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  1. #81
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Traek View Post
    The T6 issue I notice is also a pain for PLDs trying to keep aggroe over AoE healing WHMs. If the MT doesn't sit next to the party till the slugs hit them, the OT can really only get one flash before they run way out of range to run straight back to the PLD.
    I've been noticing this specifically as well.. The aggro lines typically draw on the healers even though the adds are going towards MT (while OT is frantically trying to grab them)

    I recommended just letting them come back to the healers, but we quit for the night after suggesting it so I don't know if they would have actually come back or just stayed on the MT.

    Really weird.
    (0)

  2. #82
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Kenji1134 View Post
    Flash is ~495 base potency, reduced to 75% by Defiance, then doubled... So 742.5
    Steel Cyclone is 200 base potency, 3x natural hate mod, no reduction from Defiance, and doubled... 1200
    Flash enmity potency reduced by Defiance? It doesn't do any physical damage, how can it be reduced? Just curious..
    (0)

  3. #83
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Yeah its reduced.
    Its also reduced by 20% by Shield Oath.
    However Flash does get the 20% buff from Maim...

    I guess the way Flash "works" - going off the the data from the enmity meter - is that it is calculated "like" damage, but with zero variance (no +-5% range, always the same value for a given set of stats), and whatever "damage" it would have done is multiplied by zero at the end, but hate is still applied.

    So it suffers from general (player based) output reducing abilities, IE Shield Oath, Defiance, Determination Down.
    It also benefits from player based buffs, though really just Maim.
    And it does not seem to be affected by mob mitigation abilities. For example, you can Flash a mob that has Sentinel on it, like the Gigas guys near the entrance to CT/ST, and it will generate the same amount of threat whether they have Sentinel on or not.
    (0)
    Last edited by Kenji1134; 07-25-2014 at 08:18 AM.

  4. #84
    Player
    Skull_Angel's Avatar
    Join Date
    May 2011
    Posts
    204
    Character
    Leon Solitario
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kenji1134 View Post
    snip
    Iirc, Flash is modified by weapon damage and attack power; Defiance and Shield Oath reduce damage dealt by a set amount (25% and 20%), they do not reduce your attack power or weapon damage rating, so Flash should generate more enmity in each tank's respective enmity stance.
    (0)

  5. #85
    Player
    silvach's Avatar
    Join Date
    Jul 2014
    Location
    Poland, Warsaw
    Posts
    57
    Character
    Silvach Dakwhil
    World
    Zodiark
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Kenji1134 View Post
    Yeah its reduced.
    Its also reduced by 20% by Shield Oath.
    However Flash does get the 20% buff from Maim...
    Flash is not reduced by Shield Oath nor Defiance. There are people out there who already did the math and theorycrafted this out. Don't try to guess.
    (1)

  6. #86
    Player
    KogaDrake's Avatar
    Join Date
    Aug 2013
    Posts
    361
    Character
    Koga Dragontaker
    World
    Behemoth
    Main Class
    Marauder Lv 60
    I have not had any issues, my sets PLD has had some issues (only to my WAR, but I out gear our PLD now so thats expected)

    Quote Originally Posted by Skull_Angel View Post
    This is normal enemy behavior; once an action is qued against one player, it is executed regardless of who has hate [unless interrupted].

    2.3 changed the normal behavior of mobs as they spawn. I have seen this significantly in coil2. Turn 6, if i run to the side with the boss as soon as leafstorm is cast, the 3 slugs spawn and even though the PLD instantly flashes them they run to me, hit me once then run back. Turn 7, my brd stands very close to the N add in the frst set, he never once was attacked before 2.3 but now every time it hits him once. The 2nd add often runs to the healer or kiter and hits them once even though i attack it instantly, same with the 3rd and the final add.

    this running to the initial agro target and then back to tank even if tank hits them before the are close enough to queue a move does make it a little harder to get them grouped and land your flash/OP on all mobs which can lead to more threat issues, if your not aware of this changed behavior.
    (1)

  7. #87
    Player
    LalaRu's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    2,408
    Character
    Mi An
    World
    Phantom
    Main Class
    Paladin Lv 80
    If the problem was the oath to be refreshed, will check it with FC, I'm really curious if oath kept automatically active will loses all its effects and need be refreshed manually.
    (0)

  8. #88
    Player
    High_Timesw's Avatar
    Join Date
    Jan 2014
    Posts
    103
    Character
    High Timessw
    World
    Coeurl
    Main Class
    Marauder Lv 50
    I noticed this as well right after the shield oath persisting through death change. IL109 PLD, I can keep hate but it seems much harder to do so on a grp of mobs. Constantly losing one and having to provoke it back, where before I didn't have to pay attention. It is frustrating losing mobs, by the time I get that one back, I lose another. Very noticeable in hullbreaker, I had to adjust my rotations quite a bit to make sure I kept hate on the whole grp.
    (0)

  9. #89
    Player
    chidarake's Avatar
    Join Date
    Apr 2014
    Posts
    506
    Character
    Chida Rake
    World
    Omega
    Main Class
    Thaumaturge Lv 80
    you know I was just wondering if it was a mechanic built into the new dungeons, as that is really the only place that has changed in a agro sense,.?

    hullbreaker is defo the harder place to keep hate than any other dungeon. especially if the dps is over-geared compared to you. as it defo sucks when an enemy is pulled from you and you haven't even had time to cycle one combo after initial pull. (of course that could be over eager dps trying to rush things too)
    (0)
    strange awareness of ghosts that no longer haunt this shell.

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