Odyssey R25 Confirmed ATM Now Maybe 30?... |
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Odyssey R25 Confirmed ATM Now Maybe 30?...
I'm kind of surprised no one has reported throwing a single WS at one of the adds just to see how much HP they have. I know that's what I'm immediately going to do when I finally do a V20 run if no one else has. For all anyone knows they've got 50k HP and die in 10 seconds.
I just confirmed that the adds DO give the main NM regeneration (at least in Gogmagog's case anyway). We went in and redid gogmagog and I payed attention to the first 25% to verify that he wasn't regening up to that point --- he wasn't. Then after we started kiting with the 2hr up and add out I did see the regen. And while we continued chipping down his HP the remainder of the kill after his 2hr wore I still periodically noticed the regen ticing his HP upward by the odd percentage.
EDIT: Confirmed Sgili's Umbril gives Sgili regeneration as well. It looks like this is a trend with all the adds. Quote: I'm kind of surprised no one has reported throwing a single WS at one of the adds just to see how much HP they have. I just tested this out right as we were finishing off Gogmagog. Savage blade to the dullahan add for 19k damage only took it down to 98%, so it looks like the add had roughly 800k-1 million HP. I can pretty much confirm that the add does not have random hate and instead targets the person with the second highest enmity.
Do what you will with that information. Bahamut.Lexouritis
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Killing the add stops the main mobs regen, not sure if it was mentioned yet. 704 Base RP whether add is killed or not. T1 adds have about 1 million HP
Quote: Killing the add stops the main mobs regen, not sure if it was mentioned yet. I figured this would be the case. And I can add that it's a pretty potent regeneration too. We did the bind strategy on Sgili and just magic weaponskilled it down, and during the course of the kill I noticed a percentage uptic at least a dozen times before we scored the win. You can brute force the tier 1's with the adds out because they're so weak, but you will NOT be able to ignore the adds come Ongo and Mboze. They will literally become impossible if you leave a regen that potent unchecked. EDIT: Adding this. Quote: T1 adds have about 1 million HP I did a 22k savage blade to aristaeus's chalupli and took it down to 98%, so it looks like the adds on tier 2 have very similar HP to the tier 1's. Dealan-dhe add has 1,081,339 HP and took us about 45s to kill. During that time the NM regened 8~10% HP. They don't seem to have any sort of damage reduction though, need more details.
Friend reported from Henwin and the he said the regen appeared to be even more potent then what he saw on our T1 run (we were streaming to friends).
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I'm thinking about how nice it would be to have a nin with yagyu darkblade giving everyone extra shadows and just laughing at the adds.
Not sure what they intend, to get 75% to pop add then switch to add, then I guess timeout at 50% maybe of main NM? then finish off with a B team setup? seems pretty hard.
Guyford said: » I'm thinking about how nice it would be to have a nin with yagyu darkblade giving everyone extra shadows and just laughing at the adds. With the ninja crying as the shadow gets wiped every few seconds. Consensus amongst those testing with me agree the adds just seem like big Apex mobs, not really that dangerous and take damage easily enough.
Valefor.Cinzia said: » Not sure what they intend, to get 75% to pop add then switch to add, then I guess timeout at 50% maybe of main NM? then finish off with a B team setup? seems pretty hard. Probably the actual intent. At least, until more Mlevels and all that brokeness. They may have used their brains and attempted to aim where they wanted to be instead of where they were for once. (without overdoing it and having to roll it back) makes you do twice as much content while they slow roll more. Too bad for them players only have to bother with the add once for each NM since RP range is long before the adds appear.
Lakshmi.Buukki
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Has anyone confirmed if adds pop on a second attempt at the same NM, if they were killed the first time?
Asura.Geriond said: » Too bad for them players only have to bother with the add once for each NM since RP range is long before the adds appear. Assume it's only a concern for killing the 20 as they didn't bother to "fix" the RP hack you're all exploiting. And no, we're not about to "debate" that being an exploit, but if they ever decide it is arbitrarily, you knew it could happen and did it anyway. Lakshmi.Buukki said: » Has anyone confirmed if adds pop on a second attempt at the same NM, if they were killed the first time? Nope, it's one and done. It appears when it does it's SP move. NMs use their SP on pull on a second attempt if you got them low enough on the first, though, so if the adds were linked to SP they'd also appear again by that logic.
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Asura.Saevel said: » Lakshmi.Buukki said: » Has anyone confirmed if adds pop on a second attempt at the same NM, if they were killed the first time? Nope, it's one and done. It appears when it does it's SP move. On repeat entries tho the mob SPs on engage, so does add repop on 2nd attempt? Regardless if you killed it or not on previous attempt? Edit: Hangs head in shame at losing claim to Geriond on this. Asura.Geriond said: » NMs use their SP on pull on a second attempt if you got them low enough on the first, though, so if the adds were linked to SP they'd also appear again by that logic. Did you test it? No we haven't fought one twice in a row. If the add doesn't respawn, then why not enter with a secondary setup, take care of T3 to the point where the add spawns, focus on killing it, enter 2nd time with proper jobs to to wreck the T3 NM?
Lakshmi.Buukki
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That was what I was asking for^^
If the first run has the add and it makes the run worse, than it would make sense to focus on only dealing enough damage to the boss to pop the add on secondary jobs and kill it, time out, then kill main boss on primary jobs. Otherwise, it's hell either way. You need to do the same boss twice after it SPs to confirm if the adds really are linked to the SP on every attempt, or only on the first go round. Lakshmi.Buukki said: » That was what I was asking for^^ If the first run has the add and it makes the run worse, than it would make sense to focus on only dealing enough damage to the boss to pop the add on secondary jobs and kill it, time out, then kill main boss on primary jobs. Otherwise, it's hell either way. You need to do the same boss twice after it SPs to confirm if the adds really are linked to the SP on every attempt, or only on the first go round. Bahamut.Lexouritis
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I also have a sense that ADD attack paramaters skyrocket the further away they are from the main NM. We had Craclaw add hit our rdm for 1400
Bahamut.Lexouritis said: » I also have a sense that ADD attack paramaters skyrocket the further away they are from the main NM. We had Craclaw add hit our rdm for 1400 We experienced something kinda similar with Gogmagog, we had folks disengage when it was at 76% and our COR pushed it down after I gravitied it. Both the PLD and COR failed to move away from it when it used SP, poped add, then floored them both. We kited the NM to the top platform where I bound it and the MNK and BRD fought the add down below, it was really hard to hurt for awhile. Then the NM got unbound and slowly moved down the ramp and when our tank pulled it in close the add started to take more damage. Boss doesn't need to be point blank, maybe something like 15~20 yalms? Bahamut.Butmunch
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have people been able to sleep adds? tryed rdm and brd and they did not work at all
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We experienced something similar, umbril add was hitting backline for 500-700, way more than the other adds even accoutning for lower defensive stats/not capped dt idle sets.
Bahamut.Lexouritis
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Asura.Saevel said: » Bahamut.Lexouritis said: » I also have a sense that ADD attack paramaters skyrocket the further away they are from the main NM. We had Craclaw add hit our rdm for 1400 We experienced something kinda similar with Gogmagog, we had folks disengage when it was at 76% and our COR pushed it down after I gravitied it. Both the PLD and COR failed to move away from it when it used SP, poped add, then floored them both. We kited the NM to the top platform where I bound it and the MNK and BRD fought the add down below, it was really hard to hurt for awhile. Then the NM got unbound and slowly moved down the ramp and when our tank pulled it in close the add started to take more damage. Boss doesn't need to be point blank, maybe something like 15~20 yalms? I saw the same thing with Gog too, but i thought it may have been random, but after doing rafflesia after cracklaw, just now, we let someone get intentionally hit and noticed it again too. |
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