|
Limbus 2025
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 6099
By Carbuncle.Nynja 2025-09-29 08:08:28
The Ru'Aun Gardens warps that auto-warp you to the next point when you step on them.
You don't get a choice and you can't choose a floor. Want a different floor? Tough ***, walk up from the start.
You bet your *** people will double check they got the clear before stepping on the warp point if it means they have to travel all the way back up from the start if they don't. Easy fix:
Portal will only auto-port you up to the next floor if you have the floor's temp
Throw in an "Elevator" NPC that will let you pick floor otherwise if necessary (ie: accidentally enter wrong area)
In theory, a lot of the elevator process should have backend smartypants checks. If I pick apollyon SW from the entrance, it should take me to 1 if I have no temps. No ones going SW 3-2-4-1-5 (cant remember off hand if its a 5 or 4 floor wing, replace SW with NW if I'm wrong). If I have SW1 and Sw2, picking SW from the entrance should auto-port me to 3.
Alternatively, there should be a toggle option to make this the permissible behaviour, the same way Sheol, Ambu, Omen have a "auto-port me in when ready" option.
The default should be the expectation of a climb from floor 1 to top floor, and SE also built it as such as the coffers are only on the top floor.
[+]
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 6099
By Carbuncle.Nynja 2025-09-29 08:26:14
Portal will only auto-port you up to the next floor if you have the floor's temp "but what if someone gets ditched without the temp item"
This would involve one of two things happening:
1-group started fighting things before everyone was ported up
2-someone died and group kept killing mobs while they were dead
Both of these are conscious decisions affected by the group and are noticeable. A quick "everyone get this temp item?" question fixes the issue. If the stupido *** up, they *** up.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10825
By Asura.Sechs 2025-09-29 08:29:25
No ones going SW 3-2-4-1-5 Aheeeeeeem...
°_°''
By SimonSes 2025-09-29 09:48:44
Im going 5-4-3-2-1 all the time after finishing last tower, because I can just clear 5th right after opening the chest :)
Quetzalcoatl.Lews
Server: Quetzalcoatl
Game: FFXI
Posts: 9
By Quetzalcoatl.Lews 2025-09-29 09:48:47
I will admit I am not a fan of the sky portal warps because they will either tie it to a switch like in sky or make it so it doesn’t work if you have aggro. I have “heard” (not me promise…) that the best way to travel through is just run for it (screw sneak and invis and ghrahs) and superwarp up!
Fenrir.Jinxs
Server: Fenrir
Game: FFXI
Posts: 1102
By Fenrir.Jinxs 2025-09-29 09:59:39
You mean you guys don't like having a 50/50 chance to go where you want?
Nothing better than doing the half hour hour long boss fight with your group that is disorganized, starts late, and then can't get to the battlefield
[+]
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10825
By Asura.Sechs 2025-09-29 10:05:34
Thinking back about the Murky/Alabaster matter system.
We're all complaining the the currently supposed drop rate of ~33% is too low and SE did a mistake but... it might be just right, ironically.
It's too slow for the first levels where the Currency required is still little, but it scales up fast. When it reaches 25k+ for each upgrade you're gonna end up in the opposite situation, having a lot of Matters and nothing to do, because you need more units to spend them.
Which is... ironic, and emphasizes that revolving on Matter as a requisite to allow you to spend units wasn't a very good idea probably (unless they plan to use Matters for other things in the future, we'll see).
Why did they create this system? I can imagine because they wanted to promote full climbs, that is doing all floors and opening chest.
Binding Matters as a drop inside chest was their idea to promote that I suppose.
And making so NMs killed would increase the droprate on the following week, was their way to promote that too in synergy.
It just... doesn't work imho. I see their idea, I see their intent, it just doesn't work. But hey the content is not "complete", we'll see what happens in november when more stuff is added!
By SimonSes 2025-09-29 11:34:51
Thinking back about the Murky/Alabaster matter system.
We're all complaining the the currently supposed drop rate of ~33% is too low and SE did a mistake but... it might be just right, ironically.
It's too slow for the first levels where the Currency required is still little, but it scales up fast. When it reaches 25k+ for each upgrade you're gonna end up in the opposite situation, having a lot of Matters and nothing to do, because you need more units to spend them.
Which is... ironic, and emphasizes that revolving on Matter as a requisite to allow you to spend units wasn't a very good idea probably (unless they plan to use Matters for other things in the future, we'll see).
Why did they create this system? I can imagine because they wanted to promote full climbs, that is doing all floors and opening chest.
Binding Matters as a drop inside chest was their idea to promote that I suppose.
And making so NMs killed would increase the droprate on the following week, was their way to promote that too in synergy.
It just... doesn't work imho. I see their idea, I see their intent, it just doesn't work. But hey the content is not "complete", we'll see what happens in november when more stuff is added!
Kinda depends. If you have like 100k units cap and 100k units stored at start and 100k units possible to farm, which wouldn't be anything shocking, then you could get the rest of unity points in next 9 weeks. Meaning you could even be upgrading 3+ ranks each week. Now with how slow this is going, I can't even farm 50k points each week, because I can only spend like 3-5k per week now, so I only farm like 18-20k for now(what I spent + 5x3k increase) and can't get more, because there is 100k cap of remaining points that you can get. at a rate of 1-2 matters per week, I won't be able to spend 50k to maximize unity farm per week until like Rank 15+ (much higher if I only get one matter), meaning I will farm this stupid unity not for 13 weeks, but more like 17. This makes it even worse.
Asura.Eiryl
By Asura.Eiryl 2025-09-29 11:36:51
Of course youre going to want the first 10 or so immediately. When it's 100k per rank it's not going to .... matter. ha.
50k cap a week and as long as you get 1/5 you'll never be behind
By SimonSes 2025-09-29 11:44:10
Of course youre going to want the first 10 or so immediately. When it's 100k per rank it's not going to .... matter. ha.
It's never 100k per rank. Highest is 52400.
By Dodik 2025-09-29 11:56:58
just right, ironically.
It's too slow for the first levels where the Currency required is still little, but it scales up fast. When it reaches 25k+ for each upgrade you're gonna end up in the opposite situation, having a lot of Matters and nothing to do, because you need more units to spend them.
Isn't that the opposite of every single upgrade system though? Usually the first few ranks are easy then it ramps up, which is fine because it rewards you a bit more at the start. If you want to cap you get to grind.
This system basically says do this for a year everyday or you'll never finish.
So like a stage 5 prime.. These are accessories not ultimate of the ultimate weapons.
By SimonSes 2025-09-29 12:09:38
Im currently 0/6 on my main in Apollyon. Fantastic stuff.
By SimonSes 2025-09-29 19:18:56
Well, opened 8 boxes across 2 chars, got 1/8 matter, horseshit
Im not killing any more NMs until patch. Waste of time.
I killed 4 in Apollyon today... I guess I just can't resist killing NMs. 2006 syndrome.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10825
By Asura.Sechs 2025-09-30 01:09:59
Isn't that the opposite of every single upgrade system though? It is, but it's a consequence of the way and reasons why they implemented the Matter requirement to begin with.
Their intent was obviously to promote full climbs, and when it came down "what would be an appropriate drop rate, so that it's not too low and not too high?" the final result of ~33% is the number they came up with.
If you decontextualize the augment system, this drop rate is probably just "right", it's what I written above.
And it's ironic because it probably is.
The problem arrives when you contextualize it with the rapidly scaling up Units required to level up, bringing us to the final result where at start (where you're supposed to be able to get lots of RP levels fast, just like you said) you're gonna be lacking Matters, whereas at the end (where the number of Units required is very high and requires multiple runs) you're gonna end with more Matters that you can spend because you lack units, with nothing to use Matters for, at the moment, at least.
Not sure if what I meant is clearer now. I wasn't trying to defend this system in any way.
It's just that a lot of people (myself included) rightfully whined on the drop rate being too low, whereas the real issue is a bit more... complex than "just" that.
By Dodik 2025-09-30 05:22:19
You're right tbh.
However, with the rate limbus points increase with every CL bump, I don't really see points being a limitation anytime soon.
Most anyone that's been doing Limbus for matters already has most their +4 and are sitting on points just waiting for matters to drop so they can upgrade.
CL130-CL135 was a 30% increase in points per floor.
CL135: 6,248 total points for a climb.
A 30% increase means CL140 would give 8,122.
Five runs at CL140 might give 40,612 which is most of the way for a R29-R30 augment. No guarantee the same increase from CL130-CL135 will happen again of course.
Not saying you won't need to grind, but it ramps up a lot with CL increases.
But of course, there is a very high chance something else that uses a lot more points will come out, most probably +5s.
Goes back to if you're going to grind this stuff, it should not peg you in the butt every time you do it. Unless of course you're into that, no judgement.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10825
By Asura.Sechs 2025-09-30 05:31:53
Most anyone that's been doing Limbus for matters already has most their +4 and are sitting on points just waiting for matters to drop so they can upgrade. Q_Q
Well tbf I'm done with Apollyon, still need a lot in Temenos, but I can see how I'm in the minority (not a lot of people have 16 mantained jobs on the same character, after all).
I can see what you mean, you're right. It might not even stop at 140 for all we know.
Granted that... we're gonna reach a point where the additional Points you get won't be worth the additional time?
Not necessarily but potentially?
The kill speed difference from 130>135 was somewhat noticeable. The required acc too.
(conversely, I didn't notice a particularly high increase in the damage THEY do on us when they hit us, which is good I guess)
If the 135-140 is anything like the previous one was, you're gonna have to rely on very specific and different party compositions.
That would slowly start to kill the "relaxed" feeling we currently had in Limbus which was refreshing to me, then again not "necessary".
Either way, they HAVE to do something about all of this. Hopefully something will come in the november patch because I'm pretty confident nothing will happen about it in the October one >_>
[+]
By K123 2025-09-30 05:36:59
If people are doing Limbus 5x a week after getting all the armor they need, well done, you are the masochists that keep the servers up for the rest of us.
By Dodik 2025-09-30 05:45:52
not a lot of people have 16 mantained jobs on the same character, after all).
That's crazy. How many wardrobes do you have?
My main is at six eight jobs and I had to stop because no more room.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10825
By Asura.Sechs 2025-09-30 06:19:39
not a lot of people have 16 mantained jobs on the same character, after all).
That's crazy. How many wardrobes do you have? I have 7 wardrobes. Used to have 6 but after gearing up COR I had to take another one, the 7th is almost entirely filled up with COR stuff.
I don't have 70000 different sets for every possible niche situation that you use once every 3 years for all of my jobs of course, I would go crazy if I did.
Likewise I tend to prefer items with slightly inferior performance but that I can use on a lot of jobs, compared to very specific and slightly better items which I can use on a single job only.
I try to keep that in mind when I pick items but sometimes the performance difference is so big I can't do that alas.
Like Ambu capes, on some jobs I have like what, 8 capes?
On many others I have like 3.
I know people who have over 12+ ambu capes for a single job.
I can't really do that, I try to draw a line somewhere where it's reasonable of course.
[+]
By K123 2025-09-30 07:34:41
On my chars I do these with 6 wardrobes:
BRD RDM SCH BLM COR WHM THF DNC BLU + WAR DRK DRG
BRD RDM SCH BLM COR WHM THF DNC BLU + SAM MNK NIN
I also carry gear for RNG (that I never use) so 12/13 jobs in 6 wardrobes.
If I want to add any more jobs to carry round like a tank or GEO I might need more wardrobes. If I make refresh+2 and phalanx+5 for all jobs it will add more ***to carry. I have 5/5 Chironic refresh+2 and 4/5 herc Refresh+2 each char already, but need merlinic next.
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 6099
By Carbuncle.Nynja 2025-09-30 17:11:58
Who's sick of doing climbs already. I don't mind them, but it'd be more tolerable if a certain warp assistance didn't keep breaking for me. you too??
I had it happen a few times and I can never replicate it. All I know is it breaks completely until I zone. Things I've tried:
reload the addon
port up manually
unload addon and port up manually then reload addon So I was able to replicate it
Someone (not of my army) was porting up at the same time I was.
Couple things I noticed:
If I try to port up in this bad state, the addon wont detect I'm trying to port up. The first line was when I got bugged out. Lines 2 and 3 are me timing out and I then unloaded the addon. I reloaded the addon and tried again (line 4). Line 5 is timeout, line 6 is me doing //sw cancel. My retry is set to 6 times, so why it thinking theres no warp scheduled after one retry?
I'm able to fix the issue by zoning to Al'Taieu and back.
I found a way to fix the issue without zoning:
I ported to entrance and I was gonna zone, but I realized I just put NiTro songs up. So from the entrance I unloaded superwarp entirely and ported up to my target floor, then reloaded superwarp. I was able to do //sw te all port after that.
Its possible you may be able to fix the issue by unloading superwarp and manually porting up. Its also possible the issue will fix itself by manually porting up with the addon loaded.
Manually porting seems to reset whatever flag superwarp is looking for that is left in a bad state when the port fails.
edit: just had it happen again, manually porting got it unstuck even with the addon loaded. But it seems to be unreliable, and for some reason its the same character having it glitch every time. Sometimes I can get up 3-4 floors before it bugs again.
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 6099
By Carbuncle.Nynja 2025-10-03 12:12:52
Not including the guaranteed first one, one of my chars has received 5 matter in total, one is still at 0. What a great system.
First box of the week should really be 100%, because this is *** stupid.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10825
By Asura.Sechs 2025-10-03 12:27:24
First box of the week should really be 100% Indeedy, been said by multiple people already, and I absolutely concur.
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 6099
By Carbuncle.Nynja 2025-10-03 15:53:20
I admittedly play on a backwater lowpop server
but its 5pm est on a saturday and there are <15 people in both limbus regions, I account for 6 of them. I dont think thats a good sign?
By fractalvoid 2025-10-03 15:55:50
I admittedly play on a backwater lowpop server
but its 5pm est on a saturday and there are <15 people in both limbus regions, I account for 6 of them. I dont think thats a good sign?
my brother in christ; it is friday
By Dodik 2025-10-03 15:55:58
My guy.
It's Friday.
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 6099
By Carbuncle.Nynja 2025-10-03 16:13:10
lmao idk why I put Friday. I guess thats why I have so many missed calls from my boss. Oh well
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
|
|