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  1. #1
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    Did you check if multiple actions would affect only the same 16 mobs? Say aggro 16 mobs then bring them to a new mob and Flash/Circle of Scorn?
    (0)

  2. #2
    Player radioactive_lego's Avatar
    Join Date
    Jun 2014
    Posts
    391
    Character
    Adulate Prose
    World
    Mateus
    Main Class
    Gladiator Lv 52
    Quote Originally Posted by Zfz View Post
    Did you check if multiple actions would affect only the same 16 mobs? Say aggro 16 mobs then bring them to a new mob and Flash/Circle of Scorn?
    Yes. There doesn't seem to be a limit (or, at least, it's higher than 33 or 34) to how many mobs you can aggro. We scouted a few locations with dense populations of low level (less than level 20) mobs and tried to triangulate the best point inbetween the groups to get all of them on a single Pally spamming flash. 31 was the highest count we found (pardon me if I dont divulge the location) on a point where we could "hold" mobs. Additional mobs would come in flash range of that point, but the mobs would reset before they would physically attack the pally.

    So to answer your question more completely: Flash, specifically, doesn't have the same upper limit that a damage spell does, OR it's hitting a different set of 16 mobs each time you cast.

    My gut tells me the latter is true, and that dmg spells are hitting the 16 mobs that have the highest emnity to the caster, while flash is hitting mobs that have the lowest emnity to the pally. The only way to set this is to have a BLM/WHM sleep 16 mobs and mark them with various tags, thus receiving direct emnity. THEN have a a pally flash them (as well as having a group of mobs that the pally aggroed) and see which mobs die in the ensuing Holy/Flare. If the tagged mobs die, it's emnity related. If not, it's random or using some other unseen metric.

    Because science.
    (1)
    Last edited by radioactive_lego; 02-06-2015 at 09:38 PM.

  3. #3
    Player
    Sadana's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,533
    Character
    Valia Rosa
    World
    Balmung
    Main Class
    Thaumaturge Lv 71
    Quote Originally Posted by radioactive_lego View Post
    31 was the highest count we found (pardon me if I dont divulge the location)....

    Because science.
    O.o
    Then, sadly, this is bad science if you don't allow others to test your theory with the exact same parameters.
    (1)

  4. #4
    Player
    KitanaiKoneko's Avatar
    Join Date
    Oct 2013
    Posts
    196
    Character
    Luise Maynard
    World
    Diabolos
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by radioactive_lego View Post
    Yes. There doesn't seem to be a limit (or, at least, it's higher than 33 or 34) to how many mobs you can aggro. We scouted a few locations with dense populations of low level (less than level 20) mobs and tried to triangulate the best point inbetween the groups to get all of them on a single Pally spamming flash. 31 was the highest count we found (pardon me if I dont divulge the location) on a point where we could "hold" mobs. Additional mobs would come in flash range of that point, but the mobs would reset before they would physically attack the pally.

    So to answer your question more completely: Flash, specifically, doesn't have the same upper limit that a damage spell does, OR it's hitting a different set of 16 mobs each time you cast.

    My gut tells me the latter is true, and that dmg spells are hitting the 16 mobs that have the highest emnity to the caster, while flash is hitting mobs that have the lowest emnity to the pally. The only way to set this is to have a BLM/WHM sleep 16 mobs and mark them with various tags, thus receiving direct emnity. THEN have a a pally flash them (as well as having a group of mobs that the pally aggroed) and see which mobs die in the ensuing Holy/Flare. If the tagged mobs die, it's emnity related. If not, it's random or using some other unseen metric.

    Because science.
    I believe the reason why it might hit different mobs every time is because of how AOEs work in this game: The closer you are to whatever casts an AOE the faster you will be hit by it. A good way to observer this is in Titan, where you have lots of unavoidable going out (tumult) combined with lots of AOE healing from succor/medica/medica II. It's also the reason why if you precast a big hit too early you can still heal up some of the players.

    So if you had 31 mobs that are all fighting for a position close to one target ala DD first room pulls, they might be moving in and out slightly so that different ones get hit every time.

    Just my thoughts on the matter.
    (0)
    Last edited by KitanaiKoneko; 02-06-2015 at 11:59 PM. Reason: 1k Char limit.
    Quote Originally Posted by CYoung187 View Post
    People may not know this, but playing the game is actually more fun then whining about it on the forums.

  5. #5
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 100
    Quote Originally Posted by KitanaiKoneko View Post
    I believe the reason why it might hit different mobs every time is because of how AOEs work in this game: The closer you are to whatever casts an AOE the faster you will be hit by it. A good way to observer this is in Titan, where you have lots of unavoidable going out (tumult) combined with lots of AOE healing from succor/medica/medica II. It's also the reason why if you precast a big hit too early you can still heal up some of the players.
    Actually, that's just an animation. Try using an AoE heal then queue up an instant skill, the heal numbers will appear on everyone at the same time
    (0)