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  1. #281
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    Dec 2013
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    Quote Originally Posted by dasva View Post
    Yeah seriously why do we get reprisal and shield def bonus and shield mastery if we can't block? Even more so since admantoise type mobs sorta block. What's the point of brd mobs that can only have 1 song lol?
    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...
    (2)

  2. #282
    Player Byrth's Avatar
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    Mar 2011
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    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    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.
    (0)

  3. #283
    Player dasva's Avatar
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    Jul 2012
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    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    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.
    (1)

  4. #284
    Player Elvyn's Avatar
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    Mar 2011
    Location
    Sandy
    Posts
    52
    Character
    Elvyn
    World
    Cerberus
    Main Class
    PUP Lv 99
    Quote Originally Posted by Byrth View Post
    ...
    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??
    (1)
    :O Destiny's Child Reformed!

  5. #285
    Player Trumpy's Avatar
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    Mar 2011
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    451
    Character
    Trumpy
    World
    Shiva
    Main Class
    DNC Lv 99
    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.
    (0)

  6. #286
    Player Edyth's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    520
    Character
    Edyth
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by Demonjustin View Post
    I never said a single thing about it being for nuking, the Monster Chainspells, I never would. I just want Composure so I can keep Haste, En-spells, Barspells, and Phalanx up effortlessly rather than casting every 3 minutes, because the only things you lose from having it as RDM/WAR rather than WAR/RDM are Berserk, Warcry, and Aggressor, none of which have I ever found to be of much use in Monstrosity, especially next to making your spells last longer so you don't have to rebuff essentially every 2 fights.

    You seem to have completely misunderstood my reasoning as to why it should be changed, the Monster is a RDM, thus, it should be a RDM, and the monster over 50 would greatly benefit from it. If anything, being limited to Buburimu and level 30 kills any advantage RDM main would give it since it would remove Composure & Convert, giving it next to no JAs in place of Berserk & Warcry, all of the advantages I am talking about are really for level 50+.
    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.
    (0)

  7. #287
    Player dasva's Avatar
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    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Demonjustin View Post
    WAR/RDM are Berserk, Warcry, and Aggressor, none of which have I ever found to be of much use in Monstrosity
    No offense but are we playing the same game? 25% attack 25 acc not much use? But extending the duration of a couple of spells that last 3 mintues already is? Are you only fighting eps or something? Also blood rage
    (0)

  8. #288
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    Dec 2013
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    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.
    (1)

  9. #289
    Player dasva's Avatar
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    Jul 2012
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    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Demonjustin View Post
    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
    (0)
    Last edited by dasva; 01-17-2014 at 11:38 AM.

  10. #290
    Community Rep Camate's Avatar
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    Mar 2011
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    1,712
    Greetings,

    Below is a comment from Ryota Iwagami in regards to Monstrosity.

    Quote Originally Posted by Ryota_Iwagami View Post
    Can you make it so both the winner and loser of PvP matches gain points? For example, the winner would get more, but the loser would at least get something.
    Hello,

    Monstrosity lead Iwagami here.

    If we were to make a system where both the winners and losers gained points, it would become possible to continue gaining points if you collaborated with someone.

    The things that can be obtained by earning 10,000 infamy or prestige have been prepared as achievement-type elements, so we feel that the above type of system is not desirable.

    On the other hand, we don’t want to make it so if you are not able to emerge victorious from PvP that you cannot obtain anything, so we are currently looking into easing the obtainment requirements for some of the monipulator and gladiator rewards, and gradually lowering the obtainment difficulty in the future.

    Also, regardless of the amount of points you currently possess, we’ve made it so a set rate of prestige and infamy will be lost, and due to this, when players who have a lot of points battle players with a low amount of points, there are times when the risk/reward will be different. As such, we will be making the below adjustments:

    Prestige and infamy variation
    • Before:
      30% of points in possession
      (10% collected by the system + 20% given to opponent)

    • After:
      30% of the highest points possessed
      (10% collected by the system + 2x the amount of opponents points OR 20% of the points of the player with less points)
      *The amount of points lost will not become greater than it was pre-adjustment.

    With this change, we feel that the risk and reward will balance out.

    When will the level 90 cap be lifted to 99?
    We are currently looking into implementing uncapped areas and special content for level 99 battles. However, we would first like to prioritize the addition of new monster families and the expansion of support areas, so please give us a bit more time to do this.
    (2)
    Devin "Camate" Casadey - Community Team

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