Showing posts with label FFXI. Show all posts
Showing posts with label FFXI. Show all posts

Monday, 21 November 2016

First 5/5 HQ set!

After lots, and lots, and LOTS of gil grind, finally 5/5 Carmine +1 complete!


This set cost me roughly 125m total. And since I'm not THAT fast at gil grind it was actually pretty painful to grind enough gil to 5/5 this set.

And now I need to work on Adhemar +1 set, which cost 8 times more expensive /cry.

Time to level bone craft, I guess!

Tuesday, 26 July 2016

RDM and WOTG quests.

A while ago I was extremely stressed out due to massive amount of grind involved while trying to AG my Armageddon and Death penalty. Additionally, I had to deal with countless ls drama that came with getting T4 clears for Fomalhaut. I've been a lot more casual these days, and having to work on 2 AG weapons plus working on gears/cp to keep up with aeonic groups kinda burned me out. In the end I decided to take a break from FFXI endgame since all my major in game goal(finish all COR skill 269 legendary guns) are done.

Well, technically I still help ppl kill escha NMs if they need a hand, or make parties to sell items if I get "buy gears" requests. Otherwise I play solo in FFXI 90% of time.

In the end I start doing some some really casual content such as missions. I have never finish Sandy and Bastok rank missions nor their WoTG quests. Since finishing those gives vorseal I decided to work on these while playing a new job.

I've been a career COR for way too long. I spent pretty much all my play time to gear COR in past 7 years of playing, and never have enough time/resource to gear another job. Eventually I've learned that I can easily burn out from a job after spending way too much time and effort on it, and ended up having to play it for every content because that's the only job I can bring to the table. Since missions/quests are very easy and soloable, I decided to finish those content on a new job that I start recently, which is RDM.

RDM was actually the first job I picked since I start FFXI, I always enjoy hybrid jobs in rpg, so back then I wanted to main RDM. Until someone told me RDM is less of a melee job and more of a healer job, then I switched to BLU and BLU ended up as my first lv 75.

I never get a chance to play RDM then, since the job became more of a dead job after Abyssea and the amount of gear required to play RDM is huge. Between 2 gear intensive jobs that I had which was BLU and COR, I didn't really have extra inventory to play it, especially it's not used in content most of the time.

Now that I have extra bit of inventory with wardrobe 3 and 4, I feel it's a good time to start RDM. It's tough to collect all those mage job gears, which are different from light armor DD and there's A LOT of gears to collect. But since I'm no longer in "I'm going to get this job usable asap to participate endgame" mood, it's nice to be able to slowly take my time to learn and gear a new job, stress free! It's not like RDM has high invite rate to group content nowadays anyways! So no need to rush to finish gearing it!

IMO doing missions is a good way to learn a new job, how JA works, and how each magic works in certain situations.

In the end I really had fun with RDM. RDM is probably the only true hybrid job in FFXI that really works for multiple pt slot, unlike BLU which is more like a melee/aoe nuke job that has limited support ability.

Anyways, sandy wotg quest complete!


Now on to Sandy missions!

Sunday, 17 January 2016

Gun hierarchy 2016

Decided to do a gun comparison in 2016 to figure out which gun is the best: For leaden salute, with my current WS set, WS at 3000 TP: DP: (106+4540)x1.33x2.7x1.05x1.3=22773 Molybdosis: (156+4790)x1.33x3x1.05 20721 Doomsday: (126+4640)x1.33x2.97x1.12= 21085 Looks like DP> Doomsday > Molybdosis that is! Doomsday also beats everything else WS dmg wise, including skill 269 Arma WITH 40 AGI and magic dmg+ 155. Time to toss gil to augment it :<

Wednesday, 23 December 2015

DD RUN

Recently I've been playing with spreadsheet for RUN DD builds, because, well, I'm into playing RUN as a DD atm! :D

 I know this is pretty silly to play a tank job as a DD, but I'm kind of player that likes to push a job's potential to the furthest, in terms of every aspect.

Tbh, RUN has been a "unloved job" for me since I got it to lv 99. One of the reason is because it wasn't really great back then. As a DD it's dmg is pretty poor. As a tank the survive-ability has been an issue without ergon, especially against multiple targets. Since RUN heavily rely on shadows to mitigate dmg, I find it's really not an "amazing job" like COR, BLU or any other mainstream bandwagon jobs, even though RUN has pretty good ability to generate enmity. I kinda lv it to solo pw so I can farm scoria for afterglow, with no intention to play it endgame.

That being said, eventually I still tried to gear up since it's nice to have a tank job to get things done. In the end the more I spend time to gear up this job, the more I get "into" it, and it starts to click....well, I had fun with it.

It's not an "amazing job" like BLU.

But it's pretty fun to challenge myself to see how far I can go on this job, by looking for better JA/spell rotation or tanking strategy against each NM.

Anyways, back to the topic :)
Since I liked to push a job's potential to the max in terms of every single aspect, I decided to play with DD RUN for a bit. RUN's DD ability actually has increased quite a bit recently, due to having access to new spell temper, acc bonus job trait, and WS revamp.

The key push dps high on RUN:

1. Have access to temper and enhancing magic skill+ gears.
2. In a situation that SC is created constantly, to MB lunge/swipe(with mab/magic burst set). Ideally getting malaise/storm buffs too.

The DA rate of temper can be increased based on enhancing magic skill level. RUN can get 23 skill from job point. A quick search on AH.com shows that RUN can get 91 enhancing from gear if /NIN, 84 enhancing if /SAM using GS.

That makes it 19% DA /SAM using GS, 20% DA /NIN using DW swords.

On spreadsheet I set the target to delve fodder, capped accuracy/attack/magic haste. Gear sets are pretty high quality, 3/5 HQ Adhemar, max Samnuha legs, and high quality melee Herc feet.

RUN/SAM spamming reso with Ergon AM3, 19% DA from temper:

2190 dps/11165 WS dmg

RUN/SAM using Montante +1, did some minor adjustments to tp set for more multi attack

2173 dps/11505 WS dmg

I find it kinda surprising that Montante +1 is this close to Ergon AM3. I guess the piss poor DMG on ergon just hurts :D

Now let's check out Reikiko/Firangi RUN/NIN with 20% DA from temper, using same lv of gears with 11% DW (which is what's needed to cap delay)and same buff, spamming vorpal instead of reso:

1827 dps/9424 WS dmg

A little bit lower than RUN/SAM in full buff situations D:

That being said, on Tojil or attack uncapped situations, vorpal RUN/NIN wins:

RUN/SAM ergon AM3:
1266/6122
RUN/SAM Montante +1:
1267/6376
RUN/NIN Reikiko/Firangi:
1315/7191

My spreadsheet is kinda old, so the main hand hit rate still cap at 95% and I'm too lazy to change :(

Let's see how a real DD job such as BLU do as a DD, on same target, using same gear and buffs, using Tizona/Colada crit:

Fodder:
3408 dps/19858 CDC WS dmg

Tojil:
3119 dps/18520 CDC WS dmg


BLU is damn op! D:

Even on fodder, DD RUN do about 64% of BLU's dmg. On higher lv targets RUN can only do 42% of BLU D: The most op part about BLU is the fact that the dmg doesn't drop too much even against higher lv target....I guess that's because of /WAR berserk and self attack buffs.

I'd say it's not exactly terrible DD on fodder though! Since the spreadsheet doesn't calculate MB lunge/swipe dmg.

Saturday, 5 December 2015

FFXI short final content review(part 1)

It's been more than an year since I update this blog and play FFXI seriously, since I quit FFXI a while ago, and just recently came back to play with the final update.

Rhapsodies of Vana'diel is, IMO, a pretty epic conclusion of FFXI. It's not 75 cap CoP level of epic, but it's at least better than lol SoA storyline. The story will def make a long time player feel emotional that the game is coming to an end, and the final battle is challenging enough that it's not just enter the BC, spam the WS macro and it's dead.

Besides the final storyline RoV, there's also new endgame content Escha+ Reisenjima. I'm still trying to finish it, since this content is big enough and it's going to take a while to finish. In fact it's not even done yet as all the NM haven't implement at this point.

But so far from what I've seen, it's Abyssea 2.0 all over again. Was doing Escha Ru'Aun all NM runs, 1 single BST can solo kill all T2 in less than 10 sec with Revitalizer, which is.....kinda sad that this is the final "endgame" in FFXI D:

Now that AV2 is confirmed killable with 6, I'm guessing the NM coming next update will have higher difficulty than current AV2.

Only time will tell!

Sunday, 28 September 2014

BLU DD analyze

Recently, someone on my server posted a "BLU should get invite to incursion cuz I can support and outparse MNK and SAM" then started lots of drama. In fact someone sent a /tell to me in game saying BLU is useless in incursion cuz of stun and so on, only bad mages need a BLU.

Also there are several thread on OF complaining how MNK is much stronger than BLU and such.

So I decided to post some opinion regarding this matter. IMO whenever this DD issue is brought up, it always became a 1 sided POV with everyone and their mother exaggerating to defend for their favorite setup.

IMO, BLU is indeed a DD job that you sacrifice some output for extra support, which is fact. However, BLU's output is also fairly close to a MNK, while MNK provides extra HP and formless, BLU provides hardenshell(which can be AoEed), cocoon and aoe erase.

I haven't play the job for a while, however, after sitting down and play with spreadsheet, I was fairly shocked at how much dmg increase BLU got recently, mainly because recent set point increase which allows extra DD job trait.

At 70 set points, besides basic TA/DW3/acc bonus/cocoon/def down/haste2/WoP/store TP1, BLU can also set:

1) Extra 2 tiers of acc bonus, anytime you need acc buff, this job trait allows more multi attack in gear.
or
2) Crit attack bonus
or
3) Skillchain bonus
or
4) Mix them....such as 1 tier of acc bonus+ crit attack bonus, remove wind/cocoon/haste2 for extra DD job trait.

Note that I think I'm missing some other DD trait, since I'm not familiar with new traits/spell after 2014.

Since my spreadsheet does not have crit attack bonus job trait, I'll set acc bonus3 job trait for now.

I think one of the major advantage of BLU is the high acc without the need to rely on  JA such as focus. The downside is that BLU doesn't have good offensive JA like Impetus.

Spreadsheet target: tojil, no acc buff from food, no COR and GEO, just BRD march and min. Both MNK and BLU uses R15 path B delve2 weapon, using gear sets on the last page of AH forum. I also switch sets for MNK when focus down to make sure acc is exactly capped.

MNK's avg DPS while factoring impetus/focus/berserk up and down: 711
BLU's avg DPS, while factoring berserk up and down: 647

I may be gearing wrong on both jobs, but it shouldn't make more than a few DPS difference. Around 90% of MNK it seems. If you don't have a mage that can haste 2 or need to turtle, BLU can get a lot closer to a MNK.

While it's not SAM(which is an untouchable DD anyways), IMO BLU can compete with other DD under certain circumstances. The question is, will you sacrifice 10% dmg to invite a DD that can do 10% def down, AoE def+, aoe erase and self haste?

Note that the argument of "just stun the move in incursion" is invalid IMO, anytime the move goes off it's dmg decrease for everyone. I've been clearing delve before ilv added to the weapon when stuns were really important and the groups that can clear them always had competitive stunner, I've never seen a group with 100% stun rate unless they're using robot. Sometimes ppl just miss stuns, it's called human error.

IMO, if you factor the human error in event, BLU isn't that bad as a DD. It's certainly not half of MNK like how ppl on OF claimed.

BTW, I used to defend for the usefulness of other job's job point category, now I'm starting to see how broken BLU's job point category is - -. You can gain 1~2 extra job trait with 10/10 job point, when job point category increase to 30 it'd be utter OP, while other DD job may not gain extra job trait since max lv stick at 99.

Oh and btw, some fact:

Almace 119 isn't bad at all, don't listen to what forum person says, especially someone on the forum who often downplay the performance of legendary because he doesn't have one. According to spreadsheet, when ODD is up it certainly beats delve2 R15, and ODD is fairly easy to activate, unlike AM3 from mythic.

If you look at the fact that almace has extra acc, and the ability to activate odd at 1000 TP, it can probably compete with mythic under certain situation as well.


Sunday, 21 September 2014

BLU!

Ever since last update WoE coins price dropped a lot, so I decided to finally unlock CDC and play with BLU again.

I haven't play BLU and gear it properly for nearly 1 year D: My gears are sooo 2013! I missed sooo many spells D:

One of the main reason is because unlocking empy WS was too expensive for me, and BLU is nearly unplayable without CDC after WS update. Further more, my COR almost always bring more to the pt in terms of pt output, so I'm mostly on COR 24/7.

Anyways, now that I can finally afford CDC thanks to dice price drop, time to play BLUUUU! 

So, what's my opinion about BLU atm?

In WoE BLU seems like a popular job, on my server at least. Mainly because ability to deal ranged dmg via dart. Against fodder= haste2+ melee, against NM with terrible AoE= dart.

In Incursion, it can parse surprisingly high v.s another top DD like SAM. Mainly because aoe erase attack down and slow= more dmg. Self buff haste2 after haste/march dispel= more dmg as well. Harden shell/cocoon means less turtle, and you do need a lot of turtle to stay alive in incursion.

Overall, I think this job isn't nearly as bad as everyone said IMO. Time to start drama if I don't get invite on BLU! :D

Sunday, 27 July 2014

Head Wind VD

I've been doing Head Wind for DW belt for a while now, after 4 runs I finally got it. Below are some of the experience.

Each cat drops stuff after being killed, therefore this BC can drop loot 3 times and there's a good chance to obtain stuff. It is also possible to obtain gears without getting clear.

First run: Normal
Since nobody has access to D+, I had to start with normal. Made a gimp /shout pt for normal, won after 1 wipe/recover. But I kinda got some experience for it and able move on to harder mode.

Note that the drop on normal is extremely bad, I don't recommend doing normal at all.

2nd Run: Difficult
Basically super buffed zerg with better DD, cleared in 4 min. Atm we still hold the record for this BC with that 4 min kill! :D

3rd Run: Very Difficult
The kill speed in VD is much, much slower than D. So the DD really need to turtle a bit to stay alive. COR dmg suck here because last stand is nearly unusable, even with sushi, full racc WS set, arma 119 it barely land without prelude. If I get madrigal no slot for prelude :( Magical WS doesn't work very well, so all I have left was melee WS D:

I guess melee WS isn't useless for COR, after all.

This VD run was fail because WHM got hit by breakga and nobody had RR :< Belt dropped after BST dead, but I didn't win it D:

4th Run: Very difficult
Won. DW belt gotgotgotgotgot! :D




I'm not sure how was the real drop rate with only 1 D and 1 VD clear experience. It is possible that belt has higher drop rate in VD since it dropped in both VD fight, but not D.

However, VD is also much** harder than D. Mobs in D just melt, in VD it takes a while. DD really need to turtle if shadows not up.





Saturday, 5 July 2014

After another weekend yorcia merc, IMO......

The best setup for yorcia delve2 is probably 3 koga fudo SAM + BRD WHM GEO.....



Sunday, 29 June 2014

Legendary rank for all coalitions.......

Still a long way to go.............D:

After all that yorcia spam on weekend....

I start to get the conclusion that SAM isn't the only job that got major buff last update.

Before update when I went to yorcia delve with LS, I did around 46% of another rag DRK on NM T1~5, this doesn't include wopket, which resists piercing and the gap usually get bigger. Against another LS SAM who died half the time, I was around 60% of his dmg too.

After update, against same SAM I was only 2% behind with no death. In fact, after entire weekend of yorcia spam with various slashing DD, I was usually around 2%~5% behind. This is when pt with slashing DD who gets extra dmg on wopket, while being an inferior DD with piercing dmg. Some ppl used to do double amount of dmg I can before update, now only ended up only a few % ahead.

I only get to pt with 1 Koga SAM, although I don't think the result count cuz he wasn't playing properly, the parse still shows it's 4% behind after all 6 NM.

Unless ppl suddenly forget how to play DD after update, the only logical conclusion is last update buffed COR's output a lot too. Although in COR's case its less severe than SAM, since you can only have 1 COR in pt and it won't replace every DD, but in SAM's case it'd just kill every other DD job.

There are several reason why the gap became much lower:

1) Leaden salute.

Before update, COR dmg was fairly shit on T4 5 and wopket, with new leaden salute+ voidstorm and darksday if lucky, it's actually decent with 8k avg that isn't affected by evasion or flash from wopket. It went from completely useless on wopket to DD-able now.

That being said, since Fudo is distortion and leaden is gravitation, it makes darkness instead of light D:

I want light q.q

2) OAT dagger.

The new OAT dagger and 1h TP gain update increased WS frequency quite a bit. The ideal roll to get the best out of it is SAM roll instead of DA roll though, since DA roll doesn't increase ranged WS dmg and SAM roll increase TP gain for melee, WS AND QD. With a good number SAM roll, dagger can gain 100+ TP a hit, sometimes it takes 3 dagger attack round to hit 1000 TP with SAM roll.

Note that according to spreadsheet number, in low acc situations with 1 roll being hunter, and using leaden as main WS, SAM+ hunter seems to beat chaos + hunter or MAB + hunter.

It can be quite challenging to do THAT many different rolls in a run while maintaining DPS, especially if mages ask for MAB buff too. I often ended up sticking with wrong roll in yorcia.

Time to grind PR duration + job point D:

3) Buff potency increase with new +5 ring. So yeah, as a buff job, can't ignore the buff potency increase, which seems pretty huge according to some of the testing.

Anyways, time to sell more yorcia win for $$, can't afford Ergon weapon D:





Saturday, 28 June 2014

After update....

Did a yorcia 6 NM run after update, it seems this zone is quite friendly with casual now. Even with skirmish GKT SAM(inferior weapon to shark GKT/Koga), mandy died in less than 2 min and morta died in around 2~2.5 min. The entire zone was done in around 21 min with avg DD, which was about the same as Tojil 6 NM run pre-update, but with more plasm. If the pt had Koga SAM it'd probably be a sub 15 min clear!

After I change TP build to OAT dagger+ SAM roll I can no longer keep up with current TP speed, I often ended up WS at 1500 TP instead of 1000. Time to do more macro adjustment. :<


Thursday, 19 June 2014

Now that leaden salute.....

Now that leaden salute is a viable WS depending on situation, I guess I can finally use hunter/snapshot in low racc situations :D

The fact that leaden salute is OP at 300 TP means it's much better to maintain aftermath with less dmg lose :D


Monday, 2 June 2014

Ergon weapon.....WIP?

Legendary rank: Only finished 1 so far....

HP bayld: Cost 400M total, no money D:

Long way to go until I can get an Ergon weapon D: Maybe it's cheaper to do a 2nd mythic after all.

Tuesday, 27 May 2014

Mage job players, and DD mind set

I have to agree, recently I've been quite mean to mages when they don't have boost STR on WHM, or parse low in yorcia. However, after I cool down I kinda regret my attitude toward them.

Most of the FFXI player should already know, finding a BRD WHM SCH for delve run is the hardest. There are several reasons:

1. Players tend to play DD more.....idk why. But I'm also a DD job only player in every MMO, so maybe I don't have the right to complain.

2. Support jobs are the least recognized job in FFXI. There are measurable number to determine who is good at their job on DD, by parsing. But you can't really determine who is good at BRD WHM SCH unless you actually pt with them.

And even if you pt with them, you can only determine how good they're at the job by making assumptions based on personal experience.

If you pt with awesome mage A, and pt with another awesome mage B, you can only say "Both A and B is awesome", but you can't tell who is more awesome without a measurable number.

3. It's a lot easier to make mistake on mage jobs, and when they do, it's usually make or break.

The result is, mage jobs require more work and in the end, and it's usually the first to blame when things went wrong.

Therefore, ppl who plays mage because the LS needs them should deserve some credit regardless how they perform, IMO.

Speaking of support, recently Sogomi challenged me with the "DD mind set". He claimed we shouldn't only look at the dmg dealt when determining whether a DD is good or not, but also the amount of cure the DD needs.

Although it may make sense, in practice it's hard to judge DD with the amount of cures required too. That's because, in a short zerg fight like delve NM, the NM tend to stick on the DD generating most hate.

For example, if me and a MNK engaged the same NM on the same time, according to my experience, the NM tend to stick on the MNK most of the time because MNK can deal dmg faster than me, thus generating hate faster than me too.

I may be just eyeballing, but my experience is, I don't get hit as much as the other DDs in same pt, even if the hate bounce around, NM tend to pay attention to other DD first.

Therefore, it's not exactly accurate to judge DD hierarchy based on the dmg taken either.

I guess in the end, "who is good and who is bad" is just personal experience thing.

Yorcia 1337

After a few more yorcia delve 6 NM run I finally collected a bit more data I need for this zone.

Ideal 6 man setup is probably DDx3 WHM BRD GEO. However, for ppl like me without other useful job and have to come COR, 7 is probably better than 6.

That is because, COR's output on T4, T5 and Wopket dropped significantly, to a point that it may not worth 3rd DD slot anymore. T4 is the same classic "If you get madrigal you can't get prelude" issue. Although it's still possible to land it with full racc build, the lack of Minuet makes LS quite weak, I ended up using WF all the time on T4.

Until WF can do 5~7k dmg like LS, the output on Mandy will drop a lot.

On T5 it's the same amnesia over and over and over. For a job that heavily rely on JA+WS for dmg, amnesia sucked. I've thought about melee right after NM TP move, then /ra when it's about to do TP move to dodge amnesia, but in practice it's not worth the effort to walk back and forth like that.

On Wopket, everyone and their mother knows piercing job sucked.

Therefore, the ideal setup with a COR in pt should be 7, that way the extra dmg from buffing 3 person should be able to make the job worth a spot. However, 6 person 2 DD yorcia is certainly doable. One advantage for 6 person pt is that COR can toss a wizard's roll for the nuker.

Ideal SJ should be /DNC again, because 13% def down from steps easily outweight w/e /WHM can offer. With 3 mages in pt it's not hard to haste 4 melee. Just bring Meds if mages can't -na fast enough.

In fact I'm going to advocate /DNC most of the time, just for 13% def down from steps, unless it's not realistic to run in and step stuff. In that case it'd be /DRG and /ra or /NIN.

Personally I /ra on T5 instead of melee, so 3 DDs can still form triangle formation. Thanks to recent Mog wardrobe, it is now possible to /ra and melee in same event depending on situation, without the need to spend time to move the gears around.

QD acc set is required on T4 mandy unless your mage is pro enough to dispel all the time. In my case no mage ever dispel fast enough on mandy so I had to do it myself. With QD acc set I had nearly 100% land rate on dispel, without a proper set it's quite hard to land.

On Wopket I just focus on Windshot most of the time, I made a high dmg no recast QD set to chain windshot with RD/WC.

Now that I got the data I want from yorcia, hopefully I can get some data for other delve2 zone too.

Thursday, 22 May 2014

Dagger job competition

Because someone brought up the topic of COR v.s DNC as 3rd pt slot/support DD on the forum, I decided to play spreadsheet and find out the real king of dagger job/support DD in FFXI.


Target: Tojil, SV march x2 mad min. On DNC I have sabre dance/berserk/aggressor/boost STR/haste samba as buff, 23% def down as debuff(that means dia+ full step). On COR I have Boost STR/chaos/fighter/haste samba as buff, 15% def down as debuff(dia+ light shot). Since I'm assuming the other 2 slot is real DD so DNC and COR isn't in same pt, so DNC doesn't receive COR buff and vice versa.

My DNC TP/WS set:




Gimpfania reserves the right to gear wrong because I don't play DNC ^^;

P.S: That gorget/belt seems gear wrong for exen, but in reality it gives better number than other stuff I can think of.





QD dmg is 1098, that means + 27 DPS= 482 DPS total. I can't find vanir on the list and I'm too lazy to add it, so I just use Laksamana feet in WS set.

The difference is very small, basically nearly the same since there are room for me to gear wrong too. However, in practice the DPS can favor COR for a bit, due to several reasons:

1. COR can get even more def down by using step, if it lands. I just didn't calculate it.

2. AFAIK, Spreadsheet doesn't calculate TP gain via QD so the actual COR DPS can get higher. although it can also go lower if I use light shot over dmg shot, or facing a high MDB mob.

3. There's downtime on berserk.

4. COR gets bigger increase than DNC if the BRD is singing 2 min instead of 1 min 1 mad. Attack song is just that good for ranged WS.

5. Steps still needs time and AM3 needs time. Unless COR is rolling mid fight and slow down, or unless COR is getting shit number on buffs, it's faster for a COR to reach max DPS stat.

I'm not exactly sure how DNC works so maybe there's certain advantage DNC has that doesn't list on the spreadsheet and secretly adds some extra DPS to DNC too. Also, there IS a chance that COR gets shit buff on rolls and ended up having lower DPS than DNC. Although the chance of getting shit buff on both rolls is quite low.



Obviously DNC/WAR would rape the shit out of COR if both sitting in same pt and both getting phantom rolls. I've been wanting to make a dagger DD job only pt for ceizak for ages.

Tuesday, 20 May 2014

Playing with DP

I wanted to use "Having sex with DP" as title but it's inappropriate :X



First of all, special thanks to Zeig/Relapse/Cruunch/Shockin/Vaba/Fizzle for helping me kill all that PW. 119 DP complete!

I've been doing quite a bit of /ra only event to play with it, unfortunately I failed to make DP love me enough to do good dmg with it D:



Despite DP is suppose to /ra faster with better WS frequency on paper, in practice it isn't THAT much faster, due to gimpfania gimping it up. Further more, the WS avg drop is quite noticeable. Most of the /ra event magic doesn't work very well too, so QD avg increase is minimal.

Not just the gun itself has no racc unless aftermath 2 up, but you also need to sacrifice certain slot(ear or legs) for STP when using a delay 480 gun too, making it even harder to use in VD level of event where racc is an issue. That being said, AM3+ triple shot dmg is quite satisfying. Sometimes 1 triple shot triple dmg proc can do equal dmg to RNG's 1 WS.

I recently got my /DRG up too for high jump as well, I have to say /DRG rocks!

After tons of VD event to play with my DP:



Celestial Nexus VD cleared! Took about 23 min, but we had 3 deaths(including myself). It can be sub 20 min run if BRD has 4 songs and no death. Didn't cap racc on 2nd form but it's doable with right gear I believe. Got all the items I want(knife/dagger) from this BC unless I'm going after body.


GK VD cleared too! Took about 21 min, but one RNG had no KI when we enter so we had to waste 5 min to wait for him, and no 4 songs too. 15 min GK seems doable if everything went right. I got capped racc with DP STP build in this BC at least.

SJ was intentionally cut off in the SS to hide my uncapped /DRG D:

Also did a D EV and finished 2 pieces of 119 relic in 1 day.

I'm still practicing the timing of /DRG JA, IMO the JA must be used as often as possible. At first I use it after I pull hate but then it'd end up pulling hate again before JA up, forcing me to stop DD until JA up again. At least I no longer die in AA BC with /DRG!

I've been wondering why DP doesn't parse exceptionally high. Maybe it has something to do with QD instant TP gain lower the gap between delay 600 and delay 480. Oh well, keep parsing.


Friday, 16 May 2014

Here is why everyone would rather play with their mules....

I tried to run event for 1 LS, apparently ppl wants to start drama about how I run it and talk shit behind my back. Tried to run event for another LS, I got 100x hate tell about different players before I even make the pt. I can't imagine what kind of drama would happen if I do gear check or keep people away to limit the pt to 6 person. Obviously I've made a lot of enemy in the past by selectively inviting ppl to the run for max efficiency.

Whenever I tried to make a pt with different players, 90% of the time I got ppl that either won't cooperate, or talk shit about another player in /p chat.

Ragnarok English endgame scene: Drama, trash talk and more drama and more trash talk. The fact that delve isn't LS event anymore and more like a lowman content with friends made this worse. Ppl start to side with friends, ignore their flaws/mistakes and talk shit behind "outsider" all the time. You either join their trash talk or get no ally. The trust between each players are non-existent if they aren't friends.

For past 1 month, I had to deal with A player hating B player, or C player hating D player, or E player start drama right on my face because I want to run event with specific job/gear to make my life easier, of F player pissed at me for not inviting him and have his friends talk shit behind my back. Ppl can openly praise 1 player, and turn back then talk shit about that player.

Andddd, when I decided to resolve the drama issue in /tell in a very nice way I got cold shoulders.

I wish I can have 6 Afania so I can just play with myself, that I don't have to deal with politics in FFXI D:






Wednesday, 14 May 2014

GEO RUN Ergon weapons

Apparently it's very OP and game changing, inc RUN GEO Ergon weapon only /shout.

I never understand the logic behind SE's gear stat. They wanted to get rid of REM then they make RUN GEO Ergon weapon game changing, while other REM remain kinda minor upgrade/sidegrade.

What's next? After waves and waves of "My GEO RUN doesn't get invite without Ergon weapon" complain on OF they'd make new weapon with same function again to please another group of player. Like what they've done in the past.

SE I know your trick, after this update 2 of my reforge AF(which I spent 3M to make, mind you) is going to storge, I can already see this coming ;/. Afania knows best.

(And I must be a masochist to play "let's toss gear every month" FFXI)