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The Odyssey - || Strategy and Discussion ||
サーバ: Asura
Game: FFXI
Posts: 596
By Asura.Melliny 2024-06-21 09:35:01
Dirge is a wasted song on Arebati. Hover shot caps -enmity down by itself and the corsair shouldn't be able to do enough damage to reach the hate cap before the ranger (hover shot really is amazing). The buff potency could also have been off in addition to the songs themselves. Most of the time when a minnie is up it means a dummy song got left on the table, so the bard might not have swapped correctly and that could have affected potency as well. 40-50k damage numbers can easily turn into 15k's when buffs are bad. That lion has stupidly high defenses. Bad buffs are a run ender on him.
サーバ: Bahamut
Game: FFXI
Posts: 462
By Bahamut.Greyfawkz 2024-06-21 10:06:29
Yeah, something is off. Either hovershot is dropping or buffs are bad. My last v20 Arebati ws average was 36k (includes the dinky wildfires for AM)and i think last stand was around 45-47k.
I do hold TP and ride AM3 though, so ws'ing at like 2-3k tp
edit: geo is not Igeo either
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By K123 2024-06-21 10:10:08
I was considering holding TP as well, but regardless than run had no chance. It was 65% with about 4mins left when the RUN died. I'm sure it would need to be about 40% with that amount of time left to clear.
Shiva.Thorny
サーバ: Shiva
Game: FFXI
Posts: 2777
By Shiva.Thorny 2024-06-21 11:15:28
Multiple people have mentioned hover shot, but I don't see any comment from K123 about it. There's no level correction, so the difference between 15k and 40k is far greater than minuet3 + indi-AGI would account for. If soul voice wasn't used, maybe. But, that kind of difference in damage screams 'no hover shot' to me.
40-50k damage numbers can easily turn into 15k's when buffs are bad. W/o level correction, that would require having like 3500 attack. He said he had fury, honor, and 2 minuets.. I don't see it. He didn't explicitly confirm chaos, but I guess it could've been missing.. seems unlikely. Maybe if every song was in the wrong instrument, the geo was casting with no geomancy+, nobody used 1hrs, etc. But, no hover shot is a straight half, that takes 40k down to 20k and the buffs make up the rest.
By Nariont 2024-06-21 11:20:13
Beat me to it, was gonna ask if hover shot was being used and if you were moving constantly to keep it active
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 2521
By Carbuncle.Maletaru 2024-06-21 11:23:50
Case resolved everybody! The PLD (or SCH) let the RUN die, the BRD and GEO both *** up their buffs, and the RNG wasn't using hover shot (properly).
Turns out there's a reason PUGs can't beat V20 fights.
Carbuncle.Nynja
サーバ: Carbuncle
Game: FFXI
Posts: 3870
By Carbuncle.Nynja 2024-06-21 12:59:42
Maletaru after one PUG: “wow this *** sucks ***”
サーバ: Fenrir
Game: FFXI
Posts: 1342
By Fenrir.Richybear 2024-06-21 13:22:56
Just say no to PUGs
Asura, not even once.
Phoenix.Iocus
サーバ: Phoenix
Game: FFXI
Posts: 1498
By Phoenix.Iocus 2024-06-21 13:35:16
Just say no to PUGs
Asura, not even once.
Even 1 hit of PUG-cocaine could kill you!
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 2521
By Carbuncle.Maletaru 2024-06-21 13:43:48
Maletaru after one PUG: “wow this *** sucks ***”
I play this game to make friends, chat with them, and accomplish goals together. I don't play it so I can hit groupfinder and join random people I've never met before and know nothing about and attempt to do difficult things with them. This sounds like a recipe for disaster. I can't imagine doing this as someone who also has no idea what half the people in the party are supposed to be doing or how they're supposed to do it.
[+]
By jubes 2024-06-21 14:54:12
there's like 1 person who shouts for v25 fights on Asura, and it takes them hours to fill if ever, most PUG groups are for segments and Sortie 8 boss. but even most statics follow the first proven strats though, with only slight modifications, so it isn't unreasonable to expect 10k segments or 8 boss clears with good success rates. PUGs aren't just for people with no friends or skills, some simply can't commit to the time required of a daily event or specific time.
By buttplug 2024-06-21 20:44:25
Pick up groups are my way of life... Probably have played with most on the server... Cleared V20 with pick up groups... Maybe it's time to show Charmghost & Haurow how it's done... Those two have been shouting for years now lol...
By K123 2024-06-22 02:28:41
Carbuncle.Maletaru said: »Case resolved everybody! The PLD (or SCH) let the RUN die, the BRD and GEO both *** up their buffs, and the RNG wasn't using hover shot (properly).
Turns out there's a reason PUGs can't beat V20 fights. I have T1+T2 V25 and all T3+T4 V20 clears in pug on main char, and all that except Arebati on my second character. Many people have T3 V25 clears in pug, but mostly Kalunga and Ngai. The RUN dying is irrelevant to the fact we weren't meeting the DPS requirement, which is what I asked about.
Forgot to mention Chaos roll, and like Thorny says, it is clearly not the buff issue that would cause me to do half the expected damage so I don't know what was going on to be doing 16-17k generally. I need to drop the 60M to R15 Foma for sure, and I just made emp+3 feet. I was trying to move every shot, but I haven't properly played RNG in forever - before hover shot was added.
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By buttplug 2024-06-22 14:29:02
Most of the players on Asura are big cry babies... Grown people literally with tears streaming down there face because they missed a Sortie boss or some stupid ***... Even content like Ambuscade where there's no real penalty they still whine... I can't play with that person... Did you check there gear?... I only agree with 15/16 slots... Did you see there ammo slot? What a noob... The last linkshell I joined the leader was some fascist POS... If you didn't do what they said you got kicked... The weird thing about it was there was some weird e-*** hierarchy that just rolled over on command... They act like the game is shutting down next week or something... Even though most of them have been glued to there screens going on 3 decades lol...
By Ranoutofspace 2024-06-23 05:42:25
Aren't you the same dude who told someone to drop dead cause they said your gear sets sucked?
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 2521
By Carbuncle.Maletaru 2024-06-23 09:45:25
Not to put too fine a point on it, but I also disagree with 10/15 slots of your TP set so...maybe it wasn't a single piece that caused you to be criticized? Could be worth taking that criticism to heart, maybe you could improve your results.
You seem like a lot of fun to play with though, shame about how everyone else sucks...
サーバ: Asura
Game: FFXI
Posts: 47
By Asura.Bronzequadav 2024-07-14 14:55:08
Is there any info/idea of what Defense values gaol NMs have? Just curuious, Tried looking through longhorns twitter but found nothing.
By Shiva.Myamoto 2024-07-15 06:49:14
To the best of my knowledge, no real reported values. The higher the vengeance levels, the less likely you will be attack capped. The defense values are quite high in v25 and its best to gear under the assumption you are not attack capped at that level.
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 2521
By Carbuncle.Maletaru 2024-07-15 08:16:53
This is a perfect opportunity for someone to do some testing and get answers for the community if anyone wants to step up.
Bring a tank, BRD, COR, GEO, and a healer. Maybe a BST and/or DNC as well to reduce its defense.
Shoot with the COR. Keep applying more and more attack until the shots stop increasing in damage. Note the point where it stops happening. Can even fine-tune it with some midshot gear to really dial it in. Then add a little PDL (Sroda Ring or something) and see if it goes up.
Should at least be able to do this for any V20 and all the V25s except Ngai, Ongo (irrelevant anyway), Kalunga, and Mboze. Mboze/Ngai will suck because of their TP moves, but not impossible to check.
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2024-07-15 09:40:32
Since these things probably scale their DEF using invisible buffs, the DEF down calculations can get annoying and without knowing exactly how the buffs work, you'd be guessing the end DEF value so that'd have to be nailed down too.
Bismarck.Nickeny
サーバ: Bismarck
Game: FFXI
Posts: 2217
By Bismarck.Nickeny 2024-07-15 09:45:54
Carbuncle.Maletaru said: »groupfinder
would be fun
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 2521
By Carbuncle.Maletaru 2024-07-15 11:29:59
Valefor.Prothescar said: »Since these things probably scale their DEF using invisible buffs,
What?
サーバ: Cerberus
Game: FFXI
Posts: 1786
By Cerberus.Shadowmeld 2024-07-15 11:37:54
Technically you could do Ngai with cannonballs... :D
Valefor.Aspens
サーバ: Valefor
Game: FFXI
Posts: 44
By Valefor.Aspens 2024-07-15 12:19:49
Cannonballs don't do fixed damage unfortunately.
Couldn't you just take the ratio of melee crit/non crit hits for a set attack value or does this only work for lvl1 mobs?
サーバ: Cerberus
Game: FFXI
Posts: 1786
By Cerberus.Shadowmeld 2024-07-15 12:23:07
I was more referring to the fact that they are blunt damage, so could actually deal damage on V25 Ngai.
Edit: cannon shell
It was mostly a joke though, because you need a specific 75 era gun to use them. And, truth be told I'm not actually sure they're blunt damage
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2024-07-15 12:40:32
Carbuncle.Maletaru said: »Valefor.Prothescar said: »Since these things probably scale their DEF using invisible buffs,
What?
Exactly what it says. NMs added to old zones prior to the removal of level correction in those zones worked that way too and UNMs still do; it's SE's cheap way of adjusting stats without adjusting monster level or parameters directly since raising their level would have made things too complicated (the initial implementation of Peach Power *** this up). That was addressed by removing level correction as they started adding new mobs more often like Apex and Locus. The effect this has on things like DEF down is simple, as an example, a monster with a 100% Defense Bonus being hit with a 50% Defense Down would ultimately receive only a quarter reduction to the final value because they're both applied in the same step.
This mechanic is easily verifiable. Go fight an Apex Crab or Apex Crawler to see the base order of operations in effect, then fight a UNM Crab and see how much different the result of the same amount of Defense Down is in comparison. The UNM Crab will be able to multiply its DEF much higher than the normal Apex/Locus Crab because it gets the level adjustment "bonus" Defense on top of the def bonus from Scissor Guard.
The way Ody NMs most likely work is similar. Instead of having 25 different versions of the same NM, they add a set of scaling % (or fractional more likely but anyway) buffs to various stats and DT- to make them stronger. The exact way it works here is unknown though; the Attack buff that ody NMs receive prevents Attack Down effects from working, but the Defense buff does not prevent Defense downs. They're seemingly different things, or applied differently in some way.
[+]
Shiva.Thorny
サーバ: Shiva
Game: FFXI
Posts: 2777
By Shiva.Thorny 2024-07-15 12:49:02
I don't think you've provided any evidence to support this theory. It's very clear that a defense bonus buff and a defense down are in the same step, weakening the value of defense down. But, it's considerably less clear that any of the stat boosts are done via buff, or that it would have any impact on how well defense down works. A multiplier can just as easily be given to the monster's base value.
Level adjustment changes the way ratio works because level correction is a straight modifier to ratio. It doesn't change how defense itself is calculated.
Is there any evidence you can point to that indicates SE is adding an invisible buff, rather than directly modifying the stats when instantiating the mob? Either would require the same data and could be scaled just as easily. There's absolutely no reason I can think of that they'd use an invisible buff to do it, and it seems much more likely to cause bugs or discrepencies. Can you show test results or outline a reproducible test to indicate this?
Carbuncle.Maletaru
サーバ: Carbuncle
Game: FFXI
Posts: 2521
By Carbuncle.Maletaru 2024-07-15 13:19:29
Basically what Thorny said. I've never heard anyone explain any kind of different effect of DEF down. I've never seen any page suggesting that PDIF changes based on the monster's hidden invisible level correction status, or heard anyone suggest you need extra PDL, extra DEF down, or extra attack based on this invisible buff or stat.
Even if such a thing exists, it would be in effect while you're doing your testing in Sheol: Gaol, so you can still answer the question:
"I'm fighting V25 Kalunga, how much attack do I need to cap out my PDIF with an axe while he has Dia II on him?"
If he's "supposed" to have 3000 DEF but it gets bumped to 4000 by someone invisible voodoo magic, the answer is still "he has 4000 DEF".
If you're trying to imply that DEF down is affected by this magic and it changes the calculation of these mobs' DEF values when they're affected by def down or def boost, I'd be interested to see evidence of that and hear a better explanation how it works since I've never heard anyone suggest it before.
This could also be tested. If your COR is hitting attack cap you know the DEF. Remove some of his attack and apply the appropriate amount of DEF down to the boss to make up for the difference. see if you hit the cap again. You could even derive the difference in how def down is applied to these mobs as opposed to other targets.
All the better because Kalunga, Xevioso, and loads of the T1/T2 mobs don't have any defense up moves. It should be very easy to test and prove.
Lakshmi.Buukki
By Lakshmi.Buukki 2024-07-15 13:22:39
I'm could have sworn I saw a Twitter post from JP where they gave all A3 boss attributes and stats. I'll try to find it
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2024-07-15 13:22:56
I don't think you've provided any evidence to support this theory. It's very clear that a defense bonus buff and a defense down are in the same step, weakening the value of defense down. But, it's considerably less clear that any of the stat boosts are done via buff, or that it would have any impact on how well defense down works. A multiplier can just as easily be given to the monster's base value.
Level adjustment changes the way ratio works because level correction is a straight modifier to ratio. It doesn't change how defense itself is calculated.
Is there any evidence you can point to that indicates SE is adding an invisible buff, rather than directly modifying the stats when instantiating the mob? Either would require the same data and could be scaled just as easily. There's absolutely no reason I can think of that they'd use an invisible buff to do it, and it seems much more likely to cause bugs or discrepencies. Can you show test results or outline a reproducible test to indicate this?
Whether it's applied as a multiplier via buff or a multiplier in the monster's stat table is ultimately irrelevant since the buff isn't interactable in any way from our side. The important part is that the buff/bonus/whatever label you want to use for it is applied at the same time as defense buffs and debuffs. The main reason I would think it's a buff is that it can prevent status downs of the same type, but you know as well as I do that it's impossible to prove the exact method they're using to apply those stat boosts. Either way has the same exact effect, it's about where it's being added rather than the precise way they're adding it to the monster's stats.
The way that level correction affects ratio is also irrelevant and not part of my point: I don't think it was done in order to specifically counter the effect of level correction on ratio nor am i saying that these two things interact in any similar way mathematically, but rather is was done to avoid having to make NMs above level 99 at all before they started removing level correction from those zones. The most noticeable negative artifact of this is that enmity is *** on these NMs largely because they're lv99 monsters masquerading as higher level monsters; the original reason for them doing this is anyone's guess and we will probably never know it, may be as simple as not knowing how or not wanting to remove level correction from the old zones initially, with the system was then repurposed as a catch all way to scale monster stats in large batches.
Previously this effect was observed and assumed to be a resistance to status downs. Most NMs in battlefields and areas created from the beginning to not have any level correction (e.g. Adoulin, Escha, Selbina HTBF, Ambuscade was updated to have true ilvl enemies, Apex/Locus are the correct level as level correction was removed from zones as they were added, im 99.99% sure Peculiar Foes are appropriately leveled for the same reason as Apex/Locus) do not share this trait, but UNMs do, and it seems that they used it to give UNMs/HTBF of a given cLvl similar stat boosts for that cLvl; any NM in an old area or battlefield that used to have level correction are similar: lv99 mobs with boosted stats. I'm guessing this was just done to save time and effort instead of individually tuning each one of the NMs on the list, and that's also why I'd guess they would have done so for Vengeance levels (difference here being that they are the appropriate level NM, with a sliding scale of stats for the various Vengeance difficulty levels).
As for a reproducible test that can show the extra stat bonus applying at the buff/debuff stage, I've already touched on it but I'll lay out all the steps.
1) Fight an Apex or Locus Crab/Crawler to find its unbuffed/undebuffed DEF value. Ranged attacks are easiest, a GEO and a COR should be enough for this since they don't have Germany resistance.
2) Let them put up Cocoon/Scissor Guard. The resulting impact on ratio should match the expected value of just the def buff and def debuff(s) being applied to base defense. It's easier to do this with a single, easy to digest Defense Down value (Angon 25%, Tenebral Crush 20%, etc) or a combination thst gets you an exact, easy to use number like 50%. Cocoon and Scissor Guard are both 100% DEF bonuses.
3) Repeat steps 1 and 2 on Ayapec or Emperor Arthro. This time, you'll notice that the resultant damage doesn't align with a 100% Defense Bonus and [your defense down potency here]. The effect of defense down will seemingly be halved. (This would work on Centurio XX-I as well, but I don't know the potency of Sand Veil offhand).
You could still argue that they decided to specifically add status down resistance to these conveniently specific monster categories in specific areas for some reason I guess, but it seems less likely than SE wanting to cut the time it takes to create a large number of NMs all at once with a catch-all solution that happens to result in a measurable change in stats and that happen to be much lower level than their content level implies (for UNMs). We could also assume that they specifically made all of the A3 NMs immune to just Attack Down for.... some reason? The interaction that this innate defense bonus has with other defense buffs in conjunction with Defense Down effects is my silver bullet, and I'd be interested to hear other theories.
Hmmm...
Initial Speculations:
Looks like they took components of Walk of Echoes (setting), and Elemental Circles and brought it together.
They must of learned new ideas through the Lilith HTBF and how they can play with those elemental fetters to create unique battlefield environment and apply further stress with them..
Instead of Abyssea, this may be a Walk of Echoes 3.0? Anything iLvl 140+ .. We are ready!
Keep this thread clean, hoping to post critical details and discuss strategies.. Eventually I will create a Node on this with full details.. We can then update BG-Wiki with information that we gather..
Those of you who play on Nasomi.. Please don't post on here, you have a Fafnir to camp.. so get back to work.. This is isn't Bubbly Bernie version 3.0. He will be OG 1.0 forever on Nasomi.. ^_^
Sorry about the delay on updating this as I have been slammed with a lot of work since COVID-19 defense ramp up procedures at my hospital facility.
I have barely had time to update and barely any time to explore this content myself. I appreciate everyone's work so far. I will update this OP Thread with some resources and information that people have found across all servers including videos and screenshots..
Keeping this as a basic vital post highlight source so as new posts with vital information emerges I will just pin it here so it is all in one space and no need to jump around different pages..
To Begin.. The Basic Release Info from SE:
Some First Initial Basic Discoveries:
looks like you enter through Rabao
And you have 30 min to kill a bunch of trash mobs. Probably a boss at the end too.
More Initial Entry Discoveries Pinned:
About to enter Odyssey for the first time.
I'll report back. Setup is PUP, COR, BLU x2, SMN, RDM
Ok, it's looking like they made this content specifically to prevent BLUs from cleaving through this content.
Only main target took full damage. Surrounding targets took 90% reduced damage (main targeet 15k, all others 500 or less)
All mobs can be fully enfeebled (Sleep, Silence, Slow, Para) but standard rules apply for mob types (we saw Skeletons, couldn't Blind them)
I can very easily see a RUN or PLD tank running in and aggroing the group of mobs, with a BRD sleeping them all. 2 DDs kill one by one with proper support. SMN Bloodpacts were doing full damage on single mobs (same rules for BLU applied for SMN when we tried Thunderspark for lulz)
At the end, we found a group of mobs (bats) with a Fetter and a group of untargetable Yagudo. We cleared the bats, then killed the Fetter. Once the Fetter is killed, the Yagudo become targetable. For killing all of the Yagudo, you get 10 Izzat.
In total, we farmed 20 Izzat. We'll try using them tomorrow on boxes, maybe even spawn an NM. After we killed the fetter, a conflux spawned that gave us the opportunity to spawn a monster for 10 Izzat. We were low on time, so we just chose to exit.
Player with Trusts.. First Experience Testimonies:
Went in with trusts. Was able to 1 shot most things with leaden.
Yield: 31 scales and 3 scale boxes (from the chest).
Edit: Chests gave 11, 13 and 16.
More Vital Data Testimonies Discovered:
Random info:
-Killing trash gave izzat and lustreless scales
-Using 10 izzat to pop chest gave 2 scales and a box
-Killing fetter made untargetable yagudo killable, giving 10 izzat killing them all
-Popping NM with 10 izzat from ethereal junction spawned a red morbol that did blood weapon and dropped 2 boxes of scales
-Not sure what items you need to trade to junction to spawn monsters
-Was unable to use the thing at the start after killing fetter/yagudos/morbol, may have to kill all trash? I looked around and missed a pack, timed out before I could kill them all
-Moogle keeps track of trash killed, physis, and chests, and the power of your alter egos while in odyssey (Moogle Mastery)
More Testimonials and Discoveries..
Does anyone know what is needed to clear the RoE for Sheol A?
You need to run (can do on sneak/invi, only trasnparent mobs are true sight/sound) to last floor (A7) using confluxes. On last floor there is Otherworldly Vortex mentioned in RoE quest. You need to touch it (it lets you leave Odyssey too) to complete the quest. Credit for that info goes to Mischief from Bahamut.
Here is a video of my first experience with Odyssey:
YouTube Video Placeholder
Tried exploring, found more information
- I didn't realize there was a conflux on each floor to move up
- Each floor increases in mob level, capping at 131, and general nastiness of monster family (manticores, giants I remember on last floor)
- Translocators bring you down to previous levels, so the first floor one doesn't work until you find the higher level ones
- One character got stuck on a floor and couldn't move up, nor did they get the RoE objective upon someone else reaching the top
So for soloers, seems like it's best to stick to lower level floor to farm scales, more experienced parties can move up to desired difficulty for more scales. First time in would be best just getting the RoE objective and unlocking translocators.
Initial Video Detailing Climb to 7th floor for easy RoE Completion for Augment Unlock on Gear:
YouTube Video Placeholder
More Info about Moglophone KI's:
Anyways did a solo run this morning and got about 100 scales from just killing trash in first floor. Wondering what others are getting from parting up vs solo.
edit: Also can you hold one Moglophone KI on you, and then have the moogle hold one?
I was wondering this too. I picked up my KI last night and am holding it until later today and going to see if I can run two times in a row.
You can. I used my ki after few hours yesterday and when I checked moogle timer was at 15h, so it was going down while I had KI on me.
More Testimonial Higlights:
Bahamut.Lexouritis said: »Maybe Mischief will post about it, he figured it out on his mule. I'll try and post what i know, but it seems like we skip everything and just kill the fetters, mobs around the fetters, and sometimes the UNM near the fetters.
Bahamut.Lexouritis said: »and if u get to the final thing upstairs, personal chest for everyone.
Not sure if someone said it already, but you CAN store a KI. So only need to farm every 2 days!
I am confused on how people move up using sneak and invisible, in this run I explored everything, vortexes just said "you can't use this yet", or let me summon an NM but never move somewhere else, even after i killed the fetter, all the guards, the NM, opened one chest, and killed about 90% of all the mobs. If anybody can spot where in this video I should have been able to "move up" it would really help: https://www.youtube.com/watch?v=5i9GhE5nO3I
thanks At the mandies in your run. Just hug left wall and you'll find it. It took me a while to find the first flux as well, but the rest were less "hidden". A video was posted a couple pages ago showing the route.
YouTube Video Placeholder
Bahamut.Lexouritis said: »vortexes just said "you can't use this yet" Need to click Shimmering lights for access to some portals or not have aggro iirc. I may be wrong though
Bahamut.Lexouritis said: » It rewarded me again with a box + 50k gil.
did u kill a fetter? Seems like 50k per Fetter and 1 box per fetter (per character). The big Box from RoE seems to be just 1 time thing. The smaller boxes seem to be fetter based?
Killing all 4 fetters netted us about ~70 scales per run per person after touching otherworldy vortex.
Edit: With RoE quest being completed in a run, was more like 110-130.
So how many scales is it per upgrade? Didn’t see on Bg-wiki and don’t feel like shifting through posts on here. Should be just under 12 stacks to max. Based on scales only being worth 5rp instead of 10 :/
Clip to the top and nab the box, in and out, 5 minute adventure.
For realsies? SE let content like that out after the mass-ban clipping/duping-alex adventures get onto the live server? Thought they learned their lesson since the AMAN trove boxes can't be scouted via Hex IDs. The box he means is the one from completing the RoE once. You can walk to it in 6-7 mins without speed hacks anyway. The big deal about completing the RoE is you can start augmenting your gear at that point.
Well if dude already finished a piece few days after update, there isnt much time gate here it seems.
Probably just the appetitizer was released (im on a work trip, cant "enjoy" the new content till weekend...)
He finished because he bought scales or have legion of mules. Regular player with 1 account will need realistically around 10-14 days for one piece farming daily.
Traded 5 Emperor arthro shells to vortex (dunno how many it took from inventory, might have only taken 1 of the 5). Summoned Brachys, a crab that had a high ass counter rate and instantly killed me on my thf in one attack round. 500+ damage counters with no DT set. Likely not advisable to spawn mobs solo with trusts.
Bahamut.Lexouritis said: »Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill featers and go touch otherwordly.
Unless maybe kill 2 featers solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
Bahamut.Lexouritis said: »
Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill fetters and go touch otherwordly.
Unless maybe kill 2 fetters solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
I'm not sure if you need to just kill the fetters or the fetters + all the semi-invisible beastmen around the fetters.
It's possible to kill a fetter without aggro from the semi invisible beastmen that are sight aggro like Yagudo and Orcs. I'm assuming Quadav will sound aggro which makes them easier to gather in a group.
On the first day, when I duo'd with my cousin on RUN and me on COR with a THF4 set, we killed 1 fetter but stopped killing the semi-invisible beastmen because they were not dropping anything. Not all of the beastmen aggro'd. Only the Yagudo beastmen that were in sight of us or each other aggro'd us. Care needs to be taken by support in this case as support will get aggro'd if they rush in too early before the tank has claim on everything. These mobs hit very hard.
Definitely go in with at least th4 if solo farming just trash mobs.
Go in with a full, balanced party to maximize drops from fetters. The fetters are easy to kill. The beastmen hit hard and have a little more hp than common trash mobs. Helps to sleep them too as they can easily overwhelm even the toughest of tanks.
Me and a group of peeps went in yesterday, to do some testing.
Killing a fetter + beastman group rewards 10 izzat, no special drops were seen, we did not have a thief, just a range using bounty shot.
Gonna test farm some nms tonight. i tried to spawn 1 today with my alt using unity items, turns out 1 is not enough.
My second run of this is probably the best I can do.
Went in, killed all normal monsters, Feters and Beastmen, killed all of the Yaguado. I had 20 Izzat, spawn a Unity NM Which was a Sporebat type mob that died in a 4 step SC. This NM used Blood WEapon, the NM I tried yesterday used 100 fists and rek'd me.
I got 90 Izzat from Monsters and 22 from the 2 boxes that I got from NM and a chest I used them on. The only thing I didn't do on Floor 1 was spawn the Junction that said "Item can be used to pop something here" I had 3 Sarama Hides, 2 Thuban Things and neither worked, nor did a combination of them work.
All of my drops were done with TH2 from Gear.
Few unanswered questions:
How is the augmentation to Trust power in Odyssey earned? I believe the requirement must be more than simply killing sets of trash mobs and making it to the otherworldly at the end.
Rewards upon reaching end were:
360k gil from a group that killed everything on first floor, 2 NM's popped.
100k gil for solo killing 2 groups (4 izzat) worth of scrubs and reaching end.
On another run I also got 100k gil for solo killing more scrubs (4 sets I think.
Seems like the NMs from either spawn point will be one of the 119/122 unity NMs with similar mechanics, but not exactly the same as my morbol didn't go through 3 stages and only did blood weapon. May be a good ideal to either focus on repeatedly killing one to raise its kill count for the moogle or killing all of them at least once. Can't wait for Pandemonium Warden v3 in the future lol Yep. Surprised the hell out of us.
But as I said I was getting 100k for just clearing a couple of easy rooms and heading for the exit solo for the RoE.
Thinking about it, we did a bit more than the first floor full clear on that run, did a second fetter and agon mobs and popped another NM at least. spawn a Unity NM Which was a Sporebat type mob
What method did you use to spawn this nm?
So there seems to be 2 spawn methods, Unity Item (I think 5 minimum) or Izzat once you have killed a fetter.
In terms of the invisible mobs I don't know if its a coincidence or not but every time they have aggro'd they go after my GEO and no other character. Dunno if the bubble is causing something funky to happen.
It should be possible, to kill fetters on all floors + escape as low as 3 man, I cleared everything in my run and had about 3 minutes to spare but a lot of it was goofing about looking at chests etc. I'd say 4 man would be the most optimal though as you can't really AOE.
Only flaw would be is that the fetters on floors seem to be placed randomly so you could get screwed over on travel times but imagine if you wanted to eat some taco's and take that risk you could and do it no probs.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Leviathan.Kingkitt said: »My findings thus far:
As stated multiples times already here, you can sneak/invisible to maneuver around the mobs here. However..
The invisible mobs appear true sight and/or sound, so you have to be cautious of them.
Appears that killing fetters gives personal loot. We all got a box.
You can solo for the RoE if you want following the guidlines above.
Competing RoE gives you 1 large box.
Clear is NOT party wide and each person must touch it individually for credit. (Also recieved 60k gil, we cleared 1 fetter/quadavs, and the mob family near it)
Didn't notice until after fetter and invisible mobs were dead, but one or the other gave 10 izzat.
Have tried a few different unity mats for unm 119/122 and traded 5 to pop a NM. NM that spawned was of the same mob family as items traded.
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull and kill regular mobs, until you see opportunity where nothing is close to fetter (there is always a moment when there is max 1 mob close to it at some point). Kill fetter fast (It's easy to kill. One good 2 step SC will kill it), then kill remaining mobs. I wouldn't try to aggro more than few mobs in general when solo or duoboxing, especially if you dont have Malignance set on COR.
Something of note to add was that our rng and cor were doing 0 dmg to the fetter from distance and had to move much closer to do any damage. This may relate to how aoe does much reduced damage. Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Do you need to touch the flux on the top floor to get the gil? Or when does the gil actually get distributed to you? Yes, you have to leave personally to get it, and as always if other party members are fighting its locked out.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull/kill regular mobs with ranged attack. Run in to fetter with max 1 or 2 shadows aggro. Kill fetter > kill the rest.
Just look out what you aggro. Aggroing BLM mob that stand close to middle will probably result in mass link eventually. Regular mobs dont link at all, but transparent mobs (before and after killing fetter) do.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective. Not sure if it was mentioned, but looks like you can't pop the same NM twice from UNM mats in the same run. Popped once on first floor, and later on the 4th floor it gave a message saying we couldn't pop the same NM again.
Sharing Shamgi's notes posted in the BST forum for relevant details:
Ok, just went into an Odyssey and discovered some things:
1. You can charm things in there. Things seemed to be fairly simple to charm, and Charm+ gear meant that my dhalmel stayed charmed 15+ minutes.
2.Charmed pets seem to be quite strong. Beyond the normal HP, they seemed to have fairly high damage, hitting other mobs in their own pack for 4-600 a swing, with crits as high as 900. My Dhalmel once used Berserk and those numbers got pretty big, same with their Sound Wave move. My record was a crit for 1500 or so. This is with NQ food and no other pet related buffs. I had one crawler end up at 74% when it killed another crawler in the pack, likely benefiting from all the DA and Haste.
3. Pets seem quite effective at killing the Halos. They hit hard already, but notably, they aggro nothing, not even the Beastmen around the Halos when doing so. The Halo produces a damaging AOE every couple of seconds that was hitting for 200 or so, but the pet, with it's 40k+ HP, doesn't care at all. Indeed, I left the pet to it's own devices and killed other packs with trusts while it worked the halo down itself, which actually seemed quite nice. When it died, the Orcs around it didn't aggro, so it was easy to pull them one by one, as they don't link either.
4. Mob spawns are random, which can hurt this strat, but from two runs a majority of the packs seem charmable, and many of them are often pretty powerful. Given the strat above, I feel like a monk style pet would be best here.
Overall, I'm super interested in trying this with a full group where you can use the pet to deal with adds while you work on a pack yourself and to safely kill Halos while you clear other things.
One issue was Sic, the recast was way worse than I remembered, and my lua isn't set up at all to deal with it. My best guess is to just set up my gearswap to always produce a physical damage set for Sic and then just use pets who focus physical damage with their TP moves. If it's a buff move, then no big deal, if it's physical then it's the right set.
They do link, my experience has been all sight linking though (fought orcs and yags so far). Do not link with the Fetter though, found this out by trying to range attack the fetter down, only to realize the fetter is immune to auto-range attacks.
They do link, my experience has been all sight linking though (fought orcs and yags so far).
Well its kinda expected. Orc, Yagudo and Goblins are all sight aggro/link. Quadavs are sound aggro/link and it's how they are in Odyssey too.
They arent immune to ranged attacks you just need to be stood in the fetter to do damage.
So not immune to ranged attacks, but immune to any attacks from a range. XD
As with all farming things it's more efficient to solo, if the kill speed is high, like 119 content. 6 solos have 6x more chances for boxes.
Luck's definitely a factor; and yeah I think solo probably is best.
I think a lot of it has to do with people finding each other, people needing to sneak/invis themselves, and having to stagger the flux (so it doesn't glitch out). Was a lot of wasted time there.
Was just curious if other groups were experiencing it as well.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them. As group you are suppose to kill Fetter at floor 1,3,5 and 7 and run to otherworldy vortex at the end. You should get 4 PERSONAL box from otherworldy that way and I think one more personal box from killing beastman kings at floor 7 (they are around Fetter there).
So thats 5 personal chests
At least 40 Izzat to open chests
Probably at least 40 single scales from killing trash around fetters if you take at least TH4 with you.
Small boxes are on avg around 13 scales?
So probably around 70-80 scales at least per person, maybe more if you have time to farm more.
Very good geared solo player on specific job like COR, can get more with luck, but it might be other bonuses from killing fetters and NMs that we might dont know about.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
No, you need to kill Fetter AND beastman mobs around it to get credit for personal box at the end and 10 Izzat. I assume you killed only Fetters.
Bahamut.Lexouritis said: »THF can pick the locks/chests in odyssey, in case no one mentioned, or knows about it yet. However some times mimic will pop out. Unsure how hard they are, as it opens with deathtrap, and his mule has sparks gear (and it got one shot). Credit goes to mischief
"Either gave a 'however it has no effect' message and consumed the tool, opened the chest, or a mimic popped out"
Awesome Map created by Pantafernando:
I made a quick map of Odyssey to make ease to hit the fluxes.
Etheral Junctions, Fetters and camps change apparently random.
EDIT: all maps have North heading the upper border.
Aegypius NM:
Bird
Popped using 5 Abyssdiver feathers
Uses Broadside Barrage and Damnation Dive
Uses Perfect Dodge at low HP and gains an Encumbrance aura that stays for the rest of the fight
Carbuncle.Papesse said: »Beware of the Treant NM Ptelea and its dangerous Leafstorm AoE. Leafstorm is hybrid wind based. It can crit, miss, be absorbed by shadows and Elemental Sforzo. One For All, Gelus Valiance and Baraero substantially reduce damage.
As far as getting these telepoints, mentioned on BGwiki's Odyssey page that you're supposed to be able to travel between to get to further levels of Odyssey, does anyone have any info on the requirements to gain access to these? Do you have to kill all of the fetters to go up a floor? Also, has anyone tried going in with a group of six and then disbanding and everyone using their own trusts to expediate the process of both killing enemies on every floor, taking care of all the fetters on a floor and then popping the nm's so that you might progress to these tele-points if those happened to be the requirements? I know some players might have found that they can farm higher amounts of the Lustreless Scales solo rather than teaming up but if you go in with 6 and then make you're own parties with trusts.. and there are multiple telepoints with up to say 15 sets of mobs and fetters then the possibility of having a high return still might be worth it.
Another thing i noticed maybe means nothing but i saw some pixels floating out of nowhere that seemed like a mobs name. Maybe a glitch? Or the others maps? Or a random mob?
I'm sure people regularly killing fluxes/beastmen already knew this, but AoEs that would have hit the untargettable/invisible beastmen will still generate enmity on them, so people should watch for that if they're sleepgaing or horde lullabying fodder.
We spawned an NM in today's run.
Brachys: Crab NM (PLD/MNK)
Had a pretty decent (25-30%) Counter rate. Bubble Curtain's Shell effect reduced enspell (RDM with Crocea Mors) dmg to 0 unless it was dispelled. Used Invincible at 25%. Easily landed enfeebles (Slow, Para, Blind, Frazzle, Distract) Pretty easy fight overall.
It was spawned using 10 Izzat after we killed Fetter + Beastmen mobs surrounding it.
Asura.Ladyofhonor said: »I have Moogle Mastery III, not sure what's doing it. Status report has:
Nostos killed: 306
Damysus: 2
Salmandra: 2
Cynara: 1
Chests: 3
Seems I ranked up when I killed an Agon Bruiser.
The augment system is “tiered”. I’m working on my alts Emeici +1.
Ranks 1-5 give +2 damage. Ranks 6-10 give +2 damage, +3 acc/macc. I assume ranks 11-15 give +2 damage, +3 acc/macc, +2 crit rate.
That’s a neat way to do it, it incentivizes the more expensive ranks.
Just had a bad solo experience... turns our not all popped NM's are soloable. Do not recommend popping the nm's for 10 izzat.
Got a cactus who would constantly triple attack and did 600 normal / 1200 crit per attack round. August got insta-KO then healer then myself within 7 seconds.
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