Our 0 JP THFs say otherwise, but anyway.
No, Mantri does not need to be killed to obtain full damage on Schah. I had no issues doing 99,999 without bolster. We plan on testing to see if the initial claim of Schah not taking any DMG without killing adds is false or not sometime within the next week. If Schah takes damage from the start then you can most likely kill it before it even gets 6-7 adds out which makes the fight several orders of magnitude easier.
As an aside, 15 minutes seems kind of early. We thought the same around the 15 minute mark, but it kept spawning Bhata eventually (maybe like 1.5-2min each instead of 30 seconds) so that may have to do with it? Although going by what you said it sounds like you timed out, so that may not be the case
Fenrir.Snaps
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By Fenrir.Snaps 2016-03-24 01:48:50
A THF with mediocre gear and some idea of how to play is going to wreck even the best geared WAR. It's not time consuming or difficult to gear THF. You don't need any JP and if you have BLU or NIN geared chances are you are mostly done. If you don't want to gear THF, by all means use WAR, but the notion that a WAR can even compete with THF for this application is simply false.
No.
You are being extremely biased by downplaying the mechanics involved. The only THF's I know who even have that magian dagger are the hard core ones that I already admitted would easily beat me. Walmart THF's won't have that, but I assumed they would when doing the analysis. You are making a ***ton of assumptions and altering definitions to be contrarian and "win" an internet fight for your home team.
And yes JP matters, if you don't understand why then you don't belong in this discussion.
All of our THFs made magian daggers for this fight. You only need to get a Fusetto +2 for TP Bonus +1000. It takes a few hours but it's worth doing. If you think that's too much effort for a HELM fight you should reconsider doing Aeonics. I've you've got something interesting to say about job points, please enlighten us. At 45 job points, I've got the most of the 3 THF we've been using.
I'm not making unfair assumptions, I have done the fight three times now. We have tried using WAR, it's not a close competition unless you are doing something wrong.
Asura.Saevel
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By Asura.Saevel 2016-03-24 01:55:54
And now your not even reading what I write in your haste to "win".
So *click* problem solved.
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-03-24 02:01:40
saevel strikes again lmao. keep your garbage out of my thread thx
Fenrir.Snaps
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By Fenrir.Snaps 2016-03-24 02:26:07
And now your not even reading what I write in your haste to "win".
So *click* problem solved.
I think what is clear is that you're actually trying to justify using your WAR. If you want to use your WAR, go ahead, nobody is gonna stop you. Don't spread misinformation in the process though.
Asura.Devdas
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By Asura.Devdas 2016-03-24 03:04:04
This entire argument is completely ridiculous if the main basis of comparison is someone who is either new or does care about their job vs. career players... What does that even prove? Point of the matter is that a good thief will beat a good warrior... Doesn't stop someone from coming WAR but arguing otherwise is idiotic.
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By Fenrir.Nightfyre 2016-03-24 03:16:43
Pretty sure I could spend a couple days gearing up a 0 JP THF and outparse a decked WAR with it, so it's not even really about a "good" THF. Fusetto +2 hardly marks a "hardcore" THF either, it's an otherwise long-dead weapon that only takes a few hours to make. It's not so much something I'd expect a serious THF to carry as it is something I'd expect to have on hand for this specific fight. That's really the whole setup in a nutshell: the point at which THF starts to (convincingly) beat any and all other options for this fight is rather low.
A well geared WAR is "good enough", but it still can't hold a candle to THF here.
Bismarck.Nobunobu
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By Bismarck.Nobunobu 2016-03-24 03:23:43
Our 0 JP THFs say otherwise, but anyway.
No, Mantri does not need to be killed to obtain full damage on Schah. I had no issues doing 99,999 without bolster. We plan on testing to see if the initial claim of Schah not taking any DMG without killing adds is false or not sometime within the next week. If Schah takes damage from the start then you can most likely kill it before it even gets 6-7 adds out which makes the fight several orders of magnitude easier.
As an aside, 15 minutes seems kind of early. We thought the same around the 15 minute mark, but it kept spawning Bhata eventually (maybe like 1.5-2min each instead of 30 seconds) so that may have to do with it? Although going by what you said it sounds like you timed out, so that may not be the case
We did time out, was surprised with low death damage considering we have x2 idris geo. setup was x3blm+x2 geo(idris)+COR , 2nd pt: Pld,whm,schx2,geo.
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-03-24 08:53:17
What do their death sets look like? Was it lights day? Did they forger voidstorm? Were all 3 going at the same time or were they staggered?
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By Sylph.Shadowlina 2016-03-24 08:57:29
I was going to say, if you where ignoring the mantri, but still struggling , there is something wrong with your peoples death sets, or buffs not being applied properly, etc etc.
Where you riding Klaustra? Did you use comet/Impact before deaths to maximize damage etc.
Small things will make the difference.
Quetzalcoatl.Trulusia
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By Quetzalcoatl.Trulusia 2016-03-24 09:43:11
I did the math for that whole THF vs. War thingy.
I gave the WAR literally the best possible gear, and I gave the THF gear I felt a WAR in the best possible gear could get in a day or two(Modestly augmented Hercs with Adhemar head). 2100 JP on WAR, 0 JP on THF. Because I have no idea how much VIT Enriys has, I just floored fstr, so my numbers will most likely be lower than they should be. That said, I capped pdif(Probably not going to happen outside of Bolster and BoG) since I presume both groups have Idris Geo. Obviously things will drop to lower values over the course of the fight as things change, but the math has to be done in controlled ways , and IT'S NOT MEANT TO BE PERFECT, it's just to get an idea of how things look.
I have the THF doing 12948 more damage per minute vs. the WAR.
The extra base damage from Sneak Attack and Trick Attack is mostly irrelevant considering it's added after http://ftp. What REALLY pushes THF ahead is the same ***everyone else has said. You can do 2 Rudras for every one Savage, and weakness to piercing. If it weren't for the weakness to piercing, they'd actually be about the same.
TLDR: Mathmatically, even a scrub tier THF will do 25% more damage per minute than a god tier WAR. IN A VACUUM UNDER VERY CONTROLLED CIRCUMSTANCES, YMMV.
Quetzalcoatl.Trulusia
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By Quetzalcoatl.Trulusia 2016-04-03 15:40:21
Double post to bump and add a question.
Does anyone know if the banish line of spells will reduce the DT of Vinipata? He's technically undead and I imagine those are considered special DT amounts, so logic wise I feel it should work. He also drops a hat that increases banish potency. My LS was planning to fight him tonight and I found myself wondering about this.
Also worth mentioning, has anyone tried to use Rangers against the Amphiptere? He takes extra damage from piercing, his wind aura wouldn't mess up rangers, he has high mdt or something to discourage nuking and he drops ranger gear. I think we can all agree the way we are killing him now is probably not the intended way to kill him. Just curious if anyone has tried.
Edit: Having done the Amphi with just Beastmasters dealing damage, his evasion isn't really that bad tbh. About on par with Teles I think? His Wind Aura can also be avoided if you stand inside him.
Didn't see a thread up here and the info on BG is all over the place so I figured I'd make a thread to summarize the NM kill strats so far for people who want to try it for themselves. Everyone is welcome to add info themselves and I'll update the OP
Albumen
Ashweed x3 + Void Grass x3 + Vermihumus + Coalition Humus
Notes:
-4x Adds spawn with the main NM
-4 More spawn at 28:00, and 4 more spawn at 26:00 for a total of 12x adds (doesn't spawn any more, may respawn if you kill them, unconfirmed)
-Adds won't hesitate to SP shortly after spawn (about 10 seconds after.) Possibly 2hs are Chainspell, Mijin Gakure, Benediction (I haven't seen a 4th one? It might be the DNC one?)
-Main NM has access to standard Korrigan moves (including Fatal Scream, Petalback Spin etc.)
-Petalback Spin causes hate reset
-Stunnable by GEO/BLM with just focus or languor.
-Main NM can do Hundred Fists (often does Terror->Hundred Fists)
-Main NM has a 5-15 second long enpetrify effect that lands semi-frequently.
Strategies
Source: Ramzus/Lyramion
The only strategies recorded thusfar have been by Lyramion/myself. I don't know the exact details of his but the underlying concept is the same so I'll just add whatever I know, he's welcome to add in points himself after he wants.
Setup: BRD/BLM GEO/BLM PLD WHM | BLM/SCH BLM/SCH BLM/SCH BLM/SCH GEO/WHM COR/WHM | SCH SCH
Buffs:
Languor, Malaise, Focus, Haste, Entrust Acumen
Tactician's Roll, Wizard's Roll, Voidstorm (II)
Part 1: Adds Spawning
BRD pops JAs before spawning it (NT, Marcato, Elemental Seal). Horde Lullaby 2 on spawn immediately before they allahu akbar you. From here on, it's basically just afk until more adds spawn. The BRD needs to pop super revit as soon as possible, and then reuse JAs at ~28:30 remaining in the fight to resleep the 4 new adds that will spawn. After that, afk again until 26:00, once all 12 have spawned, someone can wake up all the adds to wipe your ally as fast as possible.
Part 2: NM Fight
Wait for everyone to recover and for BRDs JA timers to come back up, we rotated the SCH into the BLM pt for voidstorm 2 and then moved them back out.
BRD opened with NT/Marcato/Ele Seal and pulled with Horde Lullaby II (make sure your BRD memorizes how long their Lullaby lasts with NT+Marcato and NT+Marcato+CC) then we moved the Mandragora away from all the babies and started Gravitations alternating Death in pairs. The GEO in the tank PT popped BoG Languor for now.
As soon as possible, The COR should go into the PT with the BRD and RD'd + Super Revit RD'd again to get Marc/Ele Seal/NT back up, as well as got the GEO's BoG back for another Languor. Then at some point, The tank PT GEO did bolster malaise+languor and one of the SCHs tabula rasa'd and we just Death SC'd continuously. The BRD made sure to keep track of her Lullaby timer and told me when it had <30 sec remaining, then I ele seal Breakga'd then the BRD reapplied Lullaby with NT/CC/SV/Ele Seal for an additional 6.5min for a total of 12min. At some point the COR WC'd the BRD+1st bolster to see if they'd get it back (just in case for some reason it takes more than 12 min of fighting to kill). If bolster didn't recover then our GEOs swapped PTs and continued. The GEO/BLM can stun Petalback Spin 100% of the time with just Languor or just Focus, we only got hate reset 1 time because it did it mid-cast so it got through.
Erinys
Voidsnapper x3 + Ashweed x3 + Mistmelt + Scroll of Tornado
Use THF, THF, THF, THF and THF. Every other DD is an absolute waste of time. Rudra's does 20k+ easily with either SA or TA and way shorter timers.
Buffs: Chaos, Miser, Tactician, Samurai, Frailty, Fury, Wilt, DEX/Barrier
Setup: PLD/BLU WHM, SMN, GEO (WHM was dualboxed by PLD so no /smn)
GEO THF/SAM THF/SAM THF/SAM COR/SMN /SMN
I dualbox'd GEO and did wilt/frailty in the tank pt, and DEX/Fury in the melee pt. The bubbles never wore for the most part (i did switch frailties between pt a few times and changed DEX to Barrier in tank pt) but you should never have an issue with it wearing off.
We also had all 6 members of the THF pt to get both lucid wings1/2 and we timed using them around when all THFs offloaded tp, in reality I should have saved them for when I did bolster but that's just for something to consider in the future.
We had 2 COR/SMN and a SMN rotating lullaby with SMN->COR1->SMN->COR2->SMN etc as soon as timers were up after the initial spacing out of lullabies to get a good cycle going. We opted from using BSTs to kill adds and just mewing lullabied all of them, not a single TP move went off the entire 23min fight.
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem.
Onychophora
Void Crystal x3 + Void Grass x3 + Titanite x10 + Worm Mulch
Notes:
-Absorbs damage during TP moves
-Does relatively little damage, as do adds.
-Luopans soak Gorge/Disgorge damage making it a non-issue.
-Has unique TP move called Psychosis Gorge(sp?) that is an unerasable/sacrificable impact type stat reduction.
-Absorbs magic damage after casting Fire type spells below 50%, switches to absorb Physical Damage when it starts casting Earth spells
-Spawns adds after first SC, will retaliate with Doomvoid if you repeat the same SC, need to cycle some elements (not sure total amount)
-Increasing SC level causes more adds to spawn, can cycle t1 SCs.
-Main NM and babies can all Dustvoid to fully strip tank equipment, need some sort of method of immediately getting it back on so you don't die (our PLD make an equipset and macro'd it and mashed it when it did dustvoid.)
Strategy:
Source: Lyramion, Ramzus
PT1: PLD WHM SCH GEO
PT2: SCH BLM BLM BLM GEO COR
Buffs: Wizard's Roll, Tactician's Roll, Languor, Malaise, Focus, Acumen
I followed Lyra's suggestion of doing Wind->Ice->Fire->Dark->Thunder-> but I'm not sure how much it matters? If possible, Wind->Ice->Dark would probably work the best as those produced the highest damage nukes. I had BLMs self storm on every single SC so I wouldn't have to deal with it. On the wind SC I had the other SCH SC, no one except me MB'd so I could get some super powered Helix off. Without Bolster/Temp I was landing 13k Helix, with Bolster+Soldier the highest I saw was 30k.
There is very relatively little damage dealt by the NM this entire fight, GEOs should theoretically be able to full time BoG bubbles until they wear off naturally, unless they have enough regen (not sure if it's even possible to fully negate?)
During the more important SCs (Wind/Dark) we'd spam dia on the NM to force it to use a TP move before going, just to guarantee not healing it since 3x Death was doing >200k damage total. The TP feed is incredibly slow on this NM so this is a guaranteed method of being able to avoid TP dmg absorption 100% of the time if you SC immediately after it goes.
However, below 50% when it starts absorbing damage based on whether it's casting fire/earth, it starts to do multiple TP moves in a row instead of just one, so do be careful of that. We opt'd out of using silence after the first 3 landed, since it appeared to use spells almost guaranteed after silence wore which disrupted the flow of the battle. I'm not 100% certain, but I think it casts spells every 30 seconds and whether it decides to use Fire or Earth is random? It does use the same element spell multiple times in a row, though. I didn't observe enough to see whether it occurs in phases or not.
Schah
Voidsnapper x3 + Gravewood Log x3 + Leisure Table + Trump Card Case
The hardest fight in the game. Tumult Curator might be close, but he doesn't really give anything special. Anyone who wants an aeonic weapon eventually has to face this guy, who is on another level from all of the other NMs required. Even the best geared and most coordinated groups WILL lose to this guy, multiple times, before winning once.
Everything about this is a nightmare. Schah spawns a grand total of 14 adds; 7 Bhata (pawn), 2 Ashva (knight), 2 Gaja (bishop), 2 Ratha (rook), and 1 Mantri (queen). If any Bhata lives for too long (2-3 mins), it "promotes" into another Mantri. Ashva can use Banneret Charge (sets HP to 1) from 100%, which is basically an instant loss if it hits the PLD. Gaja can use Besieger's Bane (20' Terror+Zombie+Bio) from 100%, which is, again, instant loss if it hits the PLD and WHM. Every single caturae possesses knockback TP moves, and they can go into the trees and knock the PLD out of the corner. Hate is nigh impossible to hold; they WILL eventually split off from the PLD and attack others.
There are some good sides, and some key points. Bhata has less health than the other adds, and will almost always die in one SC+MB volley. Ratha does nothing special, so it can be left alone until the two Ashva/Gaja are dealt with. Mantri has FAR more health and defenses than the other adds (letting a second Mantri spawn is basically game over), but she can't use Enthrall (charmga) until 50%. Finally, don't even think of keeping the adds alive; Schah himself takes virtually no damage until they're all dead.
With all adds dead, it becomes a race against the clock. Only Death does any reasonable damage against Schah, so as many of those need to fire off as possible (hence BLM/SCH). Be careful; we have seen Schah use Besieger's Bane, Royal Decree, and Enthrall, as well as all the other caturae TP moves. We haven't seen him use Banneret Charge, but that just might be extremely rare. This is far easier to survive than with adds up, but don't let your guard down. Slack off on damage at any point, and you very well might time out.
The Corsair was dualboxed (by me). Every other job you simply cannot dualbox, too much is required. Setup was PLD/BLU WHM SCH in tank pt, then BLM/SCH BLM/SCH SCH GEO GEO COR. 1 Idris, no mage has any Amalric+1 gear. We did get lucky on Wild Card reset this time, but we have beaten him without it.
Before you start worrying about getting clears for an aeonic weapon, ask yourself if you're ever going to be able to beat this guy...because to get one, you're going to have to. Using a brew won't count either. Up for the challenge?
Teles
Void Crystal x3 + Voidsnapper x3 + Siren's Hair + Scroll of Maiden's Virelai
Notes:
-Uses SPs in random order at 79, 59, 39, 29, 19 and 9%. At 9% it will keep using SPs over and over.
-Each SP comes with a mega range aura.
-Soul voice: 1 minute silence aura and it gains access to virelai and a charm TP move called Entice. Vex/attunement will block Entice 99% of the time, but only charm buffer can block virelai reliably. Important to note that charm buffer can be dispelled easily in this fight. We had PLD use Sent. or invincible when this aura was up, but tank party will still have to rely on healing temps if HP goes too low.
-Manafont: 1 minute MDB down aura. Laughably easy to deal with if you have vex/attunement and Aegis on PLD. This is a good period to do as much damage as you possibly can.
-Invincible: 30 second 200-300/tic dia aura. Manawall can block this damage, which leaves the rest of the mage party to heal themselves. As long as no one panics and uses cures/temps, it's not too bad to deal with.
-Heavily favors using Clarsach when someone pulls hate at a distance, usually resulting in the entire backline getting 1shot.
-It's very important to pop this at a spot where the mage party can abuse terrain due to Clarsach's range. There are a few spots that work, but we settled on the spot near warp #2.
Strategy
Source: Ejiin
Tank party: PLDx2 GEOx2 WHM. Mage party: BLMx3 SCH GEOx2.
-PLD x2 was used because it has wonky hate, similar to Seiryu mechanics, where once damage is dealt to it, it will partial reset hate on its current target and chase the person who damaged it. This can be completely negated by having a 2nd tank who tries to get hate during periods when damage is done to it. Doing this, it did not chase BLM even once the entire fight.
-WHM was pulling hate a lot and wiping the backline, so we ended up having the WHM stand with the tanks.
-GEOs were used for vex/attunement/focus/wilt and entrust haste cycle for tank party, which made Teles very manageable to deal with. Focus was so the GEOs in the tank party could land dispel. GEOs in the mage party did standard mage GEO buffs/debuffs.
-Clarsach gives it many buffs, including Attack/MAB/MDB/Meva boosts, so it's a good idea to have several people on Dispel duty.
-Magic burst Death in pairs, spacing them out appropriately to avoid magic resistance mechanic to allow for 99,999 on each death.
Vinipata
Void Crystal x3 + Duskcrawler x3 + Bone Chip x10 + Scarletite Ingot
Notes:
-Spawns with 2 adds, Green Naraka has random hate, Blue one usually stays glued to the tank.
-Astral Flow at around 46 and 16, seems to be a hybrid between AF and Meikyo? Will do Sakra Storm or Yama's Judgment at the end of 4 TP move and spawn 2 more adds at the end of each AF, for a maximum of 6 adds. Will spawn a Green+Blue Naraka each time
-Meikyo Shisui at 74, 49, 24%, and spams it below 10%. Will also do Sakra Storm or Yama's Judgment as its 4th TP move.
-Yama's Judgment is 5-count doom.
-Meikyo Shisui during Raksha Stance : Judgment or Illusion > Judgment or Illusion > Vengeance > Yama's Judgment
-Meikyo Shisui during Yaksha Stance : Bliss or Damnation > Bliss or Damnation > Oblivion > Sakra Storm
-CAN BE STUNNED with elemental seal (save it for the 4th tp move of SP)
-Fairly resistant to most debuffs.
-Will heavily favor Raksha Stance which gives it -50% MDT. Can supposedly be terror/DT reset proc'd by completing a SC in the middle of the animation for a stance TP move.
-Killing adds will cause him to respawn one per TP move until he reaches his current maximum add capacity.
Strategy
Source: Papesse, Ramzus, Lyramion, Geigei
PT1: PLD RUN WHM SCH SCH BRD/BLM
PT2: BLM BLM BLM BLM GEO/WHM GEO/WHM
Buffs: Focus, Haste, Malaise, Languor, Entrust Acumen, Firestorm II
Fight is very heavily terrain dependent, Warp#2 highly recommended.
Like Albumen, this fight is highly dependent on BRD sleeps.
The mages should be positioned at the top of the hill, while the PLD tanks it at the bottom of the hill with their back facing the mages, Vinipata should be on the dirt path. Knock back makes this fight a total bitch, the PLD needs to be very alert and run immediately back to Vinipata if they get knocked back before it gets repositioned closer to the mages.
Part 1: Initial Spawn + Fighting
The BRD should open with NT CC Ele seal and sleep the adds right on pop. The PLD runs the NM down the hill, positions it. As soon as positioning is good, 1 GEO should bolster Focus+Malaise while the other does BoG Languor+Haste. The first SCH can also tabula rasa and then immediately start spamming fusion while the RUN Gamb/Raykes and the BLMs MB Firaja->Fire6. This fight is highly dependent on your ability to push Vinipata down to the next set of adds spawns.
GEOs should be helping with status ailments, particularly spamming cursna on the PLD on Yama's Judgment. Global recasts on Cursna make it hard for a single WHM to consistently remove it on time while dealing with curing+other debuffs.
As you continue to MB it down, prepare yourself at approximately 50% for Astral Flow to occur, and BLMs should change off of Firaja to just single target MBs. As soon as the AF animation goes at ~46, everyone should just gather ontop of it and wipe as soon as possible, having a good Helix II MB on it shortly before 50% is indispensable as it can whittle down a good 10% while someone zombies vinipata during recovery.
Part 2: Saccing
Right before wiping, someone needs to throw a Bio II or Dia II on Vinipata just in case to prevent it from regening while zombing. We had our GEO that used bolster sac it while we all recovered. It is highly important that you wipe TOWARDS THE DIRT PATH AS LOW AS POSSIBLE and remain there while waiting for weakness to wear, otherwise a stray TP move while saccing might wipe all of you again. When ready, get buffs up again, the BRD should this time use CC + SV ontop of the usual JAs for maximum duration sleep on adds, since the goal is to (hopefully) kill it before adds wake up this time.
Part 3: Killing it
Everyone repositions again, mages should hide at the very top of the hill in the little corner to avoid TP move on pull, BRD pulls with Horde Lullaby II again with all JA/SP while PLD stands on bottom of hill ready to flash Vinipata on pull.
Repeat the same thing, the 2nd GEO and SCH should now Bolster/TR (obviously switch bubbles on GEO so that you have Bolster Malaise+Focus again) and start SCing + Firaja/Fire6 with Gambit/Rayke. The RUN should also super revit so that they can Gambit+Rayke at low % again just to force it to 0, as <10% can get messy.
The BRD also needs to super revit before 25% to have JAs ready to immediately sleep adds 5/6 when they spawn. At that point, go back to strictly single target, and throw out another Gambit+Rayke, and hope that it dies before anything wakes up. You should IDEALLY have about 15 minutes left, but you may find that to not always be the case. If you wipe at <10% (we have at least 3 times), continue saccing it until the BRDs JA timers are up, it'll be a really bad time crunch as you have probably 3 min to finish it. You'll need to watch out too because it likes to use Meikyo frequently <10%, and when you start the fight it'll open up with 4 tp moves while repositioning, so everyone needs to stay away, as it will very easily wipe you.
This fight is very very dependent on how frequently it uses Raksha Stance. We've had fights take 12 min, and fights taken 29 min entirely because it stayed in Raksha Stance for 100% of the fight.
Zerde
Void Grass x3 + Ashen Crayfish x3 + Flan Meat x10 + Black Pudding
Notes:
-Arguably the easiest fight, is a complete Zerg.
-Spawns with 2 adds that cause an approximate 21'? 400 dmg Bio Aura. Killing the adds will drop the aura until new ones spawn.
-Frequently spawns new adds, at <50% it gains access to adds that give a doom aura.
-Auras can be avoided by everyone except for PLD+WHM by abusing terrain on Warp 2.
-Gains access to charm at <50%.
-Can be proc'd with SC+Fire MBs (?)
Strategy
Source: Ramzus, Lyramion.
PT1: RUN PLD/BLU WHM
PT2: BLM BLM BLM SCH GEO GEO
(can alternatively throw SCH into tank PT after storms and bring 4 BLM).
Buffs: Languor, Malaise, Acumen, Focus, entrust Haste, Firestorm II
1 BLM should use elemental seal before pop, and immediately stun it when its popped to avoid a 10 second stun from Just Desserts. The fight entirely relies on this opening stun.
Once positioned, the PLD uses appropriate /BLU spells (Jettatura, Geist Wall, Sheep Song etc.) when adds spawn to hold hate. Everyone should abuse the hill terrain to be a good 23' away from the NM and avoid aura. We had both of our GEOs Bolster + have the SCH TR + Embrava both PTs and just zerged it down with Firaja->Fire 6 MBs in under 2 min.
The PLD+WHM should use Charm Buffer before 50% (around 60 is pretty good) as it goes down pretty fast, and might use charm fairly fast. It has a fairly large range on it, as our WHM got hit by it on our first win, so assume that it'll probably be 20'.
Every time we've fought it, SC+MB proc'd it around 60% and made it take very massive damage (i.e. multiple 99,999 Fire MBs) which made it drop really fast, I'm not sure how easy it is to replicate this.
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