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  1. #1
    Player Dragoy's Avatar
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    Jul 2011
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    Bastok
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    Dragoy
    World
    Fenrir
    Main Class
    RNG Lv 99

    Voidwatch Requirements

    Quote Originally Posted by Foxclon View Post
    What Is Voidwatch?
    In Voidwatch, bands of six to eighteen members will square off against “Voidwalkers,” savage entities that have breached planar bounds to invade multiple landscapes spanning past and present. By slaying these manifestations of terror, you and your stalwart comrades will gradually come to discover the true nature of the threat that has all of Vana’diel up in arms.
    From Thread: [dev1007] Voidwatch Emerges!, I have been wondering about something a while now. I never tried this before due to it seemingly requiring at least six characters, but while testing things on the test-server, I took a look see into it and, to my surprise, I was able to spawn the monsters, alone.

    After defeating the Kukulkan copy, Ushumgal, I tried initiating a battle as a duo on the regular server, and it was indeed possible there as well.

    So am I missing something as to why it says "six to eighteen," was it decided later that it should be open to less than 6 as well, or is it perhaps unintended?
    It is not mentioned in the requirements part, but then, it's confuddling, and what does it even mean!


    As a side-note to those with the powers to edit posts and might happen to stumble upon this thread, the Thread: May 10, 2011 (JST) Version Update links to the Japanese version of the Thread: [dev1007] Voidwatch Emerges!, which it obviously should not.

    Quote Originally Posted by NOC_EN View Post
    Event-related
    • [dev1007] [dev1007] New Battle System "Voidwatch"
    • The Glossary of Game Terms on the official FINAL FANTASY XI site has been updated with terms related to the Voidwatch battle system. (*Updated 5/10/2011)
    As a side-side-note, there is no link to the EU PlayOnline site for the Glossary of Game Terms, which is included in the Voidwatch thread though.

    Nice continuity guyyysss.


    Thanks for reading. ^^
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    Last edited by Dragoy; 10-25-2011 at 11:59 PM. Reason: Testing something...
    ...or so the legend says.


  2. #2
    Player Anucris's Avatar
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    Mar 2011
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    Anucris
    World
    Siren
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    RDM Lv 90
    If u don't have at least 6 u will probably lose. I tried with 4 and had no success. I like that it's hard but there don't seem to be all that many 18 pple+ ls's nemore (least not 18 pple who r on regularly) and I like mine. Gonna try again with a few more LS members n see how that goes
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  3. #3
    Player Dragoy's Avatar
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    Dragoy
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    Fenrir
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    RNG Lv 99

    \ö/

    Quote Originally Posted by Anucris View Post
    If u don't have at least 6 u will probably lose. I tried with 4 and had no success. I like that it's hard but there don't seem to be all that many 18 pple+ ls's nemore (least not 18 pple who r on regularly) and I like mine. Gonna try again with a few more LS members n see how that goes
    Hmmm, somehow I missed any reply to this thread completely, so that is why I reply this late. ^^;

    As I did mention, I did defeat Ushumgal, solo, and Melancholic Moira did not seem that bad either even though it's of higher tier. Obviously it is far from effective way of doing it, but that's not the point really.


    The point is that it was introduced so that it seemed, and seems to require at least 6 characters, which is not true.

    Personally I will probably never really do it except for some fights solo or with a friend or few for fun. One reason being the ridiculous way the loot is distributed, as well as the drop-rates. It does not seem fun at all in the long run if I think about it.


    But yeah, that's not what this was about. ^^
    Thank you for the reply, though.
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    ...or so the legend says.


  4. #4
    Player Alderin's Avatar
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    Mar 2011
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    Character
    Alderin
    World
    Ragnarok
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    NIN Lv 99
    Voidwatch is designed to target weaknesses - those of which cannot be done solo / low man.

    It was designed like this in an effort to make the more useless jobs in fact, more useful. Sure you can probably kill them with a WHM, BRD, PLD, and a few DD's but not triggering weaknesses is just wasting your own time.

    The concept of building these lights, in which all (or a vast variety of) jobs are required, so rewards have a chance to be worth while is to get those poor PUP's or BST's that never get end-game content that they can do with their LS.

    So basically yes, you can kill a lot of the VW nm's with a low man setup - yet you will only be wasting your own time unless your doing it for clears.
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  5. #5
    Player saevel's Avatar
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    Quote Originally Posted by Alderin View Post
    Voidwatch is designed to target weaknesses - those of which cannot be done solo / low man.

    It was designed like this in an effort to make the more useless jobs in fact, more useful. Sure you can probably kill them with a WHM, BRD, PLD, and a few DD's but not triggering weaknesses is just wasting your own time.

    The concept of building these lights, in which all (or a vast variety of) jobs are required, so rewards have a chance to be worth while is to get those poor PUP's or BST's that never get end-game content that they can do with their LS.

    So basically yes, you can kill a lot of the VW nm's with a low man setup - yet you will only be wasting your own time unless your doing it for clears.
    Problem is currently lights seem to do absolutely nothing for drop quality. If it's doing anything it's statistically insignificant, potentially 0.05% ~ 0.1% increase in drop rates on non-crafting items. It does seem to increase the quality of the crafting items though, you tend to get platinum ores instead of mithral ones if you cap light.

    Our LS's current take is that the quality just increases the crafting items and the gear is straight up random. Each slot is checked against a predefined list of things, with the gear having something like 1/512 chance of loading into any slot. One the slots are full then that's it. So if you get five slots, you have five chances of loading 1/512 item and 511/512 chance of loading a crafting material (actually slightly less due to multiple items present). This has been confirmed by the sheer number of drop pools being calculated (one for each person) multiplied across the number of runs and multiplied again by the number of shells posting their results.
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