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  1. #61
    Player
    AceofRains's Avatar
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    Jun 2011
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    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Rydin View Post
    My friend... I wish you were moving to Excalibur



    thats a GREAT idea.... there was something about a monster Bestiary too... where the more of a MOB you killed... the more info got filled in on the bestiary
    Scan could even make it so the info filled in even faster
    I'd even be ok with only 1 job getting scan... but everyone in the party benefiting from it
    Or materia that increased scan rate
    I'm fine with 1 job making the whole team benefit too. I'd say give it to SCH, make SCH into what it SHOULD be. (with increased item potential, and sub access to conjury and thaumaturgy)

    Either that or be able to meld a "sensor" to your weapon like customization in FFX

    Bestiary would be great to release in a patch with SCH at that!
    (0)
    Last edited by AceofRains; 03-26-2012 at 12:43 PM.

  2. #62
    Player
    Rydin's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by AceofRains View Post
    I'm fine with 1 job making the whole team benefit too. I'd say give it to SCH, make SCH into what it SHOULD be. (with increased item potential, and sub access to conjury and thaumaturgy)

    Either that or be able to meld a "sensor" to your weapon like customization in FFX

    Bestiary would be great to release in a patch with SCH at that!
    Here's to hoping the mods pass this on to Akihiko Matsui
    (1)

  3. #63
    Player
    Arcell's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
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    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Duuude007 View Post
    I realize the toad on his back or Coincutter on his butt are examples of large AOE attacks that missed the whole party, but I think they are fantastic examples of how dramatically disabled a monster should be when properly incapacitated.

    IMHO the only creature in the game that was entirely done right in this respect was the Great Buffalo. You break a horn? Chance at horn drop. Break 2? chance at 1 or 2 horns. Hack him in the legs enough? He falters for a while, and DD's can ramp up damage.

    Incaps elsewhere in XIV ranges from somewhat- to dramatically-less consistent than this NM. Attention to detail, devs. (Yes, please.)
    Great Buffalo is one of the better examples. Not only is there a visual cue but it also affects drops. Taking a page out of the Monster Hunter book there. They gave us a reason to break the horns.

    I can't remember the last time someone actually asked about incapacitation or we actually used it for anything. It's a great system that's just kind of sitting around not being used enough.

    Hopefully this, as with most things, will be addressed in 2.0.
    (1)

  4. #64
    Player
    Rydin's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Shikaree View Post
    Ok, old topic but I'm wondering if anyone else feels the same about this.

    Do you think the general art of incapacitating should be simplified a little? Looking at the chart, I find that it's odd that certain moves could incap say a right leg/side but at the same time would not work for the opposite. Head is easy enough, so is the back, but why in the world are the other parts so fickle with what side you have to hit it from with particular weapon skills?

    I'd rather just see the breakdown of:
    Head
    Limbs (either side works), or broken up into arms and legs or front limb/back limb (separate each at this point, let the weaponskill focus on either side of one region)
    Back
    Tail
    Anything that may have been missed.

    Besides that, the general idea of using this feature isn't well used at this time.
    I actually don't mind how they break down the parts... the way you suggested would be fine with me

    Quote Originally Posted by Arcell View Post
    Great Buffalo is one of the better examples. Not only is there a visual cue but it also affects drops. Taking a page out of the Monster Hunter book there. They gave us a reason to break the horns.

    I can't remember the last time someone actually asked about incapacitation or we actually used it for anything. It's a great system that's just kind of sitting around not being used enough.

    Hopefully this, as with most things, will be addressed in 2.0.
    what are some possible incaps you'd like to see manifested physically?

    Me... I'd love to see the tails on Draks and eyes come off... thats my biggest wish....
    Also a leg incap should come with either "Bind" or at least "Heavy" status effect
    Oh.. and Dodo's have a head incap... how funny would it be to see a mangled beak on a dodo?
    (0)

  5. #65
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
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    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Rydin View Post
    what are some possible incaps you'd like to see manifested physically?

    Me... I'd love to see the tails on Draks and eyes come off... thats my biggest wish....
    Also a leg incap should come with either "Bind" or at least "Heavy" status effect
    Oh.. and Dodo's have a head incap... how funny would it be to see a mangled beak on a dodo?
    Tails off, claws broken, weapons/armor damage or broken, limping if leg is incapped, arm gone limp if incapped, maybe arrows stuck in a monster for Archer/Bard specific incaps, stuff like that.

    All of these should also affect the battle. Status effects, drop rates, damage/defense down, change how skills work, reduce AoE ranges, etc...
    (1)

  6. #66
    Player
    Rydin's Avatar
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    Mar 2011
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    Gridania
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    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Arcell View Post
    Tails off, claws broken, weapons/armor damage or broken, limping if leg is incapped, arm gone limp if incapped, maybe arrows stuck in a monster for Archer/Bard specific incaps, stuff like that.

    All of these should also affect the battle. Status effects, drop rates, damage/defense down, change how skills work, reduce AoE ranges, etc...
    On that note... Archer's with Status effect arrows... and the arrow stays visible on the MOB until the status effect wears off
    Reduced AOE range is something I've never heard suggested but I love that...
    (0)

  7. #67
    Player
    Rydin's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Gotta call BS SE...

    Quote Originally Posted by Triairy View Post
    こんばんは。
    Good evening,
    Quote Originally Posted by anjely View Post
    イフの角を折るとドロップ率が上がると聞いたことがあります。
    I heard if you break Ifrit's horn the drop rate increases.
    Quote Originally Posted by Amane View Post
    ドロップ率の変動は都市伝説じゃないですかねー
    I think that was a myth about the drop rate change
    ごめんなさい、都市伝説です…
    Sorry, that's a myth...

    部位損傷の効果は、
    For incap effect,

    敵を弱体化させる
    Weakens the enemy
    敵に特殊技を使えなくさせる
    Stops the enemy from using special actions/attacks
    倒した後に、手に入る素材を変える(損傷部位による)
    When defeating the mob the material obtained changes (depends on part you break)


    となり、ドロップ率を変動させる効果はありません。
    And so it wont affect the drop rate.
    What you are telling us is that Incaps on Ifrit mean nothing (Because they don't weaken him, stop any actions, or open up any special loot)
    Seriously... incaps could be one of the most interesting parts of the game
    (1)

  8. #68
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    Join Date
    Jul 2011
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    Gridania
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    Quote Originally Posted by Rydin View Post
    Gotta call BS SE...



    What you are telling us is that Incaps on Ifrit mean nothing (Because they don't weaken him, stop any actions, or open up any special loot)
    Seriously... incaps could be one of the most interesting parts of the game
    No, incapacitating Ifrit does perceivably weaken him.
    (0)

  9. #69
    Player
    Join Date
    Mar 2011
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    Ul'dah (Wutai)
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    429
    Quote Originally Posted by Rydin View Post
    I really do enjoy incaps.... It's a great system....

    How do incaps work?
    It's easy really.... Stand in the appropriate place on the appropriate MOB and use the appropriate weaponskill to do the appropriate amount of damage and you will incapacitate that part.

    That sounds complicated
    It's not really... once you start doing it, it's pretty simple

    OK, Mr Smug.... So what place, MOB and weaponskill are appropriate?
    I'll let SE tell you that
    http://lodestone.finalfantasyxiv.com.../battle02.html
    Lodestone incap page, A good page to bookmark

    There are 7 categories of breakable monster parts
    The head Need to be standing in FRONT of MOB
    Left Arm Standing on the MOB's LEFT
    Right Arm Standing on the MOBs RIGHT
    Lower (legs) Standing anywhere in range of the MOB
    Left Other Standing on the MOB's LEFT
    Right Other Standing on the MOBs RIGHT
    Outer Other Standing at the REAR of the MOB... pervert

    I'm still confused... I need an example
    ok... Let's look at an Opo-Opo (Which means the Opo-Opo family, all monkey looking MOBs, so Lemur's and Galago also)
    Let's use this on a Lemur near Treespeak in The Black Shroud
    On the bottom table of the Lodestone incap page, we see Lemurs (Opo-Opo) have 2 incaps.... HEAD and LEGS

    Let's aim for the head
    To hit the head you have to stand in front of the Lemur. You 'll know you're in the front because your damage will say "Normal Attack hits Lemur from the front for 58 damage"

    What weaponskill am I using again?
    On the second to last table on that page, we see that 3 classes have head incap moves.... Pugilist has Concussive Blow, Marauder has Skull Sunder and Archers have Bloodletter

    That doesn't sound too tough...
    Its not... stand in front of a Lemur and use Concussive Blow. The text will say "Your Concussive Blow hits the Lemur's Head for 211 damage"

    So his head should be incapped, right?
    Maybe.... Each breakable part on each MOB has a different amount of damage that needs to be done to incap that part. So you may have to execute more than 1 Concussive Blow to break the head. The amount of damage needed to incap a certain part is now referred to as the "Damage threshold."

    How do I know when it's done?
    The text will say "Lemur's Head is incapacitated"

    OK, that was fun but now I have a ton of questions for you
    1.Does the incap increase Drop rates for certain or all loot?
    2. Does it open up an entirely new loot pool, like a rare drop is ONLY OBTAINED with the right incap?
    3. Does it limit certain weaponskills or abilities that the MOB could use?
    4. Does it lower any of the MOB's stats, such as lowering defense or attack?

    I'll be honest... in a perfect world, each incap should do any combination of those 4 things. I call these "The 4 possible results of Incaps"

    That is one of the issues with incaps. This one might not be a flaw though. Every incap could definitely do at least one of those things... we just don't know...
    From my experience, breaking the horns off of a goat (HEAD incap) definitely makes horns drop more often....
    and breaking the ore cluster on a Doblyn (Outer Other incap) seems to make them weaker, but none of this is backed by empirical data
    If all (or at least most) incaps don't have one of the 4 effects, then I think they really should
    If all incaps already have one of the 4 results and we just have yet to prove it or figure it out, then I'd be fine.
    SE, you don't have to give us specifics, I'd be fine if Yoshi-P just said "Yes, all incaps serve a purpose and fall into at least one of the 4 results"

    Anything you'd change to make incaps better?
    Yes, Incaps should be more visible.
    When you break horns on goats or buffalo, head on skeletons, ore cluster on Doblyns and a few others, you can see the visual effects of the incap
    But break the head on a Goblin, the legs on a Dodo, the shell of crab, all incaps for human and beast tribe... and MANY MANY MORE.... you see absolutely no physical difference... This is one I'd like to borrow from Monster Hunter. There is a dragon called "Rathalos" and when you break its head, the scales on it just look a little damaged or broken just on the actual head of the wyvern though.
    I would love to break an Amalj'aa's right arm and just see lacerations and such to show that it has been broken.... Maybe a limp when the legs have been broken
    Edit: as of 1.19 Beastman (Amalj'aa, Ixali, Goblin, Kobold, Sylph, Skeleton and Humanoid) can longer be incapped but the idea remains the same...

    One last thing to keep in mind, I am unsure of how MOB's with regen work with incaps. This is mainly in regards to the NM's. I've killed all of them quite a few times and have received every rare drop. I've incapped every part possible on the big NM's.

    With that being said, the following is supposition and not at all tested or proven so take it with a grain of salt... or call me an idiot for believing this, I don't mind...
    It seems as if the amount of damage needed for an INCAP regens if the monsters HP regens.

    What does that mean for us?
    It just means for the big NM's, you want to do all the incap damage in rapid succession...
    For instance, say the buffalo horn needs 1000 hp worth of damage to break, you do 800 damage to the right horn and then later in the fight do another 200 damage to the right horn, you may not break it because the horn's damage threshold has regened...

    All in all I LOVE incaps, it gives us something to aim for in big battles... It's fun and it's just the right mix of simplicity and complexity
    I would love to see how combos, battle regimen and incapacitation fit in with the new battle system...

    Lastly, sorry this took so long... but LIKE THIS if you want SE to create more visual cues for incaps, and make it so all incaps result in one of the big 4 results

    Nice post. +1 for this
    (2)

  10. #70
    Player
    Rydin's Avatar
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    Mar 2011
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    Gridania
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    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Scarface View Post
    Nice post. +1 for this
    well thank you

    Quote Originally Posted by Answa View Post
    No, incapacitating Ifrit does perceivably weaken him.
    so Yoshi mentioning the incap in the live letter was kind of a troll.. nice work Yoshi
    (0)

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