It's confirmed it's not bugged. It was cleared yesterday by Blue Garter. http://forum.square-enix.com/ffxiv/t...No-Exploits%29
It's confirmed it's not bugged. It was cleared yesterday by Blue Garter. http://forum.square-enix.com/ffxiv/t...No-Exploits%29
I am aware of that. Those are facts. However in my very first posts I said why I wrote it. Some people speak about bugs, some others about RNG. It's not even RNG. It's dodge-able 100% without RNG at all. And the mechanic which you make it dodge 100% lies in Coil Turn 3.
Also, first read everything what I say. It is not me stating it is bugged. It is just proving it ain't. ;-)
Quoting the Post, which I also read before wroting mine:
Quote:
As stated in the past, we believe every mechanic in this fight is working as intended. The fight isn't over after twisters, not by any stretch of the imagination -- but twisters themselves are by far the most unforgiving mechanic I think any of us have seen in any game, going back to EQ and vanilla WoW. The last phase is tuned close to perfectly. The recent hotfixes didn't change any mechanics to be more forgiving; in fact, new bugs were added such as Hygieia not being able to Disseminate if stunned.
We fought Twintania from 100% to 0% while fully dealing with her mechanics. Video will be forthcoming.
They simply Out-rolled the RNG. This includes they didn't dodge it as it should intendend, simply because no one "exactly" knows how to dodge it the way it is intended. And the reason why none knows, brought me to write this. The "true" mechanic of dodging the Tornado's is not RNG, is not a Bug... it is simply revealed in Coil Turn 3. ;-)
Dofty you can post longer by editing your 1st post, lets you put more text~
Aha, goodie, I didn't know that :)
Oh look I can jump! :D
Wait...! O.O
If I can jump in the air...and air = wind...jumping must be the key to twisters! :rolleyes:
^Please stop assumptions like that, they are extremely far fetched and sound silly. And no, Turn 3 is NOT the key to an ability a boss uses in Turn 5, each Turn is disconnected from each other and is a separate instance on its own. If there was a connection between the two turns, you would have been allowed to switch between turn 3 and 5. Do you really think SE would design this in such a way that if you forgot to do whatever you'd think was needed to do in turn 3 to survive turn 5 you would have to wait a whole week until reset to try again? <--- Rhetorical question, please don't answer (correct answer is no)
Ok, extrapolating on your initial postulate that the relic quest line's major fights and the turns of Coil are, in some way, matched or mirrored, I think more correlation beyond "a couple mechanics in the first 2 turns match up in some way" needs to be established. How is Ifrit like turn 3? Garuda turn 4? Titan 5? If they were going to put that much work in making it match, why would they do it for the first 2, but then not the remaining 3? Especially when those line up with the almighty Primals rather than the more "minor" fights of Chimera and Hydra?
It's an interesting correlation but... I'm finding it loose at best. Convince me otherwise.
You are thinking too deeply, the way to beat tornado is to move as little as possible while the tornado is being casted and you move slightly to the left or right before it's finished.(latency determines when you move).
Both of you don't get it. And miss the context of my post.
@Misery1337 you took things too literal.
@Geno_Oro: Some extra explanation:
In your Relic Progression you meet 5 scripted boss zones. They are completely separated as opposing to what Misery includes. There are 2 things, you mix up. First of all Ifrit HM has nothing to do with Coil Turn 3. There your interpretation of my text went wrong. The base idea of the "extrapolating" is that the 5 Relic Bosses holds a puzzle to entirely beat the content as it should in the 5 Coil Turns. The puzzle starts with 1 & 2 of Relic using Abilities who you have to re-use in Coil 1 & 2 to progress.
However, see it as a "Theorem", like the Pythagorean Theorem. You have a certain idea, so you built up a defense to prove the idea was correct. My theorem chosen was: Coil Turn 5 has something, what ever it is, so far I don't know which lies in Coil Turn 3, basicly that could be anything. A book you could read inside, anything really.
The Theorem defense is built up on a base defense. The base defense was that the Relic Fights has connections with the Coil Fights, upto Hydra. Ofc Ifrit upto Titan are not linked with any ability for Turn 3 to 5, however Ifrit holds the mechanic to do Titan Hardmode, therefore it could be a valuable path to think that Coil Turn 3 holds the mechanic (how you discover that mechanic is unsaid) for Turn 5. It also makes sense, as Turn 3 is based on flying in air, while the dodge ability is a Tornado, also a Wind ability.
You don't need to take it literal. I assume you played tons of FF, how many extreme puzzles we had there? Given the fact that Yoshi has the weight of SE and FF Series in his hands? ;-)
Ofcourse MMO-Wise it's logical that what I state is wrong. Given the fact that I played World of Warcraft on a high level, I agree. But Final Fantasy is a very special series. The first MMO from a game which I've been playing on a Playstation for ages. The first XIV failed and therefore Yoshi was assigned to remake it. Square Enix has not much to win, but a lot to loose. It could be that Yoshi used the "Ancient History in Final Fantasy of puzzles to solve" to use that in a MMO, which would be (fact, actually) mind-breaking. Cuz no MMO goes by that idea. Given the fact "Yoshi stating that they are happy how Coil Turn 3 is scripted, and that it is intended the way it is right now", makes me think Yoshi gave us a hint.