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Odyssey R25 Confirmed ATM Now Maybe 30?...
Server: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2022-01-11 19:23:42
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.
Server: Fenrir
Game: FFXI
Posts: 1410
By Fenrir.Melphina 2022-01-11 19:27:41
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.
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Server: Fenrir
Game: FFXI
Posts: 1410
By Fenrir.Melphina 2022-01-11 19:31:32
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.
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Bahamut.Belkin
Server: Bahamut
Game: FFXI
Posts: 474
By Bahamut.Belkin 2022-01-11 19:43:16
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.
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Server: Bahamut
Game: FFXI
Posts: 1281
By Bahamut.Lexouritis 2022-01-11 20:03:44
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
Server: Fenrir
Game: FFXI
Posts: 1410
By Fenrir.Melphina 2022-01-11 20:10:08
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.
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Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10092
By Asura.Saevel 2022-01-11 20:41:52
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.
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Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10092
By Asura.Saevel 2022-01-11 21:03:10
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).
Total HP: 2,299,607
By Guyford 2022-01-11 21:09:05
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.
Valefor.Cinzia
Server: Valefor
Game: FFXI
Posts: 35
By Valefor.Cinzia 2022-01-11 21:12:46
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.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10092
By Asura.Saevel 2022-01-11 21:13:12
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.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10092
By Asura.Saevel 2022-01-11 21:15:42
Consensus amongst those testing with me agree the adds just seem like big Apex mobs, not really that dangerous and take damage easily enough.
Asura.Eiryl
By Asura.Eiryl 2022-01-11 21:17:03
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.
Server: Asura
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Posts: 3185
By Asura.Geriond 2022-01-11 21:19:46
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
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-01-11 21:21:55
Has anyone confirmed if adds pop on a second attempt at the same NM, if they were killed the first time?
Asura.Eiryl
By Asura.Eiryl 2022-01-11 21:25:31
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.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10092
By Asura.Saevel 2022-01-11 21:25:35
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.
Server: Asura
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By Asura.Geriond 2022-01-11 21:27:15
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?
By Guyford 2022-01-11 21:27:57
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.Saevel
Server: Asura
Game: FFXI
Posts: 10092
By Asura.Saevel 2022-01-11 21:28:10
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.
Valefor.Heabea
Server: Valefor
Game: FFXI
Posts: 34
By Valefor.Heabea 2022-01-11 21:28:36
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?
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Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-01-11 21:31:06
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.
Ragnarok.Bennettz
Server: Ragnarok
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Posts: 16
By Ragnarok.Bennettz 2022-01-11 21:35:07
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Server: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2022-01-11 21:41:03
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. To add onto this, Red Mage should be able to sleep any NM for multiple minutes using Stymie and duration gear, so you shouldn't have to deal with, say, Mboze threatening to wipe you while you kill the add.
Server: Bahamut
Game: FFXI
Posts: 1281
By Bahamut.Lexouritis 2022-01-11 21:51:14
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
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10092
By Asura.Saevel 2022-01-11 21:59:13
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
Server: Bahamut
Game: FFXI
Posts: 101
By Bahamut.Butmunch 2022-01-11 22:05:52
have people been able to sleep adds? tryed rdm and brd and they did not work at all
By Guyford 2022-01-11 22:08:19
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.
Server: Bahamut
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Posts: 1281
By Bahamut.Lexouritis 2022-01-11 22:14:05
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.
So last year when I dumped all the augments only the Tier 3 NMs went past R20 Augments. The T1,T2, and even T4 added the next month capped at R20. I decided to redump them all tonight to see if anything had changed and they all now go to Rank 30 though one, Coiste Bodhar, makes no sense it has the same augments at R29 and R30.
This could be the change or it may not be, I just figured I'd take a poke at it. I was actually quite surprised to see them go past R20 now.
https://gist.github.com/Chiaia/9bb22e7544239d636faf7bcc0de7372a
Personally hoping this isn't the change for next month. I rather new content then farming old content for another year.
Edit: So this augment system was only setup to handle up to R30 even though for the first 5+ years the highest augment Rank was 15. We didn't see anything hit R20 or R25 till Dyanmis Necks/Weapons. I did just try to go past R30 from R31 to R35 and yea it's still setup to only handle R30 max atm.
Edit 2:
lolz...
First up, we’re increasing the Vengenace cap for Odyssey’s Sheol: Gaol to +20. This naturally means that eligible equipment can be augmented to even greater heights, so you’ll be able to boost up your gear to higher attributes than before. It goes without saying that the foes within will also grow more powerful, but...well, I’ve decided to say it anyway. Tackle the trials within and claim your powerful equipment!
I'll re-dump the night of the update for any changes.
https://forum.square-enix.com/ffxi/threads/59046
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