The fact we get all of the downfalls of jobs(NIN using tools for instance) and none of the benefits(two songs on BRD Main, Shields/Blocks for PLDs) is just... :mad:
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You can't do those things on BRD+PLD because you can't wear Instruments and Shields, but more specifically because you can't wear instruments and PLD monsters are a hack-job of MNK ones.
BRD - With the exception of Joachim, there are no BRD NPCs/monsters that have instruments. Thus BRD monsters can only give one song each and have a limited casting range (17ish yalms) even though they'll attempt to start casting at normal casting range (20ish yalms, AI glitch that has existed since the first BRD mob).
PLD - Paladin monsters were originally a MNK hack-job. They gave them guard (the adamantoise animation you're referring to) instead of shield blocks, removed counter for the most part (except for Genbu, where they left it in probably-accidentally), changed the SP to Invincible, removed kicks (again, for the most part, Genbu can multi-attack iirc) and limited them to one swing per round. So you don't have blocks on PLD because you don't have the Guard skill that PLD mobs probably do.
Still silly. Even the gimpest players have at least some shield/instrument. Also don't beastmen have instruments? Could swear I remember a sahagin pulling out a harp before.
Thorough explanation, but just because it "is" doesn't mean it "should" be. This is just another example of SE's hack n' slash approach to content. SE Asked for feedback and we are giving it in the form of; Don't keep adding stuff until you have fixed the broken stuff and it is broken. SE put enough time into creating a two tier fighting system for the Gnole I fail to see how they couldn't have spent a little while fixing the broken aspects of the MON's already available before throwing a new bunch of broken mobs in the game.
Also, having not even unlock Colibri, can you "reflect" magic as the mobs can??
There is also a huge difference in nuke dmg for me between rdm and blm mobs. But anyone who says no to 2 song bard mobs will prolly change their tune when party play is added to monstrosity.
I did misread your post; sorry about that. I thought you said Convert, not Composure, and since nuking was the only way to blow enough MP to need to Convert, I assumed that's how you were playing it. My assumption about Buburimu came from the fact that L. Roc's nukes can't do anything worthwhile past Buburimu.
Regarding Composure: I didn't feel Legendary Roc needed enspells, barspells, or phalanx for 50-75. I cut those buffs out pretty quickly. He's immune/nearly immune to so many statuses and his spells seem to be impossible to interrupt, so there's nothing a couple Cure IVs can't fix. Now that EXP isn't double anymore, though, the levels will drag more, so that would make things like Composure + Phalanx more useful.
I find Berserk useful for increasing my attack by 25% in monstrosity while harmlessly lowering my defense, because I'm fighting monsters who expect their targets to have 1/10th of my monter's HP. Same goes for Aggressor: the evasion penalty is a nonissue, and accuracy is always helpful against VT/IT targets.
Admittedly I have most monsters to 60, the amount of Instincts I have is insane by compare to what most likely have and because of it my Accuracy is always capped on my targets, my Attack normally sits at around double my original, so the buffs from WAR are of very little importance to me, but I am sure I may be an exception to the rule due the setup I am able to use.
That being said, in all honesty I would think most people wouldn't get much from them anyways on that monster.
Firstly, the fact you do not need to recast Haste every few minutes cuts down the downtime between kills fairly nicely, and eliminates the chance it falls during a fight with links or additional aggro if used properly, which means that you are able to keep up your kill speed and attain higher kill chains, resulting in a generally faster XP cycle.
Secondly, the fact you can keep up things like En-spells, Phalanx without needing as much additional cast time also means you can make up for some of the damage lost from being RDM main rather than WAR main with Berserk, due to En-spell damage, and Phalanx can cut down on your need to heal, again, helping to keep up your kill speed and attain higher chains.
Thirdly, I bring up Bar-spells because they can easily help out with resisting Paralyze, and assuming you level in Uleg at 50~53+, where the most common monsters use it commonly, and as WAR/RDM or RDM/WAR you lack a way to remove it so every chance at resisting it helps.
Lastly, Composure itself gives you an Accuracy boost you can full time without ever needing to reapply it except once every couple hours, while not as much as Aggressor gives you, it is a nice bit of Accuracy and since it stays active at all times whereas Aggressor can only be used a max of 60% of the time it can end up benefiting you even more than Aggressor depending on your Accuracy.
Well the point isn't so much capping accuracy as switching an accuracy instinct out. And double your original attacks sounds very suspiciously like leaving out haste instincts. Thought not necessarily depending on selection with belligerence.... that said ulle is a horrible zone to level in even with the extra points and for all but the early levels you can do better elsewhere unless you need get infamy past 10k of course. Though buburimu is much better for that too....
But ok let's try to math out your answers which really the first 3 are the same ones. For this I will assume level 60 and no fast cast instincts so 20% fast cast. Composure triples duration so basically means you cast once vs 3.
Haste has a base duration of 3 minutes and a base cast time of 6 seconds. That comes out to 4.8 seconds casting with composure vs 14.4 seconds without every 9 minutes.
Enspell 3 min duration 3 second cast so 2.4 with 7.2 without every 9 minutes.
Phalanx same as enspell.
Barblizzard 8 minute duration with .5 second cast time. So .4 with 1.2 without every 24 minutes.
Barparalyze 8 min with a 2.5 second cast time. So 2 with 6 without every 24 minutes
So that means with composure you spend on average of 1.43 seconds casting a minute without 4.3. That means you spend a litte more than 5% more time fighting therefore dps.
Now I don't have stats on mobs there but stuff you would be fighting at 60 in ulle would probably have a little less def of greater lolibri since they are only 81 and have low def mob type. So 300 seems like a fair assumption. Now it's going to vary a bit with innate attack bonuses but most my war type mobs useful 25% haste and the rest mostly into attack are usually around 450-500 att unbuffed. Mind you I too have a lot to chose from. Namely all the buyable instincts and 95 of the species ones. Now since berserk works additively with innate bonuses it wont give a full 25% assuming the mobs innate bonus is 20% and we are 500 unbuffed that means with berserk you'd have 708. The mobs should be around 68-70 well say 70 and supposedly level correct factor has been halved in non SoA areas since SoA came you. For simplicities sake I will just assume normal melee dmg as a model for overall dps increase.
That would mean without berserk you're ratio would be 1.6666 and Cratio would be 1.41666. Which would put your pdif at ~1-1.77.
With berserk your ratio would be 2.25 (actually higher but you hit a cap) and Cratio of 2.0. Which would put your pdif at ~1.56-2.375
So while it's up berserk increases your dps ~34-56%. Of course it's not up 100% of the time and I chose a level that doesn't get merit reductions yet so that's only 20-33% increase in dps over time.
Side notes: This doesn't count planning your down time to be when you are resting or healing. In all reality if you are paying attention berserk should be up more than 60% of the fights.
As your level rises new tiers of fast cast will lower the differences between with and without composure and you will start getting to use those nice berserk reduction merits.
Also seeing as seems like you will be capping ratio with Berserk up you could always take out some attack for either more offensive stats or you could just load up so much fast cast that you actually end up spending about the same amount of time casting as with composure and more attack instincts instead.
Also might be noted something against my calculations is I forgot dia and based on leveling alot of monsters thru there and having some really high attacks including sometimes having a mob with berserk and it's own attack buff dmg still seems to increases suggesting that I am not capped at that amount which either suggests decently higher defense on the mobs (though I kinda doubt it) or they use pet/mob pdif which has much higher caps and is relatively unmapped so hard to really do math on it. This was just a sorta best fit I could do
tl;dr berserk does a lot unless you are fighting EMs or lower I guess
Camate, I think it might be important to let Iwagami know that there are a few things that need to happen to ensure that interest in Monstrosity doesn't wane. The two most important ones in my mind are:
Reward Quality Improvements-Improve the quality of rewards that can be gained from PvP as well as future MONvMON content. Doesn't have to be the best gear in the game necessarily but I think you know the importance of proper incentive by now. Gladiators need reasons to go NM hunting and NM's need reasons to hunt/stick around to fight Gladiators.
Some of the things you can buy can even be "show off" gear that you can buy once a Gladiator has beaten, let's say, 50, 100 and 200 HNM Monipulators in battle. The same can be applied to Monipulators.
What about being able to buy a special Monipulator slaying title with Prestige? One that is available, again, once you've been a number of opponents. The same can be applied to Monipulators here too.
Those are just some superfluous, fringe things that could be made available but, really, I think the heart of it is the gear has to be reasonable good enough to bother working on from the gladiator side. Monipulators need incentives too. Why are we going to stick around to fight other players? What do we spend our Infamy on? May I suggest:
You can make the missing TP moves and NM traits available for purchase for some incentive.
Mon Vs Mon PVP-So far, the PVP elements have been centred around Gla Vs Mon. I think it's going to be almost impossible to balance job classes Vs Monipulators and you wouldn't really want to balance that much for it anyway because first priority is balancing the job classes with the rest of the game, not Monstrosity. As far as PVP goes, the better one, in my mind, is going to be Mon Vs Mon. We need to get this implemented as soon as possible. Mon Vs Mon allows you to start with more of a blank slate of sorts where you can fine tune less balanced aspects of ability within combatants.
I want to again emphasize here, like I have in previous posts, that implementing TP moves or NM traits that seem overpowered can actually be used as a self-balancing system, given a few minor tweaks.
For more information on exactly what I'm talking about, see: http://forum.square-enix.com/ffxi/th...034#post478034.
Greetings,
I’d like to respond to some of the comments we’ve received.
- Songs
Apologies that this was not mentioned beforehand, but in the January version update we added an instinct that will allow you to utilize more than one song.
- Paladin monipulators
Paladin-type monipulators have been balanced with a large HP pool as well as high defense, and there are no plans at the moment to add shield blocks or parry effects.
- Unique abilities and traits
The development team would like to proactively add aspects that vary based on gameplay such as the mode change for gnoles. They will have to look into the ideas individually to see if it would be possible from a technical standpoint; however, one example of something they are currently looking into is making it possible for wyrms to take flight into the air.
They should add things like alexandrite, plates and dynamis currency to this so theres some incentive.
Hello, for support enhancements from Teyrnon; can you make to where we can choose multiple effects at the same time instead of having to go back through the menu repetitively? Maybe like campaign's way of applying buffs with Sigil. It would be convenient.
Keep up the good work and I look forward to new monster families added in the future.
oh shit completely forgot about support. Hopefully they can make it so it actually works in belligerence too seeing as how a very large portion of monstorsity is spent with belligerence
It would also be great if the caps on XP were risen greatly, I find myself selecting them and using them but I cap them fairly quickly which means to get the bonus I have to leave Monstrosity entirely just to get the effect again, it would be awesome if the cap was either risen to a higher amount, there were more choices with higher caps, or they simply removed the caps as an extra selection with a much higher cost.
Here's an idea I had for a while now: instinct merge.
You get level 90 and think.. why would I bother getting a monipulator to 99 if there's no reward? Here's where my 'Instinct merge' comes into play.
After getting a monipulator to level 99, you should be able to unlock a quest in the Feretory. What the conditions are exactly should differ per monsters but it's basically something you have to do as a monipulator out there in the fields (or dungeons).
After completing the quest the instincts of that monipulator (I, II and III), merge into one new instinct, carrying over all stats from the three basic instincts. You could call this a 'Super instinct'.
The cost for setting this instinct should be the same as setting a job instinct, 15 points, or perhaps a little above but not more then 20 points.
This way it will clean up the instinct list a LOT and will also motivate you to get those last 9 levels. And it makes any future monster even stronger! All the more reason to keep working on those monipulators.
That's just my idea for merging instincts. What do you guys think?
I like the idea but I think it needs some tweaks, for instance, rather than 15~20 point cost to set it should be a bit cheaper than setting all 3 individually, especially if it gets rid of the normal 3 you are merging which it sounds like is your idea seeing as you are talking about cleaning up the list. The prices I would say should similar to having a 2, 4, and 6 instinct cost only 10, or an 8, 10, and 12 instinct cost 20~25, cheaper than all 3 together but not to cheap either.
Besides that, I think that its a great idea and I would love to see it happen, especially since it would cut down on the slots needed for the stats I want on certain jobs like BLM. The argument that it will be OP or some such doesn't need to come into play here since Monstrosity is OP as it is and hardly anyone does PvP for it, but PvP isn't going to be much harder even with it anyways if you take a real party like you are supposed to.
Personally, I wouldn't find myself doing quests that merge instincts and remove the original tier I-III's because I find maybe one of the 3 instincts per monster useful to me, and I'd like to continue using those parts, and not pay extra for the stuff I don't want.
I'd be fine if they added a new merged instinct... and these could be put at the top of the list, or maybe they could make the list sortable for you.
I would like these adjustments though:
* Monster instincts from a monster should be automatically active on that monster! - a Bee gets any Bee instincts you've unlocked - no cost.
* Monster family instincts could cost 1 point less when equipped on same family. - a Bee equipping other vermin instincts, etc.
(No penalty for opposing families should spring from this system)
* I would like a way to save instinct sets and re-apply them quickly. I really really hate losing all my set instincts when I switch to a new monster to level it for a little, then go back to a higher level monster for any reason. (This applies to Blue Magic too... why can't they just make those slots inactive, that are above your current level... not totally remove them... little things to make life easier.)
* A way to chose zone-in locations, similar to homepoint crystals... we know there are only a few entry locations anyway.
* some sort of reward for monipulators (not just gladiators) that can be used in the real game world. (and not just exp scrolls or teleport stuff) RoE sorta makes this possible, due to aman vouchers and sparks earned by fighting as monsters... but we can do that outside monstrosity anyway.
I'll keep giving this topic some thought, though my drive to play as a monster has waned since the double xp campaign ended and I'm focused back on my main character again.
I'm not the only one who wants some sort of reward for Monstrosity, seems to be a pretty common request, haven't played it myself in ages because of the fact there's no reward, and the double exp campaign loss didn't help my motivation either.
I still think the idea of a very minor merit system, like I described, through monstrosity would make the entire thing feel very rewarding but not gamebreaking. But gear will do of course...
I'm using it to do RoE alot. Works pretty good for that
I just want to be able to do 99 and under content as monipulators. I'd love to show up to save the world from Promathia as a sheep, or go to take down Khimaira as a Behemoth, even if there weren't rewards. (He's such a poseur, Behemoth was a giant purple beast, years before him.)
Or better yet, have content WITH usable in game rewards, expressly balanced around parties of 1-18 players with 15,000 hp and monster stats. That way you can make content without having to worry about the item level problem. Wouldn't an expansion, or at least a mini expansion, based around Monstrocity be awesome? With a story and everything?
"Rise to be the most feared creature in Vanadiel! Strike fear in the hearts of Galka! Defend your horde from all who would steal it! Pre-order FFXI: The Most Notorious Monster, today!"
Yeah I was thinking of that myself, that would be so much fun. They would have a hard time balancing it though if you could toss monsters into just any content.
I honestly have wondered if it would be possible for someone to pop Jailer of Love, kill it, have Absolute Virtue pop, wipe, Re-raise up, have a Monster/Monstrosity fight Absolute Virtue down to 1~3% then have the Monster/Monstrosity die, and have the player reclaim Absolute Virtue again for the kill. In theory, the Monster could beat it down from start to finish and so long as the Monster does not deal the killing blow, but a player does, all drops should work as normal. Not exactly what you are talking about but a cool idea to try none the less I think.
You could do that but why? An ilvld player is strong than a 99 monster full instincted. More hp sure but doubt also solo while if you can fight on regular and monster that means you'd have a party of at least 2
Well for one thing, it could be fun, and secondly just an idea for something you could try out if you are not capable of duoing it, me and my friend Miku have failed to kill AV a few times in the past since Adoulin, but it would be cool if my Adamantoise or Coeurl could take AV down. Its just a fun lil idea anyways, its definitely not the most effective way to do it by any means.
I just meant if you can't take it down duo with ilvl gear your monstrosity mob is going to get owned. Though it would be fun
I could totally get behind a monstrosity based mini-expansion, (like abyssea, etc) but again, there needs to be some tie in to the main part of the game via gear or something else to make my actual character stronger in some way.
Can we get that cool looking red behemoth species? It looks awesomer than purple any day!
Yes you can. Level 50 and 20k infamy
Elasmoth =/= the new Red behemoth.
Elasmoth is Black. This Behemoth for Skirmish is brand new model, well, brand new recolor.
It has a rather lot of red on it though... didn't realize there was a brand new one out. Probably why we don't have it
I really look forward to seeing amorphs (obviously excluding burrowing worms) and hopefully arcana families added in the future. Arcana would be cool if you had to collect parts and trade them to the far right skull thingie to unlock them, as they are mostly constructs as opposed to living creatures.
Work could be fun if they actually added a burrow mechanic to them. Add a JA that lets you "despawn", move around without being visible and without being able to attack, then spawn again somewhere else.
I imagine worms burrowing when you move and just pop up when you stop. Then cast/attack from that position. Not sure how it would work with monsters that detect by sight though...
There's a few things I'd like to suggest.
•Could you make it so players can grind instincts on monsters they prefer to use?
I'm willing to suffer through a grind to get to a monster I like, but I wish i didn't have to grind every other monster I don't care about to 60/90 just to improve the ones I like or play around with different stat builds.
•It would be cool if we could use our monsters in Campaign and fight on the beastman side, maybe even replace the Allied Notes reward with Infamy to keep you showing up on your human characters too.
•Some monsters have special traits/animations like Amphiptere's flight mode and Cerberus's howl, is it possible to give player versions access to these kinds of things without getting ridiculous (As in I don't expect to be 50 feet in the air and untargetable, just maybe hovering with faster movement speed)?
•When you implement Dragons can you PLEASE make one of them a Blue Mage if only because being a dragon with access to a wide variety of Breath attacks makes way too much sense?
I would would LOVE to to be able to do way more content with my monipulator. Campaign, BCNM/mission BCs, Salvage, Abyssea access, etc. ether give us a separate loot pool or even half the drop rates of current drops on that content or whatever, it's doesn't matter. I just want to use my monsters for something that isn't just grinding their levels up. RoE already allows me to work on goals while being a Monipulator so I'd like that to be expanded so I can work on game content as one.
I've been saying this for a while now. I think I'll be important to give each monipulator NM/HNM unique traits like those you mentioned, withdrawing into shells (similar to Aspidochelone) or summoning additional monsters (Like Alpha Gnole Anders), etc. that come with just that specific monster subspecies as well as more general traits like En-enfeeble effects, auras, absorbing certain elements to heal or other traits that make NM's difficult/tactically interesting. The former of which you could even allow us some customization with.This can really add an extra layer of depth when Mon Vs. MON is released.
You gave a good example of what to do if something is deemed not technically viable. Instead of saying, "Can't do it. Sorry, you just won't be able to do that", SE should try to give us something that is close to it that is within technical boundaries.
My example would be Pitlions or Onyx Antlions as the Monstrosity help text says. They don't have Ambush because they can't burrow. Understandable that we can't go under the map and move around but what if SE gave them an ability that was called "Burrow" but when you use it the burrow/unburrow animation goes off but what it really does is give you a variation of Gestation that lets you use Ambush while in this "Burrowed" mode. Make Pitlions THF and presto we now have a mob that's unique and won't be immediately over looked for Formiceros who's currently better in every way. That shouldn't be.
What about potent TP move access? Fatal Scream (AoE Doom) for example. Can't be implemented due to it's potent effects? Make adjustments to the way we're able to use it. For example, in order to circumvent players simply gaining 300% TP, sneaking up to an opponent and just immediately dooming everyone in range, adjust it's effects so this doom only gets applied to monsters that are under the effects of, say for the sake of example, Blind II. This has an intriguing effect on balance. Now, not only will the opponent receive a "warning" that Fatal Scream is coming, it also allows seldom used magic/skills to have a place AND, best of all, mind games can begin between players, which can be an important part of PvP. Because, of course, just because you cast Blind II doesn't necessary mean you have to use Fatal Scream but your opponent is now on his toes and you may be able to deceive him into a trap.
Similar adjustments can be made to moves that are deemed too powerful.
My point is technical limitations or seemingly overpowered abilities don't have to stop us from having access to them so long as they try to replicate what the monsters do and are done right.