Setup : PLD WAR WAR DRG DRG DRG WHM WHM, ZERO BLM
http://www.youtube.com/watch?v=P9FwrItH9fQ
Strange that all drg use Relics, WAr still using Garuda
Setup : PLD WAR WAR DRG DRG DRG WHM WHM, ZERO BLM
http://www.youtube.com/watch?v=P9FwrItH9fQ
Strange that all drg use Relics, WAr still using Garuda
Thanks for all the help Leo! Appreciate it =)Setup : PLD WAR WAR DRG DRG DRG WHM WHM, ZERO BLM
http://www.youtube.com/watch?v=P9FwrItH9fQ
Strange that all drg use Relics, WAr still using Garuda
NP, here is JP strat, hope somebody can translate :
《WS情報》
1回目火炎後、怒りの炎に包まれたあとは
左右の角折り状況によって各WSの発動パターンが追加または変化
柱出現中はエラプションとバルカンバーストのみ
・光輝の炎柱
①マップ中央に円状サラミ4つ展開
②外周にそって半円のサラミを複数展開
③イフリートの足元周辺と中央当たり以外全域にサラミ展開
④イフリートの足元周辺以外全域にサラミ展開
⑤マップ全域にサラミ展開
上記パターンのいずれかで発動
HP85%以上→①②
怒りの炎後(角両方折れ)→①②③
怒りの炎後(角1本折れ)→①②③④
怒りの炎後(角折り無し)→①②③④⑤
回避方法は
盾はイフを外周沿いに配置、他はイフ後ろまたは内側に立ち
外周から少し内側で全員が戦闘できるようにすることで
全域以外のパターンであれば移動なしもしくは少し移動することで回避可能
サイクロン後など不意に中央展開がくると被弾しやすいので常に立ち位置注意
サラミとサラミの境界に立つと複数ヒットするので注意
回避できないと思ったらサラミ中央で一発被弾で耐える
・クリムゾンサイクロン
飛び上がってマップ端へ着地し、逆端へ突進、落ちてくる場所は8方位のいずれかまたは複数
①東西南北いずれかから1匹出現逆端へ突進
②東西南北いずれかから時計回りに3匹出現、時計回りに順番に逆端へ突進
③東西南北いずれかから時計回りに4匹出現、時計回りに順番に逆端へ突進
④東西南北いずれかから時計回りに4匹出現、同時に逆端へ突進(回避不可)
上記パターンのいずれかで発動
HP85%以上→①
怒りの炎後(角両方折れ)→②
怒りの炎後(角1本折れ)→③
怒りの炎後(角折り無し)→④
真イフ時より当たり判定がかなり幅広い(イフとイフの隙間は完全NG)
WS発動位置によって落ちてくる方角が概ね決まる(?)
被弾すると「熱傷」追加効果 75ダメージ/3s 180s
さらにサイクロン後ヘイトリセット、誰かをランダムでターゲット
必ずインシネレートを放つ
回避方法は
イフが飛んだら時計回りに走り出し順番に来るイフの突進に合わせて外周を走る
ただし完全に対角線上に1匹目のイフが落ちてきた場合は回避困難なため
一度半時計周りに引き返し、一回被弾後時計回りに走ったほうが無難
(ムリに時計回りに走ると連続被弾するため)
・エラプション
①5人ターゲットで順番に地割れ発生
②同時2人ターゲットで追尾3連地割れ発生
③6人ターゲットで順番に地割れ発生
④同時3人ターゲットで追尾3連地割れ発生(爆発がちょっと早い?)
上記パターンのいずれかで発動
HP85%以上→①②
怒りの炎後(角両方折れ)→①②
怒りの炎後(角1本折れ)→①②③
怒りの炎後(角折り無し)→①②③④
(たぶんこうだと思うけど自信無し)
回避方法は
真イフと同様に基本あとだし行動で地割れが起こったら走って避ける
イフは外周誘導で
他 イフ 盾
他
のように盾以外を2方向配置して中央と外周に分かれて逃げる
最初のエラプがひとつ=順番エラプションなので
一度自分にターゲットが来たらイフの位置へ戻って良い
来てない場合はすぐ戻らないようにする
・インシネレート
TP使用のWSではなくクリムゾンサイクロン直後に
すぐもしくは爪を一回挟んで発動
被弾すると被弾者とその周囲に「熱風」200~250ダメージ/3sec 30秒継続
回避方法は
ターゲットされてる人がインシネレートをしてくるまで外周を走り続け振り切って避ける
それ以外の人は中央待機(リセットされても敵視緑なためケアルや内丹などでヘイトを上げない)
その後盾がタゲを取る
真イフと違いイフの胴体に埋まるように立つとイフ側が位置調整するため
すり抜け回避はやや難しい
もし食らったらリジェネもらって離れておくとか、一回死ぬとか
・バルカンバースト
真イフ同様周囲500ダメくらいノックバック
真イフと違いTP使用のWSではなく通常攻撃のひとつとしてたまに使用
直後にWSが来ることが多いため注意
・爪(通常物理攻撃)
前方範囲
真イフと違い埋まるように立つとイフ側が位置調整するため
位置調整時にイフが回転して盾以外のメンバーへ爪被害がでることがあるので注意
《モード遷移と行動パターン》
1.HP85%以上
通常:爪、バルカンバースト
WS:クリムゾンサイクロン、エラプション、光輝の炎柱
2.一回目の柱4本出現中(HP85%↓)
85%わったら中央に柱4本出現、制限時間50秒
柱出現後22秒後くらいあたりから5人へ順番にエラプション
地獄の火炎1回目
3.HP60%以上
1回目火炎直後に怒りの炎に包まれてモードチェンジ(体が光る)
各WSのパターン変化または追加
4.二回目柱出現中(HP60%↓)
60%わったら外周に柱8本出現、制限時間65秒
柱出現後22秒前後くらいあたりから7人へ順番にエラプション
地獄の火炎2回目
5.HP35%以上
3と同様の行動パターン
6.三回目柱出現中(HP35%↓)
35%わったら柱13本出現、制限時間75秒
柱出現後22秒前後くらいあたりから7人へ順番にエラプション(1週目エラプ)
柱出現後42秒前後くらいあたりから7人へ順番にエラプション(2週目エラプ)
地獄の火炎3回目
7.HP35%未満
3と同様の行動パターン
※柱出現後イフのHPを一定以上削ると強制的に火炎発動
Sorry to inform you but it is a fact that, altho JP players do have server latiency, it is in fact not the same. I agree that server stability is jsut as bad for everyone but because the physical distance between the server and the ISP is lesser for JP players then anyone else, they will have a faster reaction between their PC and the Servers. Not sure how this is even up for debate, its like saying gravity dosent pull down. Laws of physics would determain that a greater distance travled at the same pace would require more time. Explain to me how, your therory proves laws of physics wrong again? Nevermind the fact that the developers admited to latiency issues for NA and EU players, but explain to me how my Internets speed surpases that of JP internet speed to the point where it can cover over 10x the distance in the same amount of time, especially considering JP internet infostructure is much stronger then NA. And for your info, I have no issues fighting ifrit, but I do not disclaim lag issues soo to make lesser players feel even worse simply to make my self feel better >.> I think the game has enough elitiest , you can park your high hourse outside in the designated "d-bag" section.Are you serious?? Do you want me to link the video in question? Here: http://youtu.be/JR_hIFlwnyA
The lag in the US videos can't possibly be for the same reason?? OR maybe..here's a clue..perhaps everyone has latency because the server is junk and the game is so poorly optimized. Every. Single. Player. Has. Latency. Hilarious you bother to deny that. Just look at the video. They are running out from behind the rocks well before the skill visibly goes off. Are you watching the DRG? He/She is activating a skill from the front and running back behind the mob before the skill even goes off. How would that be possible without that "latency" we always blame. It wouldn't be.
My point is there is net latency, or lag. Our lag is worse obviously because we live farther away. But then there's the delay with skills, or with abilities (like Garuda's AoE) that are due to the game's shoddy hardware/poor optimization. That is universal. Everyone deals with it, and everyone learns how to play around it. JP has it. US has it. EU has it. That has nothing to do with ping, because I can do the same thing on my game as that jp player can on his/her game. I bet you can do the same thing as well, despite having superior hardware/inferior hardware. Saying JP players have no latency is just false. Some is caused by net connections, some is caused by hardware. We ALL deal with the latency caused by hardware, if that's the word for it, which has more to do with SE's hardware than ours honestly. The latency caused by net connections will vary by region.
Your tirade was silly, really. It's like you didn't even bother to think about what I said before you spit it out. Heck go to the JP forums and come back to me saying "JP has not latency". Bet they've raged about it the same as we have. Cmon man, seriously.
Actually we don't really have so much lag to justify an advantage by japanese players. Instead, by official interview, we now have an official problem: packet loss
http://forum.finalfantasy14.eu/viewt...hp?f=20&t=2338Finalfantasy14.eu (14EU) : Have you done any tests on the latency for the version 2.0? I suppose that you've noticed that the Garuda Battle has not really been taken on by European players because of latency. French players think that the Ifrit Extreme is impossible to complete due to latency issue, and they are afraid not to be able to do the relic quest before 2.0 hits.
Yoshida : We have completed the tests and research, and we did find out that the whole issue is based on the access route: there's some packet loss, and this is the cause for the lag European players face. We are going to make sure not only French players, but all European players can have a great experience for the 2.0 version so please wait for an announcement we will be making in the future, we can't address it at the moment but we're definitely taking steps to make sure this will be solved, please be reassured.
Yep, it isn't lag but network structure. 2.0 bitches
>the whole issue is based on the access routehttp://forum.finalfantasy14.eu/viewt...hp?f=20&t=2338
Yep, it isn't lag but network structure. 2.0 bitches
>it isn't lag
Do you know what you are talking about?
While latency isn't directly linked to packet loss issue, it is indirectly. The longer is the route, the more nodes, the more chances for packet to be lost. Having PL when connecting to a server geographically located near where you live is very much unlikely. Having PL when connecting to a far away location on the other hand...
I agree with Aceofspades message also, while latency isn't the sole issue and doesn't prevent a good party to kill Ifrit EX, it's still an issue and it affects EU people way more than NA.
Last edited by Antipika; 07-11-2012 at 06:16 PM.
Antipika.
Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B
All the people saying latency keeps them from killing Ifirt are just bad losers :S
In fact, Ifrit is pretty easy.
You responded by yourself. We have packet loss because signal get a longer route, not "because EU lag". You said yourself they aren't directly connected.
they are somewhat connected, yes. But not directly, and they are not the same
We talking of a different ifrit here
If a JP player has a 50ms latency and a foreigner has 300ms (I get ~130 on the west coast of the US, but I'll give others the benefit of the doubt), that's only a quarter of a second difference, right?
I really don't think that's significant enough to be noticeable in a slow paced game like this, on top of the animation lock and general sluggishness.
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