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Limbus 2025
Carbuncle.Nynja
サーバ: Carbuncle
Game: FFXI
Posts: 6940
By Carbuncle.Nynja 2026-01-13 17:57:49
Carbuncle.Maletaru said: »Another update RE: the crafted gear. IMO the +2 gear will continue to be insanely priced for a long time, unless material costs go down significantly. It seems (I don't have an addon to confirm this) that the +2 ONLY comes from HQ3 synthesis results, not from HQ2. I've made 30 pieces of +1 so far and only 6 +2. These things are very, very rare even if you manage to get an HQ. It's nothing at all like +2 necks or Su5 weapons, for example.
Expect to use a ton of mats and have to sell a TON of +1 gear before getting your +2. If you're a buyer, expect to pay a lot. I know you're all vanilla, but doesnt battlemod note when a synth is HQ 1 2 or 3?
Bahamut.Bojack
サーバ: Bahamut
Game: FFXI
Posts: 2191
By Bahamut.Bojack 2026-01-13 18:00:16
My only problem here is that they added something new to Limbus that most people on Bahamut can't really do anything with until next month. The CN NMs are w/e to me as I already knew as soon as the update was finished that would get mostly plowed through before I really had that chance to participate in it. SE should have just paused the roaming NMs as well. It was kind of dumb not to.
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Bahamut.Bojack
サーバ: Bahamut
Game: FFXI
Posts: 2191
By Bahamut.Bojack 2026-01-13 18:03:56
I've mulled it over a bit. . . the FOMO triggers my lizard brain and I hate to miss out and my initial reaction is that I hate this. But on the other hand, the NMs are a big time sink, an EXP loss, and all around a pretty frustrating experience. . . which isn't to say they're not fun. So, if this change incentivizes people to organize and go out and kill those NMs and I miss out. . . it spares me that time sink and EXP loss and I don't have to worry about it again for a month. And if this doesn't create that incentive and I still sink the time into the NMs most of the time, at least there is a reward for it. I guess what I'm saying is, it's kind of a win / win whether you participate or not. Of course, this is from the perspective of a small server where the NMs are only really targeted by a few people.
I'm already planning on getting on an hour or so before JP midnight at the beginning of next month to try and shout for an alliance to do NM hunting at JP midnight. At least on the days I'm not working. Unfortunately I think the NMs were all already dead here before the update lol. I expect that by Feb 6th on Bahamut all roaming NMs will be dead for the month.
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 3983
By Carbuncle.Maletaru 2026-01-13 18:09:14
Carbuncle.Maletaru said: »Another update RE: the crafted gear. IMO the +2 gear will continue to be insanely priced for a long time, unless material costs go down significantly. It seems (I don't have an addon to confirm this) that the +2 ONLY comes from HQ3 synthesis results, not from HQ2. I've made 30 pieces of +1 so far and only 6 +2. These things are very, very rare even if you manage to get an HQ. It's nothing at all like +2 necks or Su5 weapons, for example.
Expect to use a ton of mats and have to sell a TON of +1 gear before getting your +2. If you're a buyer, expect to pay a lot. I know you're all vanilla, but doesnt battlemod note when a synth is HQ 1 2 or 3?
I mean you kinda answered your own question. IDK, some addon shows you when you HQ1, 2, or 3, I've seen it in other people's screenshots, but obviously I don't use *whatever it is*.
By Garfield 2026-01-13 18:13:41
. Unfortunately I think the NMs were all already dead here before the update lol. I
Yes, we were able to spawn both Ultima and Omega so all the NMs were dead prior to today update. Tier 1 and 2 were also killed within 5hours of the update going live, Omega remains at 30% HP and it sounds like Ultima is still at 98%, so would seem we lost steam after the first tiers lol
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By Willinsen 2026-01-14 01:25:28
My only problem here is that they added something new to Limbus that most people on Bahamut can't really do anything with until next month. The CN NMs are w/e to me as I already knew as soon as the update was finished that would get mostly plowed through before I really had that chance to participate in it. SE should have just paused the roaming NMs as well. It was kind of dumb not to. I get that it can be annoying, but you need to think about the event in a different way. Before, you just did your own Limbus runs and a lot of people avoided NMs, waiting for someone else to deal with them. Now, if an NM is up, you’re always encouraged to help out.
The added rewards are nice, but nothing crazy or unique. And if you can’t fight an NM because it’s already been defeated, you’re not really losing anything important—the whole server has already gained the real bonus anyway.
By Garfield 2026-01-14 01:34:29
Now, if an NM is up, you’re always encouraged to help out. This is only true for the smallest of servers, every other server will now be forming alliances to hunt them right at spawn time (which the bigger servers were already doing) but now more aggressively.
And if you aren't in the main alliance for the Fomor NMs, you will receive very little to NO progress on the unique data. For the CN NMs itl be the 2 main alliances will split most of the progress and 3rd alliance and rest of ppl will get much less and anyone solo will get basically nothing.
By Willinsen 2026-01-14 01:52:56
Now, if an NM is up, you’re always encouraged to help out. This is only true for the smallest of servers, every other server will now be forming alliances to hunt them right at spawn time (which the bigger servers were already doing) but now more aggressively.
And if you aren't in the main alliance for the Fomor NMs, you will receive very little to NO progress on the unique data. For the CN NMs itl be the 2 main alliances will split most of the progress and 3rd alliance and rest of ppl will get much less and anyone solo will get basically nothing. But it is a good thing that the NM get killed down as fast as possible for the server. Even if you miss 3-4 extra chest, you are assured to get the real rewards the month later and that s the whole point of the new limbus. I also random participated in nm killing on Asura, just being there when nm popped so, it is definitely not so dire as you think. Even if it is, the reward for killing the nms are minor. Again you are not missing anything worth it.
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By Garfield 2026-01-14 02:17:24
But it is a good thing that the NM get killed down as fast as possible for the server//you are assured to get the real rewards the month later
I think you're missing that this was a non-issue on the bigger half of the servers, we were ALREADY getting the "real rewards". Even Quetz and Cerberus the 2 SMALLEST servers killed both Ultima and Omega last month. Long term however? probably not as sustainable for the smaller servers, but the bigger servers will have no issue while there is desire for the gear. (SE ensured this by making 1 whole set take 1 year to finish)
the reward for killing the nms are minor. Again you are not missing anything worth it.
You yourself may consider these rewards minor and "not missing anything", but have you actually seen the total availablity? If you had 100% participation, assuming there is no hidden cap, that adds up to 5 bonus chests per zone. That's an entire weeks worth of climbs. You tell me who doesn't want an additional weeks worth of progress every month.
This is no longer "oh help out if you happen to see it" it's "I must be on at a very specific time in the biggest best group" As the progress is directly tied to your parties damage dealt. And the 19th person participating gets screwed
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 11114
By Asura.Sechs 2026-01-14 02:23:04
I get why some people can get disappointed in the "missing NMs" stuff, but ultimately things will calm down eventually, I'm sure of that.
And this also kinda ensures the NMs keep on getting killed steadily everytime, which ensures the whole server will get the "real" reward.
This might not be perfect but to me it feels like a much better and working system than the previous situation which would've slowly started to simply not work.
I'm still annoyed by the block/ignore dt/defense problem on these nms. It's just... wrong. Small thing, but ignites my OCD.
My only real concern at is with the two CN areas. Once per month sounds a bit... rare. A lot of people will want to at least try the content, like once or twice just to see what it's about?
And atm the amount of OHKO moves is a bit too much and more than that the real issue here is availability.
I'm not really sure how they can solve that. BCNM version? Could be a nice compromise but it wouldn't be the same.
Make it pop again like 2-3 more times per month? But make so you only need to kill it once for Server progress?
Would be something but still wouldn't "solve" it.
I dunno, I'm happy with the changes they enacted to the NMs system but I still think there's something else they should do but I can't think of anything.
By Garfield 2026-01-14 02:29:53
I would have preferred to see this system not exceed the 5 chest weekly limit. If it was an alternate path it would benefit a lot more people. Did you participate in the NMs? Then you can spend less time to finish this weeks progress. Unable to participate in the NMs? Then you can still have the option of doing 5 climbs.
Going above the limit and making participation based on dmg dealt exclusive to your party, just recreates the HNM scene..
By Willinsen 2026-01-14 02:35:15
You yourself may consider these rewards minor and "not missing anything", but have you actually seen the total availablity? If you had 100% participation, assuming there is no hidden cap, that adds up to 5 bonus chests per zone. Everything is a matter of personal consideration but I think you are thinking to this content in the wrong way. This is not an instanced content where you aim to do the 100%, you cannot control it. Very few people (if anyone) will get the 100%. You do not have to see it as you are missing 10 extra chests per month, but that you can maybe get 1-2 extra if you are lucky.
Now, I do not want to say the system is perfect. Points being connected to the damage your party inflict ignoring all other factors is a bit weird, I agree.
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 3983
By Carbuncle.Maletaru 2026-01-14 02:44:50
I don't think it's nearly as bad as the HNM stuff because anyone can contribute. Maybe not individually, with a single character...but hey newsflash guys, like I've been saying for years: it's not a single player game. Gather some friends and go together. Make an alliance with the other people in the zone. Network and build connections.
I went to Omega and nobody in my linkshell was there. Fortunately, 2 guys I knew were leading different parties, so I allied with them. Then 3 more of my friends showed up.
We talked about which jobs were lacking and swapped over. We discussed strategy. You know, like an MMORPG and not Animal Crossing XI.
If you insist on not talking to anyone, not networking, not taking initiative, and insisting that your schedule is so unique and sporadic that nobody could ever possibly want to be your friend, I'm going to continue to lack sympathy when you can't get amazing results out of content in FFXI.
Worst case, you can go COR, SMN, or RNG and do damage to the bosses yourself. They don't really need buffs to push out reasonable damage, so you don't need an alliance of people supporting you to crank out some data.
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 3983
By Carbuncle.Maletaru 2026-01-14 02:48:52
Points being connected to the damage your party inflict ignoring all other factors is a bit weird, I agree.
Interested to hear your solutions to this. Do you trust the SE designer(s) to somehow come up with a balanced evaluation system? How would you evaluate "tanking" credit? How would you give credit for healing without incentivizing people to sandbag it and farm cures? How would you give appropriate credit for buffers, without incentivizing spamming buffs for points? How would debuffing work, since most debuffs can only be applied once, by one person in the zone?
It's easy for people to sling ***, a whole lot harder to actually design a solution that's better (without introducing 10 more problems)
By Willinsen 2026-01-14 02:55:39
There is no need to be so aggressive. I have no perfect solution but I am sure SE designer are better than me on this. I am sure there will be change to optimize the event.
By Garfield 2026-01-14 02:56:40
Carbuncle.Maletaru said: »Maybe not individually, with a single character...but hey newsflash guys, like I've been saying for years: it's not a single player game. For the CN NMs itl be the 2 main alliances will split most of the progress and 3rd alliance and rest of ppl will get much less and anyone solo will get basically nothing We said the same thing differently.
And that will work great for small servers like Carbunle that theres only 18-36 ppl participating. Last month on Bahamut tho? My memory is a little foggy, but I think we had somewhere around 130-150 for Omega. That's a little much to do that sort of coordination and enevitably getting 1/10th of the progress. 10 months of Omega to get 1 chest!
Maybe this is their incentive for people to leave Asura/Odin/Bahamut and go to the smaller servers.
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 3983
By Carbuncle.Maletaru 2026-01-14 02:59:57
150 people there and you didn't know a single one of them?
I agree, we're both saying the same thing...
By Garfield 2026-01-14 03:00:05
I am sure there will be change to optimize the event. This will never happen if everyone is saying "this is good" "you need to rethink your personal take on this system". You can't be telling people they are overreacting and everything is fine and at the same time saying it'll become better lol
By Garfield 2026-01-14 03:06:29
Carbuncle.Maletaru said: »150 people there and you didn't know a single one of them? Last month we weren't forced to alliance up ;) I played raise 3 and smn damage role
I have 0 issue forming up with an alliance, I did yesterday for Tier 2, got a whole 20% bar fill from 3 NMs because another group was doing considerably more damage.
By Willinsen 2026-01-14 03:07:17
This will never happen if everyone is saying "this is good" "you need to rethink your personal take on this system". You can't be telling people they are overreacting and everything is fine and at the same time saying it'll become better lol
I disagree. I think that overreact to everything just minimize the real problems
By Garfield 2026-01-14 03:10:23
What's the real problem?
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 11114
By Asura.Sechs 2026-01-14 06:29:27
Carbuncle.Maletaru said: »I don't think it's nearly as bad as the HNM stuff because anyone can contribute. I agree and disagree at the same time, is that possible lol?
I get what you're saying in general with your post, with some people being adamant with the attitude of wanting to play alone in a MMO game.
You got a very solid point there imo.
Like you said the big difference here, compared to HNM scene, is that virtually anybody can participate, and it's a pretty huge difference so I agree with you on that as well.
There is another difference you didn't consider though, and this too is pretty big imho.
In the HNM scene mobs tipically repopped every few hrs or once a day, with the rare version once or twice a week.
Here these nms pop once per month.
I mean even if you are willing to participate and to group up, being *** up because the NMs popped in the 6 hours you were at work or sleeping or whatever else and you won't get another chance until the next month, rinse and repeat for like 10 months... it's a bit extreme?
On one hand you can't make so everybody can participate whenever they want, this is not instanced content and you have to draw a line somewhere, there's not a lot to argue.
On the other hand though ONCE per month is a bit... too scarce?
Surely there's gotta be a way to make so it's a bit easier to participate without going from one extreme (ready whenever you want) to the other (once per month)
I don't know how they could "solve" this, but they need to do something imo. This is mostly an issue for Ultima/Omega and so the CN zones. The 44 NMs are probably fine the way they are, with only 4 at a time popping, lots of chances for everyone to at least catch one of them.
Last but maybe not least, is that points are awarded exclusively for damage. I can understand why they did that, because it's simpler and they didn't want to complicate things too much.
Ideally though, they should strive for a better system. One where damage is maybe the main contributor, but where there are other alternatives as well.
I dunno, debuffs? Dispels? Enmity generated? Buffs and heals on players with enmity on the target? Stuff like that. Even if it's less valuable, it should give you some points, no?
Carbuncle.Nynja
サーバ: Carbuncle
Game: FFXI
Posts: 6940
By Carbuncle.Nynja 2026-01-14 06:35:01
How dare SE try to incentivize people to ally up in a MMO. The nerve of these ***.
I'll say though, the Omega adds not counting towards credit is a massive oversight considering they have a shitton of HP and need to be killed to survive the fight. (Ok this might be a bit of an exaggeration, Omega can be killed without killing the adds, but its very messy)
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Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 11114
By Asura.Sechs 2026-01-14 06:37:43
Carbuncle.Maletaru said: »How would you evaluate "tanking" credit? Create a formula that awards points for every 3 seconds where you are within the first X places in the enmity list of the target(s).
Quote: How would you give credit for healing without incentivizing people to sandbag it and farm cures? How would you give appropriate credit for buffers, without incentivizing spamming buffs for points? Several ways, but mostly by giving vastly inferior amount of points compared to damage.
For healing you can also use the "amount healed" value in the formula.
For buffs, well, not much to do, maybe more points for new buffs compared to overwrite, I dunno, even nothing.
Even if the amount of points you receive is vastly inferior and preposterous, it's still better than only tracking damage and nothing else, imho.
Quote: How would debuffing work, since most debuffs can only be applied once, by one person in the zone? Absimally low points (or zero?) for attempts at debuffing that do not stick (because of macc check or because a more potent one is present).
More points if you stick a new debuff or dispel a buff.
I mean, these are all just very simple and naive examples, I'm not saying the solution is simple and that I have it.
It's OBVIOUS this would be a complicated aspect to correctly implement and it's exactly the reason why they didn't bother.
I understand that, I'm sure we all do, then again I don't think this is reason enough for justifying not even trying.
We deserve better, FFXI deserves better.
Even if what they come up with won't be perfect, you really don't need deep thermophysics engineering, I'm sure they can do a lot better than the current situation (which, in my humble opinion, is still much better than the previous one, so I'm at least happy to see improvements in the right direction).
Carbuncle.Nynja
サーバ: Carbuncle
Game: FFXI
Posts: 6940
By Carbuncle.Nynja 2026-01-14 07:14:00
That seems very complex considering these are the same boneheads who left this for the second month straight:
By Willinsen 2026-01-14 07:14:06
I can be wrong but I have also the impression that the score is not alliance based but party based, so that tank party get significant less points than the dd. Can someone confirm every people in the alliance get the same amount of data?
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 3983
By Carbuncle.Maletaru 2026-01-14 07:20:38
Vastly reduced points for healing = nobody comes on WHM.
Abysmally low points for debuffs = nobody comes on RDM, which is essential for a clean kill (IMO)
It's just a really difficult thing to balance and I don't think people really spend an appropriate amount of time actually trying to think about it before they throw up their hands in the air and trash the system.
Frankly, I think it's a bit flawed but that's just the nature of a complex combat system like FFXI.
Comparing this to HNM is a joke. Most people at HNMs were doing *** all, and it involved sitting around for 3 hours (possibly at 5am, 6pm, AND 12pm), jerking off so you could MAYBE do a 5 minute fight, then get no reward, either because it didn't drop, you didn't get the claim, or because of LS politics. The limbus unique data system is far and away better than that trash.
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 3983
By Carbuncle.Maletaru 2026-01-14 07:22:24
I can be wrong but I have also the impression that the score is not alliance based but party based, so that tank party get significant less points than the dd. Can someone confirm every people in the alliance get the same amount of data?
No. Everyone in the alliance gets the same.
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 11114
By Asura.Sechs 2026-01-14 07:37:07
That seems very complex considering these are the same boneheads who left this for the second month straight:
 Lmao! XD Forgot about that.
It's just in the Engrish version though right?
So while in general your example stands -a lot- specifically here I think it's more a matter of HR organization with the ones assigned to the translation team XD
By SimonSes 2026-01-14 07:39:33
Took me 8h to take Ultima from 86% to 31% with just my 6box. Then another 2h to kill it with another 6box person. I'm pretty sure its around 1%HP on Ultima is like 2.3-2.4% Unique data bar, because I ended up with 1 full bar and 98% of another one, but I missed like overall 6% of the HP when I was dead.
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I didn't see a thread dedicated to new-new Limbus so here's one with some findings. I’ve continued to edit this post with new discoveries made throughout the thread.
For entrance and zone info, really the SE post is best:
https://forum.square-enix.com/ffxi/threads/62862-June-10-2025-%28JST%29-Version-Update?p=667175&viewfull=1#post667175
Obtaining the Key Items / Units
Kill mobs to fill the bar in the upper left. Seems to take 6-15+ mobs per floor, this increases based on the chosen mob level and number of people in your party. You continue to get units as long as you want to sit there and keep killing and refill the bar, but at half the rate. Whether this is comparable to the units gained by continuing to move floors and finishing the event to get the chest bonus is up a function of your personal kill speed and group size.
Each Temporary KI looks like "Apollyon SE #1 data", and you get 1 per floor. You keep them until you open a chest and then they are all lost. You get a KI for filling up the bar at the top of the screen on each floor. I didn't count but I think it requires like 10 mobs per floor (this apparently varies by level choice). Once you get a KI, you should get to keep it even if you leave Limbus. You would lose any progress on any un-completed floors, but this is like 6-10 kills so no biggie.
You can enter any section / floor at any time. You don't need to go in any type of order or "climb" if you're missing one of the upper KIs from a run that got interrupted.
Once you choose a level (119-130), I think you need to keep that level choice until you open a chest. If you adjust it after getting some KIs, you might lose them. The NPC dialogue isn't too clear on this.
There were no direct drops from mobs, of any kind.
Mob Details
All the mobs seem to have pretty serious DT, probably 50% (confirm by Brixy as 50%, per Air Knife expected enspell dmg). But they aren't hard. They hit like 130s. AoE/Cleaving is extremely nerfed.
Pulling mobs is weird. Any initial spell cast before initial aggro / dynamic level adjustment may land, but will not remain on the mob. You will not see a message to reflect this.
If you pull with silence (while it's un-aggroed), it appears the silence instantly wears without any message, likely due to the dynamic-level adjustment which happens as soon as you aggro (credit to Moonlightagb for this theory, I think it's correct). Silencing twice is probably needed. This doesn't matter much in a party, but if you're solo and mob density is high this effect could be pretty annoying. Other examples later verified by others: If you pull with Immanence, the skill chain will not complete. If you pull with Dia, you can sleep right after.
Mob respawn is on the order of a few minutes but I was pretty lonely this morning. I had one floor with a couple groups and it felt faster, might be dynamic spawn rate.
Aside from the initial-aggro weirdness, everything can be debuffed and slept as expected. Sneak/invis work fine, but true aggro mobs remain like Imps and such.
Getting the goods
In order for the chest to open, you need to finish all of the zone, not just one section. So Apollyon zone is 18 KIs, Temenos zone should be 25 KIs. If the chest says "it won't open", you need more KIs. The chests are located at the exit of each "top floor" in each section. However, you can only open a chest once you have finished all the sections (NW,NE,SW,SE,etc).
After getting all KIs in Apollyon, each character had earned:
About 4000 units from killing mobs and climbing floors
3000 units from finding a shiny ??? on the ground and clicking it
3000 units (one character in the party got 5000 units, no idea why) directly from the chest
So each character of a 6-person party left a ~90 minute run with 10-12k units. EP was ~15k/hr, but this is ML50s fighting level 130s. Maybe it's better if you're lower.
My initial limit on Apollyon units was 30,000. After I opened the chest, that increased to 33,000. It looks to increase 3000 more with each chest open.
Apollyon Units are used to upgrade AF pieces to +4.
Temenos Units are used to upgrade relic pieces to +4.
The upgrade costs are:
Head: 20k units
Body: 30k units
Hands: 15k units
Legs: 25k units
Feet: 10k units
Once I got to 10k units, the furnace did allow me to trade a foot piece, though I didn't choose to complete the process. Trading any other slot did nothing.
I did get the title Apollyon Razer, which I think is just the same as the old title lol
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