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The Odyssey - || Strategy and Discussion ||
サーバ: Asura
Game: FFXI
Posts: 1363
By Asura.Pergatory 2023-02-23 10:29:55
We always do Ooze, and sometimes he regens while sometimes he doesn't. It does seem like when it happens, he always goes up around 3%. It's not the full regen like I suspected in my earlier post.
For example we've had a few times where right at 74% he pops an SP that halts our progress (which unfortunately is 3/5 of them) or just immediately Denounces (or both) and so we wipe right at 74%. When that happens, sometimes our second KI starts at 74% and sometimes it starts at 77%.
If it starts at 77% it's a disaster because he's no longer in fetter mode. So you're stuck kind of standing around for 60 seconds after pull, or trying to bring it to 74% with Geohelix and stuff to force fetter mode. Also, TP draining is a lot harder without fetter mode so that's fun.
I'm thinking this has to be a bug.
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By Asura.Toralin 2023-02-23 13:04:20
did you do any beast max hp down ***? that seemed to mess up the numbers for me.
We do P. Ooze -> C. Ooze then TP drain, and well be hitting him down and after the P ooze wears, his HP will jump down 10%. ie: if were hitting him down to 83% all of sudden it will goto 73%. Well continue to DD it down as far as we can before he wipes us
yeah, it's prob why ur seeing him higher than when you left him.
stuff only regens to nearest 5% for us, unless we did ooze, then it does something different for the starting hp% for 2nd KI.
Had a couple tires today got him to 72% on KI1, then after rr and what not it regens to 80+ on both of them, when we came back he was at 72%. We were pleasently surprised with that, not so much happy with the MAB down aura.
It does seem bugged, but its def different behavior than the others NMS
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Asura.Alseyn
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Game: FFXI
Posts: 75
By Asura.Alseyn 2023-02-23 17:02:47
Did that winning Bumba group only use Gambit for Kaustra, and not Rayke as well?
Does anyone know if they were using Rayke at all? It should be a bigger damage boost than Gambit (and lower resist rates to boot); Bumba has a 70% darkness resistance rank when not absorbing, brought to 85% during darkness SC, so Rayke would bring it to 130%, which increases the magic burst multiplier from +85% to +150%. The transcript didn't mention it, but maybe they were just taking it as a given that they used it.
Answering a bit late because I haven't been following the thread, but they were only using Gambit so that they could RD it back easily, and once they were done with JA resets, there was at least one Rayke toward the end. (You can see a レイク/Rayke macro from Shonuts in the chat log at around 14:57 on the video)
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By Asura.Toralin 2023-02-23 18:06:04
You could for sure use 2x rayke, one before wild card and one after since you need a 5 or 6 anyway to win
Asura.Alseyn
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Posts: 75
By Asura.Alseyn 2023-02-23 19:55:47
Had another look at the video to see if there were any other Raykes but didn't spot/hear any.
Enmity control maybe? I did notice the RUN (Shonuts) takes the Razz out to Narnia before using Foil.
Also in the comments, the SCH posted their Kaustra set:
Bunz Rod r30
Ammurapi Shield
Ghastly Tathlum
Arbatel Bonnet +3
Argute Stole
Regal Earring
Malignance Earring
Agwu's Robe r30
Agwu's Gages r30
Metamorph Ring
Freke Ring
Agwu's Slops r30
Arbatel Loafers +3
Lugh's Cape w/ INT 30
Dark obi (lol)
For the bits where they didn't specify HQ numbers/ranks you can probably assume maxed out lol.
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Carbuncle.Slib
サーバ: Carbuncle
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Posts: 46
By Carbuncle.Slib 2023-02-23 21:54:32
We always do Ooze, and sometimes he regens while sometimes he doesn't. It does seem like when it happens, he always goes up around 3%. It's not the full regen like I suspected in my earlier post.
For example we've had a few times where right at 74% he pops an SP that halts our progress (which unfortunately is 3/5 of them) or just immediately Denounces (or both) and so we wipe right at 74%. When that happens, sometimes our second KI starts at 74% and sometimes it starts at 77%.
If it starts at 77% it's a disaster because he's no longer in fetter mode. So you're stuck kind of standing around for 60 seconds after pull, or trying to bring it to 74% with Geohelix and stuff to force fetter mode. Also, TP draining is a lot harder without fetter mode so that's fun.
I'm thinking this has to be a bug.
Not a bug but the ooze messes with the hp threshholds in which he will stay at once you reach it. For example, if you land ooze at 100% before doing damage, you will then have 90% as his starting hp for the calculation. Thus every 4.5% is the next threshhold in which he regens to after you go in next time. So in that case, 90%, 85.5%, 81%, 76.5% ( this is where you see 77%), then 72% and so on.
If you do ooze and it doesn’t land then it’s 5% intervals.
Hope that makes sense.
By suuhja 2023-02-23 23:40:10
If it starts at 77% it's a disaster because he's no longer in fetter mode. So you're stuck kind of standing around for 60 seconds after pull, or trying to bring it to 74% with Geohelix and stuff to force fetter mode.
So far we've ignored the fact that it's 77% and set up normally, dropping an 80k kaustra which immediately puts it in 2h+fetters mode. I haven't seen a downside yet to doing so, or any reason to push it to 75 some other way. Assuming you avoid a darkness absorb cloud anyways.
By Vaerix 2023-02-24 02:49:25
If it starts at 77% it's a disaster because he's no longer in fetter mode. So you're stuck kind of standing around for 60 seconds after pull, or trying to bring it to 74% with Geohelix and stuff to force fetter mode.
So far we've ignored the fact that it's 77% and set up normally, dropping an 80k kaustra which immediately puts it in 2h+fetters mode. I haven't seen a downside yet to doing so, or any reason to push it to 75 some other way. Assuming you avoid a darkness absorb cloud anyways.
Do you just do a quick compression sc? Or you don't care really
Carbuncle.Slib
サーバ: Carbuncle
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Posts: 46
By Carbuncle.Slib 2023-02-24 08:01:43
If it starts at 77% it's a disaster because he's no longer in fetter mode. So you're stuck kind of standing around for 60 seconds after pull, or trying to bring it to 74% with Geohelix and stuff to force fetter mode.
So far we've ignored the fact that it's 77% and set up normally, dropping an 80k kaustra which immediately puts it in 2h+fetters mode. I haven't seen a downside yet to doing so, or any reason to push it to 75 some other way. Assuming you avoid a darkness absorb cloud anyways.
I wonder if doing this, we avoided the %DT build up that happens when it is in fetter mode for the first Kaustra. That would be pretty huge for the long run.
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By Asura.Pergatory 2023-02-24 11:13:12
Had another look at the video to see if there were any other Raykes but didn't spot/hear any.
Enmity control maybe? I did notice the RUN (Shonuts) takes the Razz out to Narnia before using Foil. Something we've taken to doing is RUN will pull with Crusade up, Flash Foil and use whatever SPs they have available (was Sforzo for me), then Gambit and Caper. After that I'd Flash the add, cancel Crusade, and go into low hate mode. No Foils or anything, keeping hate on the add is easy as breathing.
The BLU is really busy in this fight trying to manage Bumba's TP, keep their buffs/debuffs up, and keep hate up. It leaves them enough time to sustain hate, but not much time to actually build it, so giving them this initial burst helps a lot.
We've been doing Gambit on all four Kaustras, Rayke on 2nd and 4th because there's no reason not to, and hate stays very solidly on the BLU.
The only downside to this is that the add will be on the BLU until the Caper. We didn't find this to be an issue though because it's literally like 5 seconds, they just need to be a bit defensive during the pull. (The JP group had the RUN go in to aggro Bumba but never acted on it from what I saw, then the BLU pulled it off him, letting the RUN Flash the add immediately so that it was never on the BLU. Caper then adds Gambit's hate to the hate the BLU already has. As long as the BLU never touched Bumba before the add came out, they won't be on the add's hatelist and thus Caper will only transfer Bumba's enmity to the BLU, and will not transfer the add's hate as you must be on the hate list to receive enmity from Caper.)
Also, in case it wasn't obvious, RUN should engage the add in order to use Gambit/Rayke on Bumba (with <stnpc> or something), that way you aren't taking any swings at Bumba when you run in.
Not a bug but the ooze messes with the hp threshholds in which he will stay at once you reach it. For example, if you land ooze at 100% before doing damage, you will then have 90% as his starting hp for the calculation. Thus every 4.5% is the next threshhold in which he regens to after you go in next time. So in that case, 90%, 85.5%, 81%, 76.5% ( this is where you see 77%), then 72% and so on.
If you do ooze and it doesn’t land then it’s 5% intervals.
Hope that makes sense. That makes sense, but it also definitely still sounds like a bug.
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サーバ: Bahamut
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Posts: 1281
By Bahamut.Lexouritis 2023-02-26 19:17:40
We beat bumba just now, probably took about 25 tries combined, about 5 tries for me. Misc might post something.
The one thing i'll edit in was our party comp:
1st ki: was THF DRG* WAR BRD SMN WHM this took it to 66% on the winning run, we were aiming for 63% but never reached it with this setup/people. I think there was an iteration that took it to 61% but i was n;t there and no idea what the 6th job was (might have been bst)
2nd ki: SCH RDM GEO COR RUN BLU
more edits: right when we zone din on 2nd KI our sch crashed so we lsot 3 mins there.
No MAB MAC aura, and we needed 3 wildcards lol. 7 secs left on clock on 2nd KI. Kaustras were 60kish, only 1 hit over 70k. Ironically, it wss the las tone that hit the highest iirc. That Last kaustra had a derp by me and was 1 lux 2 tenebrae on the rayke. Not sure if it was related or not for why DMG went up >.>. Extremely weird.
All of the Kaustras (5 total and 3 Tabula other than the last one had 3/3 Gambit rayke which were put on after impact landed, rayke after nocto landed but before kaustra cast)
It was stressfull as *** the last few mins since Kaustras wrere lower than usual and expected. I think me stealing invincible with larceny on the first KI pushed us over the top lol.
It's 90% R.N.G. 10% SCH uberness. GL
Multiple edits: kaustra numbers: 74895, 68555, 57766, 53667, 65712 (lux x1, tenebrae x2 rayke on the last kaustra)
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By Bahamut.Celebrindal 2023-02-26 21:03:34
just participated in a v25 Xevioso win as RNG, and after multiple attempts at using Gandiva (R15) with really stout sets, I finally said screw it and threw on the ol' Trusty Friend, The Annihilator(R15). Coronach AM, mainhanding Gleti's Knife to assist in aura procs w/ Evisceration, but other than that rode TP up to 2k+ and used Detonator.
Gun allowed me to much easier stay in True Shot range, and the benefits paid off. Also, I always feel the aftermath of Ranged Attack+10% on Coronach is forgotten about vs its Enmity properties. Overall dmg from me was better being able to stay in best True Shot range without really screwing up the bee's position.
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By Bahamut.Lexouritis 2023-02-26 21:24:02
Edit: was surprised when Cele said in LS Anni outperformed Gandiva for him in his Bee win.
^ we got multiple wins today in 3 separate groups, starting to get the main LS some clears knocked out XD /happy
Bahamut.Mischief
サーバ: Bahamut
Game: FFXI
Posts: 55
By Bahamut.Mischief 2023-02-26 23:15:04
One of, if not the worst designed fight since 75 cap days here we goooo~
KI1: WAR DRG THF BRD SMN WHM. BST is undoubtedly better than THF in this situation, but we worked with the jobs we had. Got it to 68% in the winning run, but with luck you could push it below 60%.
WAR: Provoke it after WHM eats the initial spell and position it (we used the starting bridge since it's faster). Warcry, Tomahawk, and Mighty Strikes the moment you get it positioned. Use Savage Blade.
DRG: Ancient Circle, Dragon Breaker, Angon, standard Bumba stuff. Use Camlann's Torment.
THF: Used Shark Bite, and Larceny to steal 1hr if possible (in this run, he stole Invincible). If using BST instead, land Purulent Ooze then use Calamity.
BRD: Honor March, Blade Madrigal, Minuet x3. Dark Threnody on pull so WHM can land Impact, then (if BST is present) switch to Water Threnody to help Ooze land. Use Savage Blade.
SMN: Hastega II, Crystal Blessing, Wind's Blessing, Ecliptic Growl, Earthen Armor, Soothing Current, then keep Ifrit out for DA Favor. Use Perfect Defense about 51 seconds after pull to negate first fetter mode. Use Crimson Howl after WAR's Warcry wears off. Melee with Maxentius and use Black Halo.
WHM: Pull with Dia II, cast Impact after Dark Threnody lands, then Curespam. Esuna with Asclepius is helpful to remove fetter debuffs while Perfect Defense is active.
In-between runs, make sure that at least the GEO, COR, and SCH have their SP1s, and the BLU has their SP2. Other players can use Wild Card and Cutting Cards in the lobby as needed.
KI2: RUN GEO RDM COR BLU SCH. Make sure your SCH is as decked out as possible and is high ML, and pray for luck.
While in fetter mode, Bumba gains a small amount of MDT every 10k-ish magic damage you deal. This is cumulative - every magic attack that does damage that isn't Kaustra needs to be as low as possible while still landing. Helix should be as close to 10k as possible. For BLU and RDM, Prime Sword/Caliburnus are unironically good for this, as well as Malignance gear. Physical damage seems to be reduced in the same way, but that doesn't affect Kaustra so you can go wild in the first KI.
RUN: Keep hate on adds but NOT Bumba. Use Tenebrae Gambit/Rayke when the SCH calls for it - usually, Gambit at start of Skillchain, Rayke just after the Noctohelix lands.
GEO: INT/Acumen, Entrust Malaise onto the BLU. Bolster alongside the SCH's Tabula. Idle in Zendik Robe or Gyve Doublet for the MAB+10 Sphere.
RDM: Impact in minimal damage gear - use the old Twilight Cloak even if you have Crepuscular. Keep Frazzle III, Slow/Addle/Paralyze/Poison II, and (most importantly) Silence on Bumba, and Bind/Gravity/Sleep on the adds. Keep everyone Hasted and Refreshed as needed. Note that if you break fetter mode mid-fight, the first add will cleanse debuffs when Bumba re-enters fetter mode but NOT the second.
COR: Crooked Wizard's Roll. Other roll doesn't matter as much - we used Monk's, but you could fit others in there. Make sure Random Deal and Wild Card hit everyone each time. Close Distortion with Leaden Salute for highest damage possible after all Kaustras are expended.
BLU: Keep hate on Bumba. Use Magic Barrier and Saline Coat to make Bumba hit for 0s, and keep his TP low with Feather Tickle and Reaving Wind. Before each Kaustra, use Tearing Gust and Searing Tempest in minimal damage gear (while making sure they still land). If you see Bumba start casting Kaustra or Impact, redo Magic Barrier immediately and go into full DT! If he does any damage to the BLU with either, he will immediately use a TP move after regardless of Feather/Reaving status.
SCH: 4-step Skillchain: Aero -> Stone -> Aero -> (TR) Noctohelix -> (Enlightenment/Ebullience) Kaustra. The SC should be done in minimal damage gear or even naked. Everything rides on getting Kaustra damage as high as possible. Follow it up with any non-dark SC -> 10k Helix MB, then Regen V/Embrava on everyone. You can land two Kaustras per Tabula - and in our run, we ended up getting five Kaustras off (WC reset itself, then hit 5 again). After Kaustras are exhausted, open Distortion for the COR to close Leaden Salute.
The execution may take a bit to get used to, but it's rather simple compared to the V25 T3s once you get the hang of it. Beyond that, the fight is completely up to luck. If Wild Card doesn't hit 5 or 6, you lose. If Magic Attack or Accuracy Down aura under 40%, you lose (MACC Down overwrites Klimaform which cripples Kaustra damage). If Magic Attack or Accuracy Down aura is the first aura and you didn't get it lower than 70-75%, you most likely lose. Fortunately, the type of add mostly doesn't matter - just don't run a Craklaw or Matamata into the mage group, and Bind them out of range.
Even though it is beatable, I really hope SE takes another look at this fight. Right now, the combination of needing a good aura under 40% and needing Wild Card to hit 5 or 6 means you have a ~75% chance of just being guaranteed to lose the moment you zone in. With the scaling DT in fetter mode, I am fairly confident no other strategy besides Kaustra can ever work until something is changed or some method to prevent fetter mode is found. After the challenge of the T3s, it sucks that the final boss fight is basically a glorified slot machine.
By Draylo 2023-02-27 00:55:20
I dont see a problem with it overall. They intended very few to get the highest augments, for a while at least. Surely as we get more gear or upgrades/adjustments it will become less random.
By Chimerawizard 2023-02-27 01:29:37
i forgot, is the add static once pop'd in the first fight?
Wondering if a more scuffed 1st team could drop it to 75% then 2nd fight you just kill an add, removing most of the regen that's countering much of kaustra's dmg in the final fight.
Or is kiting bumba so it can't ever get TP to denounce impossible?
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By Bahamut.Lexouritis 2023-02-27 01:46:38
i forgot, is the add static once pop'd in the first fight?
Wondering if a more scuffed 1st team could drop it to 75% then 2nd fight you just kill an add, removing most of the regen that's countering much of kaustra's dmg in the final fight.
Or is kiting bumba so it can't ever get TP to denounce impossible?
Nope, add can change in the 2nd fight. IE: Matamata pops in first fight, u go into the 2nd fight, it maybe anything else including matamata in the 2nd fight.
I have no idea regarding the 2nd question. Speculating that kiting it is not effective.
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By SimonSes 2023-02-27 02:27:39
One of, if not the worst designed fight since 75 cap days here we goooo~
KI1: WAR DRG THF BRD SMN WHM. BST is undoubtedly better than THF in this situation, but we worked with the jobs we had. Got it to 68% in the winning run, but with luck you could push it below 60%.
WAR: Provoke it after WHM eats the initial spell and position it (we used the starting bridge since it's faster). Warcry, Tomahawk, and Mighty Strikes the moment you get it positioned. Use Savage Blade.
DRG: Ancient Circle, Dragon Breaker, Angon, standard Bumba stuff. Use Camlann's Torment.
THF: Used Shark Bite, and Larceny to steal 1hr if possible (in this run, he stole Invincible). If using BST instead, land Purulent Ooze then use Calamity.
BRD: Honor March, Blade Madrigal, Minuet x3. Dark Threnody on pull so WHM can land Impact, then (if BST is present) switch to Water Threnody to help Ooze land. Use Savage Blade.
SMN: Hastega II, Crystal Blessing, Wind's Blessing, Ecliptic Growl, Earthen Armor, Soothing Current, then keep Ifrit out for DA Favor. Use Perfect Defense about 51 seconds after pull to negate first fetter mode. Use Crimson Howl after WAR's Warcry wears off. Melee with Maxentius and use Black Halo.
WHM: Pull with Dia II, cast Impact after Dark Threnody lands, then Curespam. Esuna with Asclepius is helpful to remove fetter debuffs while Perfect Defense is active.
In-between runs, make sure that at least the GEO, COR, and SCH have their SP1s, and the BLU has their SP2. Other players can use Wild Card and Cutting Cards in the lobby as needed.
KI2: RUN GEO RDM COR BLU SCH. Make sure your SCH is as decked out as possible and is high ML, and pray for luck.
While in fetter mode, Bumba gains a small amount of MDT every 10k-ish magic damage you deal. This is cumulative - every magic attack that does damage that isn't Kaustra needs to be as low as possible while still landing. Helix should be as close to 10k as possible. For BLU and RDM, Prime Sword/Caliburnus are unironically good for this, as well as Malignance gear. Physical damage seems to be reduced in the same way, but that doesn't affect Kaustra so you can go wild in the first KI.
RUN: Keep hate on adds but NOT Bumba. Use Tenebrae Gambit/Rayke when the SCH calls for it - usually, Gambit at start of Skillchain, Rayke just after the Noctohelix lands.
GEO: INT/Acumen, Entrust Malaise onto the BLU. Bolster alongside the SCH's Tabula. Idle in Zendik Robe or Gyve Doublet for the MAB+10 Sphere.
RDM: Impact in minimal damage gear - use the old Twilight Cloak even if you have Crepuscular. Keep Frazzle III, Slow/Addle/Paralyze/Poison II, and (most importantly) Silence on Bumba, and Bind/Gravity/Sleep on the adds. Keep everyone Hasted and Refreshed as needed. Note that if you break fetter mode mid-fight, the first add will cleanse debuffs when Bumba re-enters fetter mode but NOT the second.
COR: Crooked Wizard's Roll. Other roll doesn't matter as much - we used Monk's, but you could fit others in there. Make sure Random Deal and Wild Card hit everyone each time. Close Distortion with Leaden Salute for highest damage possible after all Kaustras are expended.
BLU: Keep hate on Bumba. Use Magic Barrier and Saline Coat to make Bumba hit for 0s, and keep his TP low with Feather Tickle and Reaving Wind. Before each Kaustra, use Tearing Gust and Searing Tempest in minimal damage gear (while making sure they still land). If you see Bumba start casting Kaustra or Impact, redo Magic Barrier immediately and go into full DT! If he does any damage to the BLU with either, he will immediately use a TP move after regardless of Feather/Reaving status.
SCH: 4-step Skillchain: Aero -> Stone -> Aero -> (TR) Noctohelix -> (Enlightenment/Ebullience) Kaustra. The SC should be done in minimal damage gear or even naked. Everything rides on getting Kaustra damage as high as possible. Follow it up with any non-dark SC -> 10k Helix MB, then Regen V/Embrava on everyone. You can land two Kaustras per Tabula - and in our run, we ended up getting five Kaustras off (WC reset itself, then hit 5 again). After Kaustras are exhausted, open Distortion for the COR to close Leaden Salute.
The execution may take a bit to get used to, but it's rather simple compared to the V25 T3s once you get the hang of it. Beyond that, the fight is completely up to luck. If Wild Card doesn't hit 5 or 6, you lose. If Magic Attack or Accuracy Down aura under 40%, you lose (MACC Down overwrites Klimaform which cripples Kaustra damage). If Magic Attack or Accuracy Down aura is the first aura and you didn't get it lower than 70-75%, you most likely lose. Fortunately, the type of add mostly doesn't matter - just don't run a Craklaw or Matamata into the mage group, and Bind them out of range.
Even though it is beatable, I really hope SE takes another look at this fight. Right now, the combination of needing a good aura under 40% and needing Wild Card to hit 5 or 6 means you have a ~75% chance of just being guaranteed to lose the moment you zone in. With the scaling DT in fetter mode, I am fairly confident no other strategy besides Kaustra can ever work until something is changed or some method to prevent fetter mode is found. After the challenge of the T3s, it sucks that the final boss fight is basically a glorified slot machine.
If I understand this right, Kaustra and helix alone killed it? I guess it would be benefit of keeping helix below 10k. JP group did helix II twice, both 10k+ and they also got one Kaustra resisted for 30k+ damage and they needed do redo it. That's why they needed some extra damage from Leaden Salute, MB and Lunge/Swipe at the end.
Shiva.Thorny
サーバ: Shiva
Game: FFXI
Posts: 2777
By Shiva.Thorny 2023-02-27 05:39:00
I dont see a problem with it overall. They intended very few to get the highest augments, for a while at least. Surely as we get more gear or upgrades/adjustments it will become less random.
More gear/upgrades/adjustments won't really make it less random; the way we understand the scaling/DT makes any strategy other than kaustra impossible and most of the bad luck rolls mentioned will override any moderate player strength gains. You need a wild card mid-fight period, since even a 99,999 kaustra wouldn't do it without. M.acc down aura may not be an auto lose with some gear gains, but a single kaustra resist is.
My opinion is that they didn't intend this to be beaten in this way, they probably didn't test it at all. Threw as many ridiculous handicaps as they could think of into one fight, and because XI has so many overpowered mechanics built into it players eventually found a way to cheese it. If they hadn't, they would've just nerfed it eventually(they likely still will).
By SimonSes 2023-02-27 05:57:12
M.acc down aura may not be an auto lose with some gear gains, but a single kaustra resist is.
It's not. There is some room for mistakes/badluck there. JP group had one 1/2 resist on Kaustra (replaced with unresisted after 1 minute) and both helix were 10k+. They also started from 75% I think. Starting from less than 75% creates even more room for less optimal execution, but still wrong aura and wild card seems to be a run killer.
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Quetzalcoatl.Jakey
サーバ: Quetzalcoatl
Game: FFXI
Posts: 300
By Quetzalcoatl.Jakey 2023-02-27 06:05:12
Having a straight 75% chance to lose *just from simply entering* doesn't really feel like good fight design imo. This needs some tweaks. and you have to pay to enter and roll the dice and the dice don't get rolled until midway through the fight.
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Posts: 1783
By Bahamut.Celebrindal 2023-02-27 06:18:58
My opinion is that they didn't intend this to be beaten in this way, they probably didn't test it at all.
That bit cannot be stated enough times by enough people. Long-gone are the days where devs were testing content, even with ideally-geared superchars and all the knowledge of what they intended to work. I really feel like SE has run out of ways to scale their content to match how we've scaled, and just reached a point of
Threw as many ridiculous handicaps as they could think of into one fight
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Posts: 829
By Asura.Iamaman 2023-02-27 08:00:47
They betrayed their testing methodology a little bit with the JP post about the WS wall bug. If I read it right, they come up with the tests for QA, write them down, then throw it over to QA to validate that things work without testing the end result themselves.
This isn't uncommon, but typically the QA folks have some understanding of what they are testing or the test criteria is clearly defined. They've said several times that their resources are pulled from FF14, so the people testing probably don't understand the game enough and aren't trying to beat the fights, just make sure they can check off each line that it works as intended. If that list of test criteria isn't complete, which is near impossible in content like Odyssey, then things will end up broken.
The dev team themselves didn't do any testing or validation, otherwise that extremely obvious bug would not have gone out. They probably whiteboarded the whole thing during early phases of Odyssey, figuring they could just scale things upwards from 15>20>25 without a lot of work or effort. They saw people were just using Savage against Bumba and tossed in the WS wall from Sortie to mitigate that strategy and force players to use the intended mechanics. They followed the original plan, added the wall, but never bothered to actually test the implementation and beat the fight.
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Asura.Jokes
サーバ: Asura
Game: FFXI
Posts: 182
By Asura.Jokes 2023-02-27 08:22:41
Hating this fight. Do everything right every time then pray for multiple levels of RNG. Can get it under 60% on KI1 with some luck, then first Kaustra takes it to below 38%.
Magic Acc down = Klimaform bonus gone and blue might miss tp down spells
Magic Att down is basically an instant fail
100% need a Wild Card reset.
You could win this first first try or it could take you 300 tries of doing everything right every time.
Its definitely worth trying to get a run in on Darksday. I think you could kill it just with kaustra and helix with the damage boost.
Otherwise you can still get pretty close to that:
If the first Kaustra hits for less than 75K then a buff is missing (if you are using the correct gear and have reasonable ML). Impact and Searing Tempest/Tearing Gust make a big difference. Seems to last 2mins 30 seconds for me also.
It's damn tight to pop Tabula mid skillchain and also get off Enlightenment and Ebbuliance prior to Kaustra at the 4th step. A bit of lag with a JA not going off and you can fluff it.
I will be glad to never do it again
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By SimonSes 2023-02-27 09:08:41
It's damn tight to pop Tabula mid skillchain and also get off Enlightenment and Ebbuliance prior to Kaustra at the 4th step. A bit of lag with a JA not going off and you can fluff it.
You dont need to do that tho. Jp group killed it with 3 step I think, also you can simply do 3 step fusion on SCH and COR can close 4step for you with Leaden (naked) which will do Gravitation, so you will have much easier time clicking 3 JAs for MB then. COR can make tp with QD.
[+]
Asura.Jokes
サーバ: Asura
Game: FFXI
Posts: 182
By Asura.Jokes 2023-02-27 09:19:43
you can simply do 3 step fusion on SCH and COR can close 4step for you with Leaden (naked) which will do Gravitation
I like this idea
サーバ: Bahamut
Game: FFXI
Posts: 1281
By Bahamut.Lexouritis 2023-02-28 16:13:04
Also want to point out, in some of our runs (of which I was not present for these), we used SAM in place of RDM. You sacrifice add control but add Sengikori into the mix. The intention with this iteration is to extend the multistep skillchain with a sengikori'd WS to finish the chain and boost Kaustra damage.
Aim for 1475 or higher acc on WS (including the 100 acc bonus inherent to WS). If possible, avoid a 1 hit WS for the SC closure cause lolsam and lolfudo.
This might be helpful for some groups. And we likely would use this setup for some of our LS members clears in the future.
(aka the 2nd KI for us was: RUN SAM BLU SCH GEO COR) Personally, I like the RDM in place of SAM, add control + you don't need to rely on the GEO to land a long or full duration Impact.
As jokes said, your odds would increase on darksday. (our win happened on firesday or watersday, idr)
[+]
Hmmm...
Initial Speculations:
Looks like they took components of Walk of Echoes (setting), and Elemental Circles and brought it together.
They must of learned new ideas through the Lilith HTBF and how they can play with those elemental fetters to create unique battlefield environment and apply further stress with them..
Instead of Abyssea, this may be a Walk of Echoes 3.0? Anything iLvl 140+ .. We are ready!
Keep this thread clean, hoping to post critical details and discuss strategies.. Eventually I will create a Node on this with full details.. We can then update BG-Wiki with information that we gather..
Those of you who play on Nasomi.. Please don't post on here, you have a Fafnir to camp.. so get back to work.. This is isn't Bubbly Bernie version 3.0. He will be OG 1.0 forever on Nasomi.. ^_^
Sorry about the delay on updating this as I have been slammed with a lot of work since COVID-19 defense ramp up procedures at my hospital facility.
I have barely had time to update and barely any time to explore this content myself. I appreciate everyone's work so far. I will update this OP Thread with some resources and information that people have found across all servers including videos and screenshots..
Keeping this as a basic vital post highlight source so as new posts with vital information emerges I will just pin it here so it is all in one space and no need to jump around different pages..
To Begin.. The Basic Release Info from SE:
Some First Initial Basic Discoveries:
looks like you enter through Rabao
And you have 30 min to kill a bunch of trash mobs. Probably a boss at the end too.
More Initial Entry Discoveries Pinned:
About to enter Odyssey for the first time.
I'll report back. Setup is PUP, COR, BLU x2, SMN, RDM
Ok, it's looking like they made this content specifically to prevent BLUs from cleaving through this content.
Only main target took full damage. Surrounding targets took 90% reduced damage (main targeet 15k, all others 500 or less)
All mobs can be fully enfeebled (Sleep, Silence, Slow, Para) but standard rules apply for mob types (we saw Skeletons, couldn't Blind them)
I can very easily see a RUN or PLD tank running in and aggroing the group of mobs, with a BRD sleeping them all. 2 DDs kill one by one with proper support. SMN Bloodpacts were doing full damage on single mobs (same rules for BLU applied for SMN when we tried Thunderspark for lulz)
At the end, we found a group of mobs (bats) with a Fetter and a group of untargetable Yagudo. We cleared the bats, then killed the Fetter. Once the Fetter is killed, the Yagudo become targetable. For killing all of the Yagudo, you get 10 Izzat.
In total, we farmed 20 Izzat. We'll try using them tomorrow on boxes, maybe even spawn an NM. After we killed the fetter, a conflux spawned that gave us the opportunity to spawn a monster for 10 Izzat. We were low on time, so we just chose to exit.
Player with Trusts.. First Experience Testimonies:
Went in with trusts. Was able to 1 shot most things with leaden.
Yield: 31 scales and 3 scale boxes (from the chest).
Edit: Chests gave 11, 13 and 16.
More Vital Data Testimonies Discovered:
Random info:
-Killing trash gave izzat and lustreless scales
-Using 10 izzat to pop chest gave 2 scales and a box
-Killing fetter made untargetable yagudo killable, giving 10 izzat killing them all
-Popping NM with 10 izzat from ethereal junction spawned a red morbol that did blood weapon and dropped 2 boxes of scales
-Not sure what items you need to trade to junction to spawn monsters
-Was unable to use the thing at the start after killing fetter/yagudos/morbol, may have to kill all trash? I looked around and missed a pack, timed out before I could kill them all
-Moogle keeps track of trash killed, physis, and chests, and the power of your alter egos while in odyssey (Moogle Mastery)
More Testimonials and Discoveries..
Does anyone know what is needed to clear the RoE for Sheol A?
You need to run (can do on sneak/invi, only trasnparent mobs are true sight/sound) to last floor (A7) using confluxes. On last floor there is Otherworldly Vortex mentioned in RoE quest. You need to touch it (it lets you leave Odyssey too) to complete the quest. Credit for that info goes to Mischief from Bahamut.
Here is a video of my first experience with Odyssey:
YouTube Video Placeholder
Tried exploring, found more information
- I didn't realize there was a conflux on each floor to move up
- Each floor increases in mob level, capping at 131, and general nastiness of monster family (manticores, giants I remember on last floor)
- Translocators bring you down to previous levels, so the first floor one doesn't work until you find the higher level ones
- One character got stuck on a floor and couldn't move up, nor did they get the RoE objective upon someone else reaching the top
So for soloers, seems like it's best to stick to lower level floor to farm scales, more experienced parties can move up to desired difficulty for more scales. First time in would be best just getting the RoE objective and unlocking translocators.
Initial Video Detailing Climb to 7th floor for easy RoE Completion for Augment Unlock on Gear:
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More Info about Moglophone KI's:
Anyways did a solo run this morning and got about 100 scales from just killing trash in first floor. Wondering what others are getting from parting up vs solo.
edit: Also can you hold one Moglophone KI on you, and then have the moogle hold one?
I was wondering this too. I picked up my KI last night and am holding it until later today and going to see if I can run two times in a row.
You can. I used my ki after few hours yesterday and when I checked moogle timer was at 15h, so it was going down while I had KI on me.
More Testimonial Higlights:
Bahamut.Lexouritis said: »Maybe Mischief will post about it, he figured it out on his mule. I'll try and post what i know, but it seems like we skip everything and just kill the fetters, mobs around the fetters, and sometimes the UNM near the fetters.
Bahamut.Lexouritis said: »and if u get to the final thing upstairs, personal chest for everyone.
Not sure if someone said it already, but you CAN store a KI. So only need to farm every 2 days!
I am confused on how people move up using sneak and invisible, in this run I explored everything, vortexes just said "you can't use this yet", or let me summon an NM but never move somewhere else, even after i killed the fetter, all the guards, the NM, opened one chest, and killed about 90% of all the mobs. If anybody can spot where in this video I should have been able to "move up" it would really help: https://www.youtube.com/watch?v=5i9GhE5nO3I
thanks At the mandies in your run. Just hug left wall and you'll find it. It took me a while to find the first flux as well, but the rest were less "hidden". A video was posted a couple pages ago showing the route.
YouTube Video Placeholder
Bahamut.Lexouritis said: »vortexes just said "you can't use this yet" Need to click Shimmering lights for access to some portals or not have aggro iirc. I may be wrong though
Bahamut.Lexouritis said: » It rewarded me again with a box + 50k gil.
did u kill a fetter? Seems like 50k per Fetter and 1 box per fetter (per character). The big Box from RoE seems to be just 1 time thing. The smaller boxes seem to be fetter based?
Killing all 4 fetters netted us about ~70 scales per run per person after touching otherworldy vortex.
Edit: With RoE quest being completed in a run, was more like 110-130.
So how many scales is it per upgrade? Didn’t see on Bg-wiki and don’t feel like shifting through posts on here. Should be just under 12 stacks to max. Based on scales only being worth 5rp instead of 10 :/
Clip to the top and nab the box, in and out, 5 minute adventure.
For realsies? SE let content like that out after the mass-ban clipping/duping-alex adventures get onto the live server? Thought they learned their lesson since the AMAN trove boxes can't be scouted via Hex IDs. The box he means is the one from completing the RoE once. You can walk to it in 6-7 mins without speed hacks anyway. The big deal about completing the RoE is you can start augmenting your gear at that point.
Well if dude already finished a piece few days after update, there isnt much time gate here it seems.
Probably just the appetitizer was released (im on a work trip, cant "enjoy" the new content till weekend...)
He finished because he bought scales or have legion of mules. Regular player with 1 account will need realistically around 10-14 days for one piece farming daily.
Traded 5 Emperor arthro shells to vortex (dunno how many it took from inventory, might have only taken 1 of the 5). Summoned Brachys, a crab that had a high ass counter rate and instantly killed me on my thf in one attack round. 500+ damage counters with no DT set. Likely not advisable to spawn mobs solo with trusts.
Bahamut.Lexouritis said: »Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill featers and go touch otherwordly.
Unless maybe kill 2 featers solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
Bahamut.Lexouritis said: »
Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill fetters and go touch otherwordly.
Unless maybe kill 2 fetters solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
I'm not sure if you need to just kill the fetters or the fetters + all the semi-invisible beastmen around the fetters.
It's possible to kill a fetter without aggro from the semi invisible beastmen that are sight aggro like Yagudo and Orcs. I'm assuming Quadav will sound aggro which makes them easier to gather in a group.
On the first day, when I duo'd with my cousin on RUN and me on COR with a THF4 set, we killed 1 fetter but stopped killing the semi-invisible beastmen because they were not dropping anything. Not all of the beastmen aggro'd. Only the Yagudo beastmen that were in sight of us or each other aggro'd us. Care needs to be taken by support in this case as support will get aggro'd if they rush in too early before the tank has claim on everything. These mobs hit very hard.
Definitely go in with at least th4 if solo farming just trash mobs.
Go in with a full, balanced party to maximize drops from fetters. The fetters are easy to kill. The beastmen hit hard and have a little more hp than common trash mobs. Helps to sleep them too as they can easily overwhelm even the toughest of tanks.
Me and a group of peeps went in yesterday, to do some testing.
Killing a fetter + beastman group rewards 10 izzat, no special drops were seen, we did not have a thief, just a range using bounty shot.
Gonna test farm some nms tonight. i tried to spawn 1 today with my alt using unity items, turns out 1 is not enough.
My second run of this is probably the best I can do.
Went in, killed all normal monsters, Feters and Beastmen, killed all of the Yaguado. I had 20 Izzat, spawn a Unity NM Which was a Sporebat type mob that died in a 4 step SC. This NM used Blood WEapon, the NM I tried yesterday used 100 fists and rek'd me.
I got 90 Izzat from Monsters and 22 from the 2 boxes that I got from NM and a chest I used them on. The only thing I didn't do on Floor 1 was spawn the Junction that said "Item can be used to pop something here" I had 3 Sarama Hides, 2 Thuban Things and neither worked, nor did a combination of them work.
All of my drops were done with TH2 from Gear.
Few unanswered questions:
How is the augmentation to Trust power in Odyssey earned? I believe the requirement must be more than simply killing sets of trash mobs and making it to the otherworldly at the end.
Rewards upon reaching end were:
360k gil from a group that killed everything on first floor, 2 NM's popped.
100k gil for solo killing 2 groups (4 izzat) worth of scrubs and reaching end.
On another run I also got 100k gil for solo killing more scrubs (4 sets I think.
Seems like the NMs from either spawn point will be one of the 119/122 unity NMs with similar mechanics, but not exactly the same as my morbol didn't go through 3 stages and only did blood weapon. May be a good ideal to either focus on repeatedly killing one to raise its kill count for the moogle or killing all of them at least once. Can't wait for Pandemonium Warden v3 in the future lol Yep. Surprised the hell out of us.
But as I said I was getting 100k for just clearing a couple of easy rooms and heading for the exit solo for the RoE.
Thinking about it, we did a bit more than the first floor full clear on that run, did a second fetter and agon mobs and popped another NM at least. spawn a Unity NM Which was a Sporebat type mob
What method did you use to spawn this nm?
So there seems to be 2 spawn methods, Unity Item (I think 5 minimum) or Izzat once you have killed a fetter.
In terms of the invisible mobs I don't know if its a coincidence or not but every time they have aggro'd they go after my GEO and no other character. Dunno if the bubble is causing something funky to happen.
It should be possible, to kill fetters on all floors + escape as low as 3 man, I cleared everything in my run and had about 3 minutes to spare but a lot of it was goofing about looking at chests etc. I'd say 4 man would be the most optimal though as you can't really AOE.
Only flaw would be is that the fetters on floors seem to be placed randomly so you could get screwed over on travel times but imagine if you wanted to eat some taco's and take that risk you could and do it no probs.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Leviathan.Kingkitt said: »My findings thus far:
As stated multiples times already here, you can sneak/invisible to maneuver around the mobs here. However..
The invisible mobs appear true sight and/or sound, so you have to be cautious of them.
Appears that killing fetters gives personal loot. We all got a box.
You can solo for the RoE if you want following the guidlines above.
Competing RoE gives you 1 large box.
Clear is NOT party wide and each person must touch it individually for credit. (Also recieved 60k gil, we cleared 1 fetter/quadavs, and the mob family near it)
Didn't notice until after fetter and invisible mobs were dead, but one or the other gave 10 izzat.
Have tried a few different unity mats for unm 119/122 and traded 5 to pop a NM. NM that spawned was of the same mob family as items traded.
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull and kill regular mobs, until you see opportunity where nothing is close to fetter (there is always a moment when there is max 1 mob close to it at some point). Kill fetter fast (It's easy to kill. One good 2 step SC will kill it), then kill remaining mobs. I wouldn't try to aggro more than few mobs in general when solo or duoboxing, especially if you dont have Malignance set on COR.
Something of note to add was that our rng and cor were doing 0 dmg to the fetter from distance and had to move much closer to do any damage. This may relate to how aoe does much reduced damage. Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Do you need to touch the flux on the top floor to get the gil? Or when does the gil actually get distributed to you? Yes, you have to leave personally to get it, and as always if other party members are fighting its locked out.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull/kill regular mobs with ranged attack. Run in to fetter with max 1 or 2 shadows aggro. Kill fetter > kill the rest.
Just look out what you aggro. Aggroing BLM mob that stand close to middle will probably result in mass link eventually. Regular mobs dont link at all, but transparent mobs (before and after killing fetter) do.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective. Not sure if it was mentioned, but looks like you can't pop the same NM twice from UNM mats in the same run. Popped once on first floor, and later on the 4th floor it gave a message saying we couldn't pop the same NM again.
Sharing Shamgi's notes posted in the BST forum for relevant details:
Ok, just went into an Odyssey and discovered some things:
1. You can charm things in there. Things seemed to be fairly simple to charm, and Charm+ gear meant that my dhalmel stayed charmed 15+ minutes.
2.Charmed pets seem to be quite strong. Beyond the normal HP, they seemed to have fairly high damage, hitting other mobs in their own pack for 4-600 a swing, with crits as high as 900. My Dhalmel once used Berserk and those numbers got pretty big, same with their Sound Wave move. My record was a crit for 1500 or so. This is with NQ food and no other pet related buffs. I had one crawler end up at 74% when it killed another crawler in the pack, likely benefiting from all the DA and Haste.
3. Pets seem quite effective at killing the Halos. They hit hard already, but notably, they aggro nothing, not even the Beastmen around the Halos when doing so. The Halo produces a damaging AOE every couple of seconds that was hitting for 200 or so, but the pet, with it's 40k+ HP, doesn't care at all. Indeed, I left the pet to it's own devices and killed other packs with trusts while it worked the halo down itself, which actually seemed quite nice. When it died, the Orcs around it didn't aggro, so it was easy to pull them one by one, as they don't link either.
4. Mob spawns are random, which can hurt this strat, but from two runs a majority of the packs seem charmable, and many of them are often pretty powerful. Given the strat above, I feel like a monk style pet would be best here.
Overall, I'm super interested in trying this with a full group where you can use the pet to deal with adds while you work on a pack yourself and to safely kill Halos while you clear other things.
One issue was Sic, the recast was way worse than I remembered, and my lua isn't set up at all to deal with it. My best guess is to just set up my gearswap to always produce a physical damage set for Sic and then just use pets who focus physical damage with their TP moves. If it's a buff move, then no big deal, if it's physical then it's the right set.
They do link, my experience has been all sight linking though (fought orcs and yags so far). Do not link with the Fetter though, found this out by trying to range attack the fetter down, only to realize the fetter is immune to auto-range attacks.
They do link, my experience has been all sight linking though (fought orcs and yags so far).
Well its kinda expected. Orc, Yagudo and Goblins are all sight aggro/link. Quadavs are sound aggro/link and it's how they are in Odyssey too.
They arent immune to ranged attacks you just need to be stood in the fetter to do damage.
So not immune to ranged attacks, but immune to any attacks from a range. XD
As with all farming things it's more efficient to solo, if the kill speed is high, like 119 content. 6 solos have 6x more chances for boxes.
Luck's definitely a factor; and yeah I think solo probably is best.
I think a lot of it has to do with people finding each other, people needing to sneak/invis themselves, and having to stagger the flux (so it doesn't glitch out). Was a lot of wasted time there.
Was just curious if other groups were experiencing it as well.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them. As group you are suppose to kill Fetter at floor 1,3,5 and 7 and run to otherworldy vortex at the end. You should get 4 PERSONAL box from otherworldy that way and I think one more personal box from killing beastman kings at floor 7 (they are around Fetter there).
So thats 5 personal chests
At least 40 Izzat to open chests
Probably at least 40 single scales from killing trash around fetters if you take at least TH4 with you.
Small boxes are on avg around 13 scales?
So probably around 70-80 scales at least per person, maybe more if you have time to farm more.
Very good geared solo player on specific job like COR, can get more with luck, but it might be other bonuses from killing fetters and NMs that we might dont know about.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
No, you need to kill Fetter AND beastman mobs around it to get credit for personal box at the end and 10 Izzat. I assume you killed only Fetters.
Bahamut.Lexouritis said: »THF can pick the locks/chests in odyssey, in case no one mentioned, or knows about it yet. However some times mimic will pop out. Unsure how hard they are, as it opens with deathtrap, and his mule has sparks gear (and it got one shot). Credit goes to mischief
"Either gave a 'however it has no effect' message and consumed the tool, opened the chest, or a mimic popped out"
Awesome Map created by Pantafernando:
I made a quick map of Odyssey to make ease to hit the fluxes.
Etheral Junctions, Fetters and camps change apparently random.
EDIT: all maps have North heading the upper border.
Aegypius NM:
Bird
Popped using 5 Abyssdiver feathers
Uses Broadside Barrage and Damnation Dive
Uses Perfect Dodge at low HP and gains an Encumbrance aura that stays for the rest of the fight
Carbuncle.Papesse said: »Beware of the Treant NM Ptelea and its dangerous Leafstorm AoE. Leafstorm is hybrid wind based. It can crit, miss, be absorbed by shadows and Elemental Sforzo. One For All, Gelus Valiance and Baraero substantially reduce damage.
As far as getting these telepoints, mentioned on BGwiki's Odyssey page that you're supposed to be able to travel between to get to further levels of Odyssey, does anyone have any info on the requirements to gain access to these? Do you have to kill all of the fetters to go up a floor? Also, has anyone tried going in with a group of six and then disbanding and everyone using their own trusts to expediate the process of both killing enemies on every floor, taking care of all the fetters on a floor and then popping the nm's so that you might progress to these tele-points if those happened to be the requirements? I know some players might have found that they can farm higher amounts of the Lustreless Scales solo rather than teaming up but if you go in with 6 and then make you're own parties with trusts.. and there are multiple telepoints with up to say 15 sets of mobs and fetters then the possibility of having a high return still might be worth it.
Another thing i noticed maybe means nothing but i saw some pixels floating out of nowhere that seemed like a mobs name. Maybe a glitch? Or the others maps? Or a random mob?
I'm sure people regularly killing fluxes/beastmen already knew this, but AoEs that would have hit the untargettable/invisible beastmen will still generate enmity on them, so people should watch for that if they're sleepgaing or horde lullabying fodder.
We spawned an NM in today's run.
Brachys: Crab NM (PLD/MNK)
Had a pretty decent (25-30%) Counter rate. Bubble Curtain's Shell effect reduced enspell (RDM with Crocea Mors) dmg to 0 unless it was dispelled. Used Invincible at 25%. Easily landed enfeebles (Slow, Para, Blind, Frazzle, Distract) Pretty easy fight overall.
It was spawned using 10 Izzat after we killed Fetter + Beastmen mobs surrounding it.
Asura.Ladyofhonor said: »I have Moogle Mastery III, not sure what's doing it. Status report has:
Nostos killed: 306
Damysus: 2
Salmandra: 2
Cynara: 1
Chests: 3
Seems I ranked up when I killed an Agon Bruiser.
The augment system is “tiered”. I’m working on my alts Emeici +1.
Ranks 1-5 give +2 damage. Ranks 6-10 give +2 damage, +3 acc/macc. I assume ranks 11-15 give +2 damage, +3 acc/macc, +2 crit rate.
That’s a neat way to do it, it incentivizes the more expensive ranks.
Just had a bad solo experience... turns our not all popped NM's are soloable. Do not recommend popping the nm's for 10 izzat.
Got a cactus who would constantly triple attack and did 600 normal / 1200 crit per attack round. August got insta-KO then healer then myself within 7 seconds.
Recent Video by Brother Ejinn and Martel:
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