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Final Fantasy XIV |OT6| Casino Royale

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Xux

Member
There's no good reason to do this. You never punish new or returning players for not having been playing all this time. You can reward the existing player base but you never punish new or returning players.
Is this really harsh enough to be considered punishment? It includes making a quest noticeably shorter and easier. It's also a quest that's been alongside other options for weapon progression which'll include Ironworks weapons being easier to get soon enough and whatever else comes from 51 to 60.
 
ifmAUk5qRvVG4.jpg

I wish I had the willpower to do all of the things to get that X_X. I'm sticking with my Diamond Codex for now LOL
 

Sorian

Banned
AV/CC were reasonably challenging 8man dungeons unlike what we have going on here D: Coincounter was a real threat, and even had slug adds that would wreck your day if not handled proper.

Idk how it works on the awesome sargatanas sever but I still see coincounter wreck people's day on ultros.
 

gryvan

Member
Can some let nin py, Bara, or Galen know that my internet is dead and idk when it will be fixed. (would of posted in guildworks but wouldnt let me for some reason.)

can I say that you got kidnapped by 3 suspicious lalas and thrown into GM jail?

It sounds more exciting!!
 

Wilsongt

Member
Idk how it works on the awesome sargatanas sever but I still see coincounter wreck people's day on ultros.

I said this in game on Sarg the other night, but I was watching Xeno's stream, who is part of a really good high-end raid group on the server, and it was refreshing to actually see them wipe a couple of times on Titan EX.

So, even the best players can have bad luck on Tits EX and that makes me feel better about myself.
 
I wish Raids were more like the 1.0 dungeons, or that there were raids like the 1.0 dungeons, speed run or not. It's truly the only thing I miss from back then.
 
Just to check real quick
Acc-462
Crit-446
Det- 331
Spell Speed- 481
i112 BLM

At this point am I good enough to start doing Turn 9 (using food to get the accuracy cap)
 

studyguy

Member
I wish Raids were more like the 1.0 dungeons, or that there were raids like the 1.0 dungeons, speed run or not. It's truly the only thing I miss from back then.

No thanks.

YoshiP already said pre ARR launch that we'd never see forced speedrun style dungeons again iirc.
Nothing was worse than speedrunning AV/CC

Also T11 trash is as close as we'll probably ever get to CC 1.0.
 
No thanks.

YoshiP already said pre ARR launch that we'd never see forced speedrun style dungeons again iirc.
Nothing was worse than speedrunning AV/CC

And that's why I said speed run, or not. I liked the flow of the dungeons more than this boring shit we have now. Then again I did have to change jobs 4-5 times in those, so fuck that.
 

aceface

Member
I would be ecstatic if that was the final relic step. Aside from Mog (because, seriously, fuck Mog) I more or less enjoy all the EX primals and, honestly, that doesn't sound too far from how some of the pony farm weekends went anyway.

^-I take all the above back if they impose hefty iLvl sync on the process. Do not want fair fight against Titan EX.

Honestly Mog isn't bad anymore with echo + gear. When we did it the other night someone had burned the LB by accident but we still managed to get all the moogles and him down at the end before the enrage without it.
 

scy

Member
Mog is bad because of the echo and gear. It's far too easy to accidentally kill stuff at that point and leads to a pretty unfun fight as you actively try to do as little as possible.
 

aceface

Member
Mog is bad because of the echo and gear. It's far too easy to accidentally kill stuff at that point and leads to a pretty unfun fight as you actively try to do as little as possible.

I dunno man, we beat it in like 3 pulls the other night with two randoms from pf. Even if a moogle goes down early now you can get the others down pretty quick. All the attacks are really survivable now too.
 

iammeiam

Member
Honestly Mog isn't bad anymore with echo + gear. When we did it the other night someone had burned the LB by accident but we still managed to get all the moogles and him down at the end before the enrage without it.

My first Mog clear in DF in the early days of 2.3 involved a DRG blowing the LB before the baby moogles had died, and us burning him down anyway. It's never been that Mog is a DPS check, it's more that it's a pile of annoying mechanics that don't play well with how I target things and largely involves me trying to figure out what I'm still allowed to DPS at any given moment. And then doing it again. And then again because the first two times weren't annoying enough.

My beef with Mog isn't that the fight's hard (I suspect at this point Ramuh might be the hardest remaining primal solely because orb management, and I infinitely prefer Ramuh to Mog), just that it's not fun and it has one too many phases of not being fun.
 
I dunno man, we beat it in like 3 pulls the other night with two randoms from pf. Even if a moogle goes down early now you can get the others down pretty quick. All the attacks are really survivable now too.

We didn't have a lot of very geared people, if that's the tries I'm thinking of. I had to do a lot of standing around too, which is really what most of the fight is, you just stand around, look at all the moogles health, figure if they're all low enough, target the right one, hit him once then see 3 other DPS did the same thing and it's now almost dead, rinse repeat while dodging garbage aoes. It's just not very fun, but it's obviously not hard, it's pretty much the easiest EX at this point due to being entirely based on a DPS check that you can double fairly easily nowadays.

Hell it'd probably be more fun to just pick one moogle per person in the raid and just burn them down asap with a few backups(once DPS drop theirs down to 10%, switch to tank/healers' moogles and drop them down as low as possible before one randomly dies) and then just do the rest of his hp even if it's more than 10%. I'd say it'd work decently even, though you might wipe more than if you do it the slow and boring way.
 

IvorB

Member
Does anyone know how this determination stat actually works? When I swap an item for another which has all the same base stats but with about 20+ more determination my magic attack potency number does not increase at all. If determination increases attack potency then surely the magic attack potency number should also increase along with the det. Anyone know what the deal is here?
 

Talaysen

Member
Does anyone know how this determination stat actually works? When I swap an item for another which has all the same base stats but with about 20+ more determination my magic attack potency number does not increase at all. If determination increases attack potency then surely the magic attack potency number should also increase along with the det. Anyone know what the deal is here?

My magic attack potency is always equal to my int so I don't think it's a very useful number to look at.
 

Xux

Member
Does anyone know how this determination stat actually works? When I swap an item for another which has all the same base stats but with about 20+ more determination my magic attack potency number does not increase at all. If determination increases attack potency then surely the magic attack potency number should also increase along with the det. Anyone know what the deal is here?
Pretty sure Magic Attack Potency is just whatever your Intelligence is.

It's varies depending on which stat range you fall into how much but, basically, a certain number of Determination equals a point of Intelligence (or STR/DEX/MND) and then a certain amount of Intelligence equals a point of Magic Damage (or Physical Damage) on your weapon and you add them altogether to get your "effective Weapon Damage".

Here's a BLM link with some specifics:
https://docs.google.com/spreadsheet/ccc?key=0AqG_cUArVwt5dExEVEJIRmJHd2lrczg4cnZxTDVkM1E#gid=124
 

IvorB

Member
My magic attack potency is always equal to my int so I don't think it's a very useful number to look at.

Pretty sure Magic Attack Potency is just whatever your Intelligence is.

It's varies depending on which stat range you fall into how much but, basically, a certain number of Determination equals a point of Intelligence (or STR/DEX/MND) and then a certain amount of Intelligence equals a point of Magic Damage (or Physical Damage) on your weapon and you add them altogether to get your "effective Weapon Damage".

Here's a BLM link with some specifics:
https://docs.google.com/spreadsheet/ccc?key=0AqG_cUArVwt5dExEVEJIRmJHd2lrczg4cnZxTDVkM1E#gid=124

Okay so I can't actually see the effect of increased determination anywhere else on my stat sheet?
 
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