Final Fantasy XIV: A Realm Reborn |OT2| Use a security token. Seriously.

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I am closing in on LVL 30 ACN, and that means SMN soon, but this game just isn't clicking with me like other MMOs have. I'm not sure if it's because there's no real sense of risk or danger or adventure or if it's the quest grinding or what... Do things change in the post-30 world?
 
Finished Hydra last night in a 4 melee DPS party (3 MNKs and 1 DRG) after a bunch of tries. Felt awesome when everything came together. I've been sitting on that fight for a week because most randoms were playing terrible.

We tried Ifrit HM but the DPS on the other Monks was too low to finish off the nails before Ifrit went batshit insane on us. I got a DF party with slightly more geared melees and we managed to beat Ifrit HM after one wipe because we hadn't decided who would LB it, hah.

Now up next is Garuda HM and Titan HM.

I don't have a single piece of Darklight but Garuda HM should be pretty doable with an i60/i55 average. Going to get my MNK up to that then work on Titan HM for my Relic.
 
Has anyone attempted to figure out level sync scaling, BTW, or should I start on that? I've been helping FC-mates with Brayflox a lot, curious whether it scales down to average for target (i should roll battlemage), based on ilvl (AF which is great for its ilvl), or based on equip level (endgame high-ilvl stuff that's far better than base 50 gear).
 
I am closing in on LVL 30 ACN, and that means SMN soon, but this game just isn't clicking with me like other MMOs have. I'm not sure if it's because there's no real sense of risk or danger or adventure or if it's the quest grinding or what... Do things change in the post-30 world?
If it's feeling grindy now and you have any intention of doing end-game raiding stuff (Coil) it might be worse for you. The tome grind is 10x more painful than anything you encounter during leveling.

Hopefully Crystal Tower becomes a fun and viable way to ease into some of the gear checks in Coil.
 
Finished Hydra last night in a 4 melee DPS party (3 MNKs and 1 DRG) after a bunch of tries. Felt awesome when everything came together. I've been sitting on that fight for a week because most randoms were playing terrible.

We tried Ifrit HM but the DPS on the other Monks was too low to finish off the nails before Ifrit went batshit insane on us. I got a DF party with slightly more geared melees and we managed to beat Ifrit HM after one wipe because we hadn't decided who would LB it, hah.

Now up next is Garuda HM and Titan HM.

I don't have a single piece of Darklight but Garuda HM should be pretty doable with an i60/i55 average. Going to get my MNK up to that then work on Titan HM for my Relic.
Bring a black mage to LB3 the nails and it'll go way more smoothly.
 
Anyone else having issues with a lvl 48 quest called, "The Way the crystals crumble?" I'm just lost, it says to report to someone named Radolf and the map says that said person is in western thanalan but I can't find him :|
 
Finished Hydra last night in a 4 melee DPS party (3 MNKs and 1 DRG) after a bunch of tries. Felt awesome when everything came together. I've been sitting on that fight for a week because most randoms were playing terrible.

We tried Ifrit HM but the DPS on the other Monks was too low to finish off the nails before Ifrit went batshit insane on us. I got a DF party with slightly more geared melees and we managed to beat Ifrit HM after one wipe because we hadn't decided who would LB it, hah.

Now up next is Garuda HM and Titan HM.

I don't have a single piece of Darklight but Garuda HM should be pretty doable with an i60/i55 average. Going to get my MNK up to that then work on Titan HM for my Relic.

I would highly suggest switching out the three monks for three dragoons. Then you can probably 1 tank / 1 heal it and toss in two more dragoons. Just for same measure, it might be best to make it an 8 dragoon party though.
 
I don't have a single piece of Darklight but Garuda HM should be pretty doable with an i60/i55 average. Going to get my MNK up to that then work on Titan HM for my Relic.

Garuda is largely an execution check, you should be fine for that with a competent party

Titan, if you've got over 3.3kish hp you should be in good shape

I can't actually tell you what sort of dps you want to be pumping out if you're checking that, but I'd assume that if your rotations are clean and you're geared up health wise, your output is probably fine
 
Garuda is largely an execution check, you should be fine for that with a competent party

Titan, if you've got over 3.3kish hp you should be in good shape

I can't actually tell you what sort of dps you want to be pumping out if you're checking that, but I'd assume that if your rotations are clean and you're geared up health wise, your output is probably fine

~160 should be good for everyone.
 
Bring a black mage to LB3 the nails and it'll go way more smoothly.

We beat it without BLM or an SMN. Perfectly fine as long as folks know who's LBing. Didn't really help that the 2 Archers were singing though. If they dropped those songs, it would've been faster, lol.

I would highly suggest switching out the three monks for three dragoons. Then you can probably 1 tank / 1 heal it and toss in two more dragoons. Just for same measure, it might be best to make it an 8 dragoon party though.

All Monks instead! >=O
 
We beat it without BLM or an SMN. Perfectly fine as long as folks know who's LBing. Didn't really help that the 2 Archers were singing though. If they dropped those songs, it would've been faster, lol.



All Monks instead! >=O

psh! no match for the beauty that is synchronized dragoon rotations

Lol so FC gives you exp bonus?, if so how much?, I may have to join a random one at this point.

there's a 5% buff they can activate. but it's for kills only. minorly helpful, but not incredibly important
 
I so so love my HQ Vanya Robe <3
DWCMXTF.png

The breadth of DL gear is getting a bit annoying, so I opted for it instead.
 
Garuda is largely an execution check, you should be fine for that with a competent party

Titan, if you've got over 3.3kish hp you should be in good shape

I can't actually tell you what sort of dps you want to be pumping out if you're checking that, but I'd assume that if your rotations are clean and you're geared up health wise, your output is probably fine

Yeah, Garuda was always an execution check but it's nice to have gear to give you some room.

TBH, as long as you're update gear wise to around i50-i60 and have the appropriate weapon for the encounter, it's ultimately on how clean your skills are, I think. A handful of stat points seems to generate damage linearly, as someone has pointed out, where as damage seems to work as a better multiplier or whatever.

Monk damage gets pretty gross with a proper rotation up though. Keeping Fracture, ToD, and Demolish up consistently then inserting Impulse Drive when I can does a LOT of damage.
 
Yeah, Garuda was always an execution check but it's nice to have gear to give you some room.

TBH, as long as you're update gear wise to around i50-i60 and have the appropriate weapon for the encounter, it's ultimately on how clean your skills are, I think. A handful of stat points seems to generate damage linearly, as someone has pointed out, where as damage seems to work as a better multiplier or whatever.

Monk damage gets pretty gross with a proper rotation up though. Keeping Fracture, ToD, and Demolish up consistently then inserting Impulse Drive when I can does a LOT of damage.

The damage formula was posted earlier, but it's basically weapon damage >>>>>>> primary stat (str/dex/int) >>>>>>> any secondary stat (det/crit/etc)

As for dps, I'd recommend grabbing the parser for your own use. You don't have to be a dps meter jackass if you're trying to optimize your own output. It can be helpful to experiment with rotations etc. Use those target dummies!
 
What classes are in short supply at the moment? Thinking about what to roll while the game is downloading. Is healing and tanking still as unfathomably difficult as it was before?
 
The damage formula was posted earlier, but it's basically weapon damage >>>>>>> primary stat (str/dex/int) >>>>>>> any secondary stat (det/crit/etc)

As for dps, I'd recommend grabbing the parser for your own use. You don't have to be a dps meter jackass if you're trying to optimize your own output. It can be helpful to experiment with rotations etc. Use those target dummies!

That's the formula though. I don't know how they can factor Crit in, That's a separate thing from the damage formula because it's supposed to modify the base damage you deal, lol. I mentioned this earlier in the thread but I fully expect that secondary stats like Skill Speed/Crit to be a greater boon to overall damage in the long run. FFXI ended up being that way and it feels like XIV will be with the way stuff seems to work.

Also, i don't need no stinkin' separate meters. I've got the best one out there, how fast the mob dies. >=O
 
What classes are in short supply at the moment? Thinking about what to roll while the game is downloading. Is healing and tanking still as unfathomably difficult as it was before?
Tanks are in short supply— so I've heard. It's not hard, it just takes a bit getting used to. And if you're doing PUGs while that "getting used to" is happening, then people yell at you for not being perfect. Which is probably why they're in shorter supply.
 
The damage formula was posted earlier, but it's basically weapon damage >>>>>>> primary stat (str/dex/int) >>>>>>> any secondary stat (det/crit/etc)

As for dps, I'd recommend grabbing the parser for your own use. You don't have to be a dps meter jackass if you're trying to optimize your own output. It can be helpful to experiment with rotations etc. Use those target dummies!

Demon wall dps test

1 - Your DPS sucks - spawn bees
2 - Your DPS is okay - kill before bees
3 - Please join my raid - kill before second repel
 
Tanks are in short supply&#8212; so I've heard. It's not hard, it just takes a bit getting used to. And if you're doing PUGs while that "getting used to" is happening, then people yell at you for not being perfect. Which is probably why they're in shorter supply.

You know, there is truth to this but a great example is the CM run I did last night.

Tank goes "did this before but not speed run, so tell me what needs to be done" so we're trying to tell him which pulls you can skip.

Then he goes on to outright facepull every single trash pull in the entire instance (except the 3rd search light which he just skipped after we told him we need to kill it LOL) despite the party telling him what to do like at every turn. He ignored our instructions constantly. The other tank never said a word and just kinda followed behind and tried to fight the other tank for hate on every boss and when adds would spawn they'd both chase adds, dragging the bosses around and getting people smacked by AoEs. The run took an hour because they were horrible players, not because they were bad tanks, per se. It's no surprise we yelled at them.
 
Any good tips on decent positioning for the final boss in AK. Finally ran through the entire dungeon last night. Party had zero issues with the first two bosses and pretty much every trash mob, but I had some issues with finding a good consistent position during the final fight after the first column turns to an orb.

The whole combat felt a bit hectic and tense the entire time and I usually run into issues with properly positioning my self best for the entirely of my group until I've run it several times and know the pattern in and out. WHM here btw for some context.
 
That's the formula though. I don't know how they can factor Crit in, That's a separate thing from the damage formula because it's supposed to modify the base damage you deal, lol. I mentioned this earlier in the thread but I fully expect that secondary stats like Skill Speed/Crit to be a greater boon to overall damage in the long run. FFXI ended up being that way and it feels like XIV will be with the way stuff seems to work.

With the power of Math!

No seriously, that's not a separate thing, and it can be calculated easily

http://www.reddit.com/r/ffxiv/comments/1mirij/curious_about_what_pieces_you_should_upgrade/
 
Regarding the AK queues. I don't understand why there would be wait time for one instance. This presumes there is a per instance type cap instead of a more generalized cap based on hardware capacity. Why would they do this?
 
Demon wall dps test

1 - Your DPS sucks - spawn bees
2 - Your DPS is okay - kill before bees
3 - Please join my raid - kill before second repel

C'mon, unless your party has Full DL and relic you won't reach 3. Hell I had a party with Relic and relic + 1 weapons and bees spawned.

Not my fault, I'm a PLD!
 
Any good tips on decent positioning for the final boss in AK. Finally ran through the entire dungeon last night. Party had zero issues with the first two bosses and pretty much every trash mob, but I had some issues with finding a good consistent position during the final fight after the first column turns to an orb.

The whole combat felt a bit hectic and tense the entire time and I usually run into issues with properly positioning my self best for the entirely of my group until I've run it several times and know the pattern in and out. WHM here btw for some context.

If you have ranged DPS:

Tank the boss between the two pillars on the right side of the room with the tank's back against the wall. Just to be safe, the tank can angle the boss so that the tail is pointed away from the party. The tank will need to return to the boss immediately after the casting bar ends for 'Imminent Catastrophe' (do not wait for the animation) to make sure the boss doesn't reposition itself.

OR

Tank the boss directly behind the northeast pillar so that the tank will never have to move.

If you have melee DPS:

Same spot, but as soon as the tank pulls the mob, have the tank run through the boss and spin him around so that the boss's tail is against the wall and the tank's back is facing the center of the room.

Tips for tank: If hit with 'Rotten Breath', activate one of your defensive cooldowns to make things easier on the healer.
 
Demon wall dps test

1 - Your DPS sucks - spawn bees
2 - Your DPS is okay - kill before bees
3 - Please join my raid - kill before second repel

Man, I don't think killing before gnats is even possible with a MNK in the party since you can't hit it from behind. Group I run with most frequently is WAR/MNK(me)/SMN/SCH and we can clear on the repel following the gnats sometimes, but never faster than that, at least not yet. Getting a Garuda book for our SMN will help (I got my claws in 1.x), no doubt, so maybe at that point. We mess up the last boss pretty quickly usually before or during the 3rd catastrophe though (I can hit that boss from behind which helps the DPS a lot).

Any good tips on decent positioning for the final boss in AK. Finally ran through the entire dungeon last night. Party had zero issues with the first two bosses and pretty much every trash mob, but I had some issues with finding a good consistent position during the final fight after the first column turns to an orb.

The whole combat felt a bit hectic and tense the entire time and I usually run into issues with properly positioning my self best for the entirely of my group until I've run it several times and know the pattern in and out. WHM here btw for some context.


Tank runs through dragon on pull, then back around to the right and positions boss like this. Everyone else can just hang out on his side. The red line indicates the direction that the statue will block the Catastrophe attack. No one has to move an inch during Catastrophe, not even the tank (so no one gets hit by breath but the tank). When gargoyles spawn, 1 DPS (ranged preferred) grabs it and pulls it towards the entrance so it doesn't drop an AoE on the healer or tank, then other DPS helps finish it off. Healer only needs to move if you get pinklined.
 
I should be able to fight Story Garuda tonight. I'm about 25K XP away from hitting 44. I'll just grind a couple fates till I get it, since I could use the seals anyway. I kinda want to grab some new armor, without falling back to the "Heavy," set
 
Man, I don't think killing before gnats is even possible with a MNK in the party since you can't hit it from behind. Group I run with most frequently is WAR/MNK(me)/SMN/SCH and we can clear on the repel following the gnats sometimes, but never faster than that, at least not yet. Getting a Garuda book for our SMN will help (I got my claws in 1.x), no doubt, so maybe at that point. We mess up the last boss pretty quickly usually before or during the 3rd catastrophe though (I can hit that boss from behind which helps the DPS a lot).





Tank runs through dragon on pull, then back around to the right and positions boss like this. Everyone else can just hang out on his side. The red line indicates the direction that the statue will block the Catastrophe attack. No one has to move an inch during Catastrophe, not even the tank (so no one gets hit by breath but the tank). When gargoyles spawn, 1 DPS (ranged preferred) grabs it and pulls it towards the entrance so it doesn't drop an AoE on the healer or tank, then other DPS helps finish it off. Healer only needs to move if you get pinklined.

Or a DRG for that matters!
 
Not sure what you're asking? That's + Critical Hit Rate on gear, per point

Crit damage and Crit rate are two different things, normally. Crit damage is how much damage your crit does. Crit rate is how many hits are actually critical hits. As I recall. Crit Hit rate affects how many hits are crits, at least according to the description of the stat.

It's kind of an important distinction in the overall damage-dealing scheme. You can calculate the damage of your attacks but it doesn't calculate your overall damage because of other factors. So like if your damage is 150 according to that formula but your crit hit rate is 100%, your overall damage will be the critical value instead.

Did you play XI or Diablo 3 much? It's basically the same concept in those games.
 
Man, I don't think killing before gnats is even possible with a MNK in the party since you can't hit it from behind. Group I run with most frequently is WAR/MNK(me)/SMN/SCH and we can clear on the repel following the gnats sometimes, but never faster than that, at least not yet. Getting a Garuda book for our SMN will help (I got my claws in 1.x), no doubt, so maybe at that point. We mess up the last boss pretty quickly usually during the 3rd catastrophe though (I can hit that boss from behind which helps the DPS a lot).
Yep, same exact thing with our group which runs with a Monk. How is a SCH with 4M groups? Since I'm always WHM, I don't ever see it. I know they're amazing to run shotgun healer in an 8M.
 
How was the mat grind? I would love to skip AF+1 and just go with Vanya + materia but the mats seem pretty insane on a non-legacy server.
I have no idea how getting the mats would translate to on a non-legacy. For instance, I just bought HQ Rose Gold Nuggets for about 5k. The Potash is obviously the worst part, but outside of that it was fine.

Uhm didn't check the stats but a Vanya (even HQ) should be worse than AF+1.
It is. Even if you were to triple/quad meld PIE or something it still wouldn't be worth it. Not to mention the gains in DEF and MDEF.
 
Crit damage and Crit rate are two different things, normally. Crit damage is how much damage your crit does. Crit rate is how many hits are actually critical hits. As I recall. Crit Hit rate affects how many hits are crits, at least according to the description of the stat.

It's kind of an important distinction in the overall damage-dealing scheme. You can calculate the damage of your attacks but it doesn't calculate your overall damage because of other factors. So like if your damage is 150 according to that formula but your crit hit rate is 100%, your overall damage will be the critical value instead.

Did you play XI or Diablo 3 much? It's basically the same concept in those games.

No, that IS factored in. A given critical hit % affects your overall damage by some % amount depending on the damage of critical hits. If you deal +100% damage criticals, 1% crit is worth 1% more overall damage (not taking into account special abilities that trigger off crits).

I believe the base crit damage in XIV is 150%, so it winds up being .05% more damage per % point of critical hit chance (which is not the same as a point of +critical hit rate, each point obviously doesn't give you +1% crit).

In cases where critical hit damage is scaled by another stat, that simply affects the scaling of +critical hit rate in turn.

Anyway I'm just retreading what he already mathed out there. The short version is easy to remember. If you want to dig into the innards even more, go here:

http://valk.dancing-mad.com/?page_id=179/#DamageMechanics
 
BTW, here's a protip for people running off AMD cards, particularly weaker ones.

Open AMD's Vision Control Center, or whatever they're calling it now.

Go into Game Application Settings, should should be in the Gaming Tab.

Under Anti-Aliasing, set it to, "Enhance Game Application Settings," then I'd recommend setting it to Adaptive Multi-Sampling.

Under Antistropic Filtering, set it Over-ride the application, and set filtering to "Performance."

If you do this right, you should get better visuals, at a higher frame rate. The Anti-Aliasing and Antistropic Filtering implemented by XIV's game engine, isn't nearly as efficient as AMD's own solutions.

Also, I'm sorry these instructions aren't very detailed. I'm at work, and I'm going off memory.
 
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