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Dynamis-Divergence Findings
Cerberus.Ephexis
Server: Cerberus
Game: FFXI
Posts: 105
By Cerberus.Ephexis 2018-09-23 15:14:22
We just got glitched after Mini Boss. Killed a lot, killed Aurix early on in Bastok, got near the mini boss and there was an Aurix sat at 10% that couldn't be engaged.
Killed MB, and nothing respawned in the entire zone. GM's couldn't resolve, or restore entry, so wasted a run.
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Server: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2018-09-23 15:27:29
That glitch has been (very rarely) occurring ever since Dynamis-D was introduced.
No-one knows how to reproduce it, and seems to be utterly random.
Server: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2018-09-23 19:32:50
Just confirmed that filling up the Dynamis-D Mask bar gives you an M.Astral in your personal pool each time you do it.
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Asura.Iiana
Server: Asura
Game: FFXI
Posts: 25
By Asura.Iiana 2018-09-24 08:09:55
I've yet to see M astrals drop anywhere else, too.
Server: Asura
Game: FFXI
Posts: 33
By Asura.Limpbiz 2018-09-24 08:56:33
So you don’t really need a boss win just 30m dmg? Or does a boss win negate the 30m?
By Brynach 2018-09-24 09:58:07
Boss kill OR 30m dmg OR 10,000 job points turned in
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Fenrir.Tarowyn
Server: Fenrir
Game: FFXI
Posts: 580
By Fenrir.Tarowyn 2018-09-24 20:27:17
For anyone who actually does wave 3 with the MB method. Apparently nuke damage is higher the closer the caster is to the circles. With 3 blms standing directly on top of it, we were able to kill it in one 4 WS SC rotation
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Bahamut.Agerine
Server: Bahamut
Game: FFXI
Posts: 439
By Bahamut.Agerine 2018-09-24 22:11:59
For anyone who actually does wave 3 with the MB method. Apparently nuke damage is higher the closer the caster is to the circles. With 3 blms standing directly on top of it, we were able to kill it in one 4 WS SC rotation
Isn’t this how the new magic belt works also?
If so then it was designed to be a Fetter buster.
Bahamut.Malothar
Server: Bahamut
Game: FFXI
Posts: 396
By Bahamut.Malothar 2018-09-25 00:04:51
For anyone who actually does wave 3 with the MB method. Apparently nuke damage is higher the closer the caster is to the circles. With 3 blms standing directly on top of it, we were able to kill it in one 4 WS SC rotation
I dunno how accurate that is. I normally find myself on Vex/Attunement/Fade/Frailty or some such duty that requires being on top of the circle. I typically free nuke some T5/4s just cause and haven't seen anything really outlandish. Perhaps MBing is boosted in some way, but just free nuking doesn't seem to carry any benefit, beyond the circles taking decent damage from their weakness element.
Fenrir.Tarowyn
Server: Fenrir
Game: FFXI
Posts: 580
By Fenrir.Tarowyn 2018-09-25 00:23:36
Works on free nuking as well. The damage is about double compared to far away. Considering you have no nuking bubbles, you don't really have a good baseline to compare too.
http://blog.livedoor.jp/luteff11/archives/54183914.html
Bismarck.Radec
Server: Bismarck
Game: FFXI
Posts: 155
By Bismarck.Radec 2018-09-25 00:40:44
Uncontrolled sample because I wasn't looking for it, but from tonight's run my circle-MB averages are 15-25K at distance, and ~40k up close when extending SCH fusions with Vidohunir on Ice and Dark.
Can't confirm distance on the other circles aside from "not close" - could be anywhere 15-20, which would explain the variations.
No Indi's on me either, rest of the BLM and GEO were at range - only lang/mal/fade on the circle.
By Staleyx 2018-09-25 01:16:52
Did they screw up magic damage when putting in that new belt. Is this effect active 100%?
Fenrir.Tarowyn
Server: Fenrir
Game: FFXI
Posts: 580
By Fenrir.Tarowyn 2018-09-25 01:24:40
It's probably not a bug since it seems like a circle specific gimmick. It's possible the gimmick was on the circles first and they just applied it to the belt, who knows.
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By Fendarin007 2018-11-08 04:36:48
Can anyone share there melee strategy for wave 2 mega boss’s please or would my group be best taking a tank/dd/Mb party for wave2/3 and Mb the wave 2 and dd wave 3 bosses. sandy Bastok and jeuno wave 2 boss seems a pain to melee any info would be great ty
Both melee and mage works, and difference isnt huge. Although I think melee kills wave 2 bosses faster.
You should use whichever setup that you have more man power to do. If your ls is mage heavy, use mage. If your ls is melee heavy, use melee.
I dont think a hybrid setup with both is a good idea, because ffxi doesnt favor mixing 2 different type of dps and split the dmg, instead the best result usually came from focusing on one type of dmg and push it to the max.
Theres a couple of streams showing jeuno and sandy wave 2 boss fights. But I cant find bastok wave 2 atm, try to search youtube.
Sandy wave 2 melee
https://www.twitch.tv/videos/288868446?t=26m05s
Jeuno wave 2 melee
https://www.twitch.tv/videos/287623068?t=34m58s
Melee setup for both takes 2 min or less to clear wave 2, mage seems a bit slower, but not that much.
Sandy wave 2 MB
https://www.twitch.tv/videos/286352467?t=50m30s
Jeuno wave 2 MB (as you can see, this position is not recommended, there are other position better than this but I cant find a video for it atm so this is all Ive found)
https://www.twitch.tv/videos/287509843?t=04h25m00s
Credit goes to streamers, I just link them.
Thanks a lot for posting these videos/sharing cor sets afania. My group have managed to clear jeuno and Bastok now so we moving into sandy zone. The sandy dd video doesnt work anymore but the mage one does. I’m wondering what barspells/carols/position we need for the wave 2 nm. Any tips/suggestions would be appreciated
Leviathan.Kozumi
Server: Leviathan
Game: FFXI
Posts: 36
By Leviathan.Kozumi 2018-12-04 22:45:19
Anyone have disjoined galka use Shin-Zantetsuken twice in a row? Not once, then again after a bit of time I'm talking TWICE at EXACTLY the same moment, resulting in RR removal + everyone instantly dead.
By Staleyx 2018-12-04 22:53:50
Were there adds up?
Leviathan.Kozumi
Server: Leviathan
Game: FFXI
Posts: 36
By Leviathan.Kozumi 2018-12-04 22:57:01
No, we just killed all the adds. None were up.
By Justuas 2018-12-04 23:21:46
You had bad luck then.
Quetzalcoatl.Falkirk
Server: Quetzalcoatl
Game: FFXI
Posts: 705
By Quetzalcoatl.Falkirk 2018-12-05 00:13:54
Anyone have disjoined galka use Shin-Zantetsuken twice in a row? Not once, then again after a bit of time I'm talking TWICE at EXACTLY the same moment, resulting in RR removal + everyone instantly dead.
I've seen this a couple times when automatons are tanking.
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Quetzalcoatl.Langly
Server: Quetzalcoatl
Game: FFXI
Posts: 690
By Quetzalcoatl.Langly 2018-12-05 01:06:48
Quetzalcoatl.Falkirk said: »Anyone have disjoined galka use Shin-Zantetsuken twice in a row? Not once, then again after a bit of time I'm talking TWICE at EXACTLY the same moment, resulting in RR removal + everyone instantly dead.
I've seen this a couple times when automatons are tanking.
And not just on the Galka, we've seen it on the others as well anytime the Automaton had hate.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10351
By Asura.Sechs 2018-12-05 01:30:13
Seen it on the Elvaan as well and iir the Taru too?
From our experience it's somewhat related to how much time you take to kill the adds.
Multiple Zantetsuken like that always happened to us whenever we were either keeping Fomors alive (a strat we attempted on our first runs with the WHMs and CORs) or when for whatever reason we were taking too much time to kill them after they spawn.
Not sure what the link is there, but from our experience it's somehow connected to how much time they stay alive.
Server: Shiva
Game: FFXI
Posts: 1328
By Shiva.Siviard 2018-12-06 21:56:49
Zdukez of Shiva server is streaming right now! Come join!
https://www.twitch.tv/zdukez
Bismarck.Ihinaa
Server: Bismarck
Game: FFXI
Posts: 161
By Bismarck.Ihinaa 2018-12-25 00:21:23
So I came back to the game with the intent of maxing out my THF again, but plans are turning south, so I may need to start my own group. Does anyone mind helping me out on this? I've put together groups before to kill things, but I'm rather new to the new dyna. Going to start with Jeuno
Wave1/2, run around kill stats for TEs. Jobs that can 1-shot the statues are CORs and BLMs death'ing stuff, right? Since we're not farming, is there any reason to pop the beastmen?
Wave1 boss, SC/MB it down. How many BLMs do people normally bring? Do people still use SCHs to do skillchains, or are we going back to sams, or rngs, or cors to do the skillchains?
Wave2 boss, melee it down until 50%, then disengage. Spam mew and kill it like Erinys. Any reason to pop beastmen on wave2?
Wave3, run around and kill elemental circles. Based on the video I saw, you sac the AH and grand duke palace elemental circles, kill all for the rest. Then you fight the boss, adds pop every 20% and have the same hate as the main NM. Beat them down and continue with the boss. Are they about as strong as the normal wave3 fomors?
Am I missing anything? I appreciate any help with this.
By Staleyx 2018-12-25 01:14:05
Quote: Wave2 boss, melee it down until 50%, then disengage. Spam mew and kill it like Erinys
That sounds like a nightmare. Just use physical brute force to kill it. Make use of fullbreak with the usual songs/rolls/bubbles "fury,str,frailty"
Watch out for spikes make sure you can "react" fast enough.
By Afania 2018-12-25 04:37:20
So I came back to the game with the intent of maxing out my THF again, but plans are turning south, so I may need to start my own group. Does anyone mind helping me out on this? I've put together groups before to kill things, but I'm rather new to the new dyna. Going to start with Jeuno
Wave1/2, run around kill stats for TEs. Jobs that can 1-shot the statues are CORs and BLMs death'ing stuff, right? Since we're not farming, is there any reason to pop the beastmen?
usuall cor, especilly in melee setup because you wont have blm.
in general for wave 3 it can be done with melee setup, rng setup or blm setup and you build alliance based on that.
Wave1 boss, SC/MB it down. How many BLMs do people normally bring? Do people still use SCHs to do skillchains, or are we going back to sams, or rngs, or cors to do the skillchains?
you dont actually need sc mb if you have cor. one single cor can solo wave 1 boss without geo in about 5 min spamming leaden salute and wildfire. add a geo it would be faster than that.
if you have a DD another way is to start darkness sc with a melee dd and that would be faster too.
l
Wave2 boss, melee it down until 50%, then disengage. Spam mew and kill it like Erinys. Any reason to pop beastmen on wave2?
wave 2 just zerg with defensive buffs. no reason to pop beastmen but once your group get used to T3 clears you should have an hour to do wave 1 and 2 farming then proceed to clear wave 3. in that case you can do beastmen for drops.
Wave3, run around and kill elemental circles. Based on the video I saw, you sac the AH and grand duke palace elemental circles, kill all for the rest. Then you fight the boss, adds pop every 20% and have the same hate as the main NM. Beat them down and continue with the boss. Are they about as strong as the normal wave3 fomors?
thats correct, or you can cleave adds when they pop.
not really jeuno but heres stream for a different zone.
https://www.twitch.tv/videos/353446394?t=01h10m54s
there are quite a bit of in and outs:
1) for wave 1 and 2, nin is the most dangerous, have whm sacro or default one song to scherzo to save lifes.
alternatively cor can one shot nin and bypass sp completely if you ask your team to leave nin to the cors.
2) for wave 3, war geo blu rdm are the most dangerous. drg and mnk can be if dds dont position correctly. never stand in front of drgs and mnk, always turtle up against war, use wilt for war and fade for geo luopan. if luopan is out turtle up. silence rdm and blu mob since their aoe debuff move is deadly. aoe petra can wipe a pt from what Ive seen.
volte requires most group coordination, imo. the boss itself is extremely easy.
Asura.Ajirha
Server: Asura
Game: FFXI
Posts: 140
By Asura.Ajirha 2019-01-18 08:36:50
Hello,
I was wondering if we missed a change in game or if it was a bug. yesterday, we were doing sandy Wave 3. cor add pops at the 39% mark. we start to pull it away, after maybe 15-20 sec and little damage dealt to it it used wildcard. instead of bringing the boss back up 20% it fully healed it.
Did that happen to anyone? in previous wildcard event it only healed it for 20% which is a lot of HP alredy but fully healed from 36% really killed the run for us. couldnt recover that in the time left, timed out after the 19% mark adds. would have been an easy win else.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2019-01-18 08:42:37
It depends what the mob rolled on wild card, it has 6 seperate possible effects. Little damage dealt is pretty subjective. Most likely not a bug.
By Brynach 2019-01-18 09:01:04
Hello,
I was wondering if we missed a change in game or if it was a bug. yesterday, we were doing sandy Wave 3. cor add pops at the 39% mark. we start to pull it away, after maybe 15-20 sec and little damage dealt to it it used wildcard. instead of bringing the boss back up 20% it fully healed it.
Did that happen to anyone? in previous wildcard event it only healed it for 20% which is a lot of HP alredy but fully healed from 36% really killed the run for us. couldnt recover that in the time left, timed out after the 19% mark adds. would have been an easy win else. A useful tactic we use is to stun-lock the cor, target him first and kill quickly. We have 1 SMN on clear runs for buffs and enmity control, but when the COR pops, he AC stuns for added security. Just an idea of something that works for us.
Server: Asura
Game: FFXI
Posts: 81
By Asura.Fabiano 2019-01-18 10:00:53
In addition to stunning, you can also gravity/gravity II and pull the boss away from the Volte Corsair. Between the sporadic stuns and slowed movement, the corsair can't ever catch up.
Server: Asura
Game: FFXI
Posts: 33
By Asura.Limpbiz 2019-01-18 10:09:23
Volte Haubert from windy wave2 boss last night, anyone have any other body info on which zones drops which?
Hello. Just wanted to provide some information regarding the new Dynamis.
Seems it is the old style Dynamis with statues roaming and popping the Orc mobs when aggroed which are called "Squadron" mobs. The statues have blue, green and red eyes. Not sure if the eye colors have any other significance aside that. The eye colors do change color from time to time. Speculation is the eye color determines mob types spawned but this is not proven. Statues seem to pop 2 orc mobs starting off and the later statues can pop up to 4 each depending on where you are pulling.
Mobs link with each other by sight and seem to only be true sight based and not sound at all. Mobs do have access to their respective 2 hrs. Average level of mobs are level 139 and have extremely high attack and defense. Skillchain and debuffs to mob and buffs to melee is highly recommended to defeat enemies in a decent amount of time.
Statues need to be handled by mages due to their high physical damage resistance.
Mega Boss is the Overseer's Tombstone in the same location as previous Dynamis-Sandoria and does not pop any adds. Has insane hp with extremely high resistance to melee damage. Was not killed so not sure what it drops or if there any significance to it. Does standard statue attacks. Didn't cast magic of any sort.
Mobs seem to drop ID cards 100% each mob kill in which you need 100 of them to make 1 beastmen medal. 3 Medals provides 1 footshard. You need 2 footshards and some various items to upgrade to relic 119 +2.
Not recommended to do with the bare minimum of 3 people. Recommend a party of 6 or more to farm decently. A balanced party of tank, healer, 2 dds and 2 mages is ideal to start off.
Hope this helps out.
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