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Which hand was he in when you observed the damage? Perhaps he absorbed something that made his attack skyrocket. Counters can crit, unsure if retaliation can. I wouldn't be surprised if Gartell had unique version of retaliation though. I have seen people die without any log message, which I assumed was a counter proc and dropped packet, but can't say I've ever seen it occur in a WS
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By Karppa on 2025-11-08 15:12:07
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37 years my work history now half pension just doing temporary gig jobs last 7 years as nurse.. 23 years FFXI history 65 till full pension..
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I'm well aware that he steals buffs and that is why I expect to get hit for up to 2K in the future in a DT stacked WS set under fetters, but it is the 2.9k to 4k outliers that got me on this course of inquiry If you get countered, you don't generate TP. The WS/JA delay is a couple seconds, but remember by the time you see the WS animation, the server's already processed it, so the delay in time for your eyeballs is shorter than that. It becomes more obvious on any really long animation WS. Go do Resolution. You'll see yourself start gaining your next auto round's TP gain well before the WS animation finishes.
When it's wind mode, the DOT from the Fetter is a Choke effect. This reduces your VIT to 1. This means you lose hundreds of points of defense, but also means that Gartell gains capped fSTR against you(this means you take BIG damage).
In addition to DT on Nyame gear, Nyame also sports very high physical and magical evasion, meaning Gartell's attacks are more likely to miss or be resisted. Due to the massive VIT reduction from Choke, this makes %DT even more valuable, but Nyame's defenses are 4-fold. It sports high raw defense, high raw evasion, high MEVA, and high -DT. The new Limbus armor can be very good, but you have to keep an appreciable amount of -DT in your WS set in any serious content(really no less than -25% and -30% or more would be highly advisable depending on your healer). This is why if you read about people's initial reaction to +4, a lot of folks were underwhelmed, and hoping for DT% augments or something similar on the AF/Relic.
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By Dodik on 2025-11-08 14:54:13
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More likely either crits or double attacks, or a combination.
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By Ginza on 2025-11-08 14:35:54
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Counters stop your attack, so your WS would do 0 damage if it could be countered (or drastically reduced if it had multiple swings/DA proc). Traditonal counters work this way, yes, but even the most causal glance at whatever Gartell has shows that it doesn't work this way, WS or not. I have never seen a normal melee swing against Gartell deal 0 damage, let alone getting a "Gartell Counters X person's attack for Y Damage" showing up in a log. Also the traditional counter preempts the attacker gaining TP from their attack, yet I have never experienced, nor heard anyone mention having reduced TP gain from Gartell's counter ability. It really feels much more like Warrior's Retaliation ability than Monk's counter.
Likely what is happening is that when your WS goes off, it's finished server side, and since you are at or close to capped delay reduction, auto attacks are going through during the WS animation. The order of the damage log is not always in the correct chronological order due to message loading latency, so what's actually happening is you are still being hit by Gartell during the WS and your auto attacks are being countered shortly before WS or shortly after. I'm well aware of the damage order in the chatlog being unreliable, and I've considered the scenario you have proposed, but there are issues with it.
If my auto attacks are triggering counter before my WS goes off, my WS would never fire, as I'd be already be dead, and should be in TP gear. The fact that the WS goes off at all shows that getting killed by a counter is not happening prior to WS. So that leaves the idea of dying to an attack round immediately after the WS, and there are two things that point to it not being the case.
The first is WS lockout time, it takes a full two seconds after the WS goes off to resume swinging, which really stick out in a zerg environment. When the instance is super laggy its much easier for this to happen, and that does happen in sortie, but that hasn't been the case for my recent testing.
The second indicator is that TP does not reset on death. If I WS and then perform a melee swing, and the melee swing triggers a counter that kills me, I should have my WS TP return plus the TP return from one attack round that kills me, but instead I went down with exactly the TP return I'd expect from a single hit WS.
I'm well aware that he steals buffs and that is why I expect to get hit for up to 2K in the future in a DT stacked WS set under fetters, but it is the 2.9k to 4k outliers that got me on this course of inquiry
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By detlef on 2025-11-08 14:00:58
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There's a reason that most groups kite Gartell.
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By Carbuncle. Nynja on 2025-11-08 13:13:54
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Lol
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By . on 2025-11-08 12:35:16
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The greatest one too.
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By . on 2025-11-08 12:10:56
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I recently used them to test doing sch skillchains with staff + helix to double bursting my main character and single bursting my 2box character, it'd have honestly been much more annoying to test on a live monster, especially one that would die from my initial sch burst. My only gripe is they block refresh, so once I ran out of MP from spamming tier5 and 4 spells I had to disengage and pop refresh to keep testing
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By mhomho on 2025-11-08 12:07:32
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By . on 2025-11-08 11:53:50
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a-hem
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One question to answer is: "Does an off-hand weapon use one of the two multi-attack chances during multi-hit weapon skills?" The brute-force and easy to interpret approach to answering this is to use a few thousand 3k TP FTP-transferring weapon skills with a strong main-hand and a weak off-hand while attack capped, then compare the output to simulation. This would at least show that the simulation is wrong somewhere and allow us to tweak things til it matched the observed data.
I responded in other thread that all you need is single test with 100% DA and high damage sword in main and 1dmg offhand. Ideally as close to being naked as possible to lower WSC (makes weapon damage more impactful) and make 1000tp fast blade (it doesn't have ftp transfer, but at 1000 tp it has 1.0 ftp for all hits including first). Damage will either fits 4x main hit and 1x offhand hit or 3x main hit and 2x offhand hit.
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By . on 2025-11-08 11:35:11
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This is really easy to test. Take WAR with some really high damage 1h sword and 1dmg offhand and achieve 100%da ideally with buffs not gear to keep WSC bonus as low as possible. Then make 1000tp WS and see if damage is right for 4xmain hit+offhand or 3xmain and 2xoffhand. You literally need to do only 1WS (assuming you won't miss any hits, so you can do few to be sure you get similar result for each try). With 100%DA (by 100% I mean real chance. Some people suggest you need 102-103% in game to reach 100% chance) you don't need to gather many results and play with distribution, because it will either be this or that.
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Damn, I want the medal of Atlanta!!!
As an aside, "Fiat Lux" is not a hard requirement (I don't have it), but it definitely seems to help.
Also, Monstrosity seems to help a LOT. I had unlocked all monsters, taken like a dozen of them to 99, but was still stuck at rank 7 for a long time. Out of boredom one day, I raised buffalo to 99, and that somehow pushed me to rank 8! So, I don't necessarily think there's a "cap" on how much Monstrosity can help you--- or if there is, it's very high.
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Fellas, our time has come.
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Quote: main hand > offhand > natural additional hits with mainhand > mainhand MA procs > offhand MA procs.
Can I see the data/explanation that indicates that offhand is checked before natural additional hits?
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Can someone tldr that? Should we change tower we finish at every full climb and if someone in party will get 5k, should the rest of the party go check other tower instead of opening the chest?
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By on 2025-11-08 09:39:10
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By Zenion on 2025-11-08 09:32:41
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So hey, just as an aside... remember how the first two prime stages had that "slowly devours your soul" thing on the stats?
I think it's kind of cool how they managed to apply that to the player rather than the character for the later stages. Very thematic.
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By detlef on 2025-11-08 09:30:22
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Is there a quick way to even tell what titles you have? My previous post has an addon that Byrth made which will make Title Checker NPCs tell you what titles you are missing.
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By Suph on 2025-11-08 09:21:26
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By . on 2025-11-08 08:46:54
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What would you do if you met a guy that was just naturally really, really slippery?
Avoid them.
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By . on 2025-11-08 08:14:55
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Apparently the Playstation portable is worth it now that it can stream games and not rely on ps5 connectivity
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Jesus, Im glad I deleted all the rom files, so if I ever enter sortie id just crash
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By Jakey on 2025-11-08 07:24:07
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Phoenix.Gavroches said: »That’s interesting nuggets that got throw out here.
So, 25% chance of getting a 100% chest (5K+drop) no matter what amount of NM killed. Correct?
The other 3 is just in a scale of 5-100 (?!?) depending of NM killed, correct ?
And if that correct, that explain why some people in my group that hit 0/36, correct as well?
Its certainly not 100% that a 5k gives a drop all the time but it is much more common I'm on a low pop server which lately has been good about kills in Tenemos but hasn't always been super consistent on that. The numbers were actually a lot more stark until this week when I opened 3 matters on 3k and had 2 5k without matters.
as far back as I have recorded my totals are now:
When opening a 5k chest I got matters 18/24.
When opening a 3k chest I got matters 9/34.
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By Dathus on 2025-11-08 07:16:21
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Server: Valefor
Floor: NW 4
Location: Near exit
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By waffle on 2025-11-08 06:54:23
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Phoenix.Gavroches said: »So, 25% chance of getting a 100% chest (5K+drop) no matter what amount of NM killed. Correct?
The wording of the translation I saw was that 100% drop requires both a certain amount of nms killed + the bonus chest for what that's worth.
It might be as simple as the bonus chest doubling the base drop rate if a full nm clear gets you a 50% rate on non bonus chests.
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That’s interesting nuggets that got throw out here.
So, 25% chance of getting a 100% chest (5K+drop) no matter what amount of NM killed. Correct?
The other 3 is just in a scale of 5-100 (?!?) depending of NM killed, correct ?
And if that correct, that explain why some people in my group that hit 0/36, correct as well?
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