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The Odyssey - || Strategy and Discussion ||
Lakshmi.Haaydee
Server: Lakshmi
Game: FFXI
Posts: 14
By Lakshmi.Haaydee 2024-04-24 09:57:19
Does Tomahawk help increase damage of the susceptible damage type for T3+ V25 fights? As in would it increase Pierce damage against say Arebati or Slash damage against Mboze? And if so, what is the theoretical increase %? I was under the assumption that it only helped the non-susceptible damage types (i.e the damage types a mob would be immune against).
By Shadoni 2024-04-24 10:06:34
it reduces the -25% damage taken they have at V25 AFAIK
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2024-04-24 10:14:18
For clarity it's 25% multiplicatively, not additively. It's agnostic of what kind of damage reduction it is and reduces resistance to every main physical damage type and magic (not sure about spirit/breath)
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2024-04-24 10:19:22
Does Tomahawk help increase damage of the susceptible damage type for T3+ V25 fights? As in would it increase Pierce damage against say Arebati or Slash damage against Mboze? And if so, what is the theoretical increase %? I was under the assumption that it only helped the non-susceptible damage types (i.e the damage types a mob would be immune against).
There are two effects, the first is well known, the second not so much.
The first is the -25% to the monsters SDT values. If the monster has -75% from blunt then it becomes -75 * 0.75 = -56.25 to blunt damage. If it's -50% from slashing, then it becomes -50 * 0.75 = -37.5 to slashing.
The second effect is that it reduces those special cumulative damage wall effects similar to and stacks with rayke. This secondary effect is very useful on bosses that do the whole "consecutive uses of the same weapon skill reduce damage" BS.
Fenrir.Ahlen
Server: Fenrir
Game: FFXI
Posts: 259
By Fenrir.Ahlen 2024-05-03 19:19:52
tomahawk is -30% with merits / feet
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Fenrir.Velner
Server: Fenrir
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Posts: 429
By Fenrir.Velner 2024-05-07 19:51:31
Does anybody know offhand what the minimum UNM cost is to pop NMs on the various floors of Sheol A, B, and C? I'm on a mission to minimize all costs in Odyssey. I'm currently finishing Sheol A and just need to open 11 more Aurum chests to reduce that to 10 izzat. It still costs 10 items to pop UNMs on Floor 7 and 4 items to pop on Floor 6. It only costs 1 UNM item Floor 1-5 currently. Just not sure how close I am to minimizing those UNM costs. . . Thanks for any insight!
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2024-05-07 22:16:43
I don't recall anyone ever nailing down a formula for UNM material cost decrease. Izzat-based decreases are based on hitting certain thresholds which reduce the cost every time a new Moogle Mastery tier for that category is met. But for UNM materials, it's based on how many times you pop an NM on each floor. Don't think anyone ever reported maxing the decrease in A-7 or B-6, so you'll have to tell us every time the cost goes down, how many times you've killed an NM on that floor. It might be something similar to the MM trend or something arbitrary (every 6 kills equals -1 material consumed).
Byrth took extensive notes when he was climbing, he might know the formula and cap.
Necro Bump Detected!
[42 days between previous and next post]
Lakshmi.Haaydee
Server: Lakshmi
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Posts: 14
By Lakshmi.Haaydee 2024-06-18 20:30:48
Was there some measurement of how many different WS need to be used to eliminate wall for V25? I think for Amnion the consensus is 5(?) different WS. Is it same for Odyssey or is the threshold lower?
By Taint 2024-06-18 22:07:21
Was there some measurement of how many different WS need to be used to eliminate wall for V25? I think for Amnion the consensus is 5(?) different WS. Is it same for Odyssey or is the threshold lower?
6 different for all wall enemies. 5 is a 10% wall.
Edit: There seems to be a different wall in Odyssey then Sortie.
Shiva.Thorny
Server: Shiva
Game: FFXI
Posts: 2777
By Shiva.Thorny 2024-06-19 14:24:12
Order matters too, if it's always 1 of each ws before any repeat, I think 5 is enough? If one person has considerably higher WS frequency, may need 7 or more to avoid any penalty on that person.
Most offensive actions seem to reduce it as well(not sure about dia/bio? but other landed debuffs, JA, etc) so if you don't have that many different WS it's not a bad idea to look into ways you can incorporate those.
Cerberus.Echohawk
Server: Cerberus
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Posts: 91
By Cerberus.Echohawk 2024-06-19 23:02:02
Trying to get a gauge for how bad I am at segment farming. What would be an acceptable fragment farm for a quad box of BRD/COR/RDM/RUN? I feel pretty well geared, minus ody gear and prime weapons
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By Asura.Melliny 2024-06-20 00:29:30
Quote: Trying to get a gauge for how bad I am at segment farming. What would be an acceptable fragment farm for a quad box of BRD/COR/RDM/RUN? I feel pretty well geared, minus ody gear and prime weapons
How would you even define what "acceptable" is? It's your personal metric. The best you're going to be able to compare it to is what a group of 6 people get. A standard pickup group on asura usually pulls around 8-10k segs and roughly 1-1.2 mil gil at the conflux. Bad groups may only get 5-6k and great ones may get 11-12k. A perfect run where you kill every mob in the zone and pop all 4 NMs results in roughly 2750 bonus segs at the flux if you're efficient with izzat and I think 1.54 mil gil, which is the maximum a single run can pay out via full clear. Multiboxing is inherently less efficient than 6 individual players all focused on one character, and there's already a wide range of results. Mob families also play into things. Dahaks, flans, ghosts, and clots are nasty, bones are great with a warrior but not so great otherwise, and some families (chigoe, rabbit etc) are just freebies. Just use your own sense of judgment. There is no right or wrong answer to that question.
By K123 2024-06-20 03:14:03
Cerberus.Echohawk said: »Trying to get a gauge for how bad I am at segment farming. What would be an acceptable fragment farm for a quad box of BRD/COR/RDM/RUN? I feel pretty well geared, minus ody gear and prime weapons Depends how much is automated and other things. If you're low manning like this then it might be better to build a BLU and do that way.
Shiva.Thorny
Server: Shiva
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By Shiva.Thorny 2024-06-20 06:34:22
I haven't seen anything suggesting that other offensive actions reduce the wall, other than WSing again outside the 10s window or other varied WSs. Unless I missed it.
There's no 10 second window[this comes from when it was originally bugged]. It's a progressive nerf that increases in step each time you use the WS, and decreases in step once enough different actions are used. You start with Savage Blade, mob goes to first step of savage blade nerf:
Savage Blade (-25%)
Then, someone uses Upheaval. Mob goes to:
Savage Blade (-25%, 1/5)
Upheaval (-25%)
Someone else uses Flat Blade. Mob goes to:
Savage Blade (-25%, 2/5)
Upheaval (-25%, 1/5)
Flat Blade (-25%)
Someone uses Fast Blade. Mob goes to:
Savage Blade (-25%, 3/5)
Upheaval (-25%, 2/5)
Flat Blade (-25%, 1/5)
Fast Blade (-25%)
Once 5 different WS are used, savage blade has hit 5/5 and penalty goes back down to 0. If you use savage blade again before then, it goes to next step of penalty. I believe the steps are 25%, 50%, 62.5%, 75%, 87.5%. It does not wear off with time any more. I have not seen a test that indicates whether 5 WS will clear a higher level of penalty at once, or just reduce it by 1 step, but I believe it just gets reduced by 1 step.
The same wall was present in HTBC and Dyna[D], and actions such as blood pacts, landed debuffs, and certain offensive JA counted for the reduction there. I have not done a controlled test in Odyssey, given the general nature of the content, and it is entirely possible I am wrong and they do not help in Odyssey. Might also be interesting to see how trusts like August or Teodor with WS-style melee interact with it(though probably not viable in Odyssey, may be useful for smaller Sortie groups).
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By Asura.Melliny 2024-06-20 08:09:58
Quote: Once 5 different WS are used, savage blade has hit 5/5 and penalty goes back down to 0. If you use savage blade again before then, it goes to next step of penalty. I believe the steps are 25%, 50%, 62.5%, 75%, 87.5%. It does not wear off with time any more. I have not seen a test that indicates whether 5 WS will clear a higher level of penalty at once, or just reduce it by 1 step, but I believe it just gets reduced by 1 step.
From personal experience I don't think it works quite like that. The most notable example I can think of is KI 2 on Arrebati vengence 25 where I've gone in on ranger. For the majority of the fight I alternate between Coronach and Slug shot, while the corsair uses last stand and detonator. We never include a 5th weaponskill and I rely far more on coronach than slug shot. I only fire off slug shot when coronach is going to chain with itself to make darkness with aura up to avoid a 99k cure. My ratio of weaponslills is typically close to 80% coronaches and only 20% slug shots. With only three main weaponskills in the rotation I end up spamming coronach far more than any other weaponskill gets used, and if it works the way you imply that would mean my coronaches should be hitting the 87.5% cap pretty quickly and never drop down.
It doesn't pan out that way. Coronach starts out doing 15-17k at the start of the fight and consistently peaks at 30-32k when hover shot is capped. Its damage stays consistent the entire time. Even with attack down aura it usually only drops to the 22-26k range. If I was eating 75% and 87.5% penalties I would KNOW it. So there has to be something more to the wall reduction than just the variety of weaponskills used. If it worked the way you suggest I should AT LEAST be at step 2 the entire fight, and I'm not seeing 50% damage reduction like that at all.
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Asura.Saevel
Server: Asura
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Posts: 9910
By Asura.Saevel 2024-06-20 08:12:25
Ehh something's off with that because with just myself and a MNK doing Judgement and Howling on Ngai, we did not run into -87.5% reduction. I have no doubt that there is a progressive wall, if I just do Judgement and the MNK doesn't WS then I will hit that -87.5%. The moment the MNK starts WSing my numbers go back up.
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By Asura.Melliny 2024-06-20 08:17:30
Quote: Ehh something's off with that because just myself and a MNK doing Judgement and Howling on Ngai did not run into -87.5% reduction.
I was going to use this as my second example. When I brought monk to Ngai I would rely hevily on howling fist and our warrior would mainly use judgment. For the bulk of the fight there were two main weaponskills. I'd throw in the odd raging fists or victory smite here and there, and tornado kick when footwork was up, but nothing ever compared to howling fist because howling fist has that big fat 1.5 attack multiplier and on V25 50% bonus attack is a monstrous deal. We definately didn't rotate a large variety of weaponskills in that fight and again.... never saw the damage reduction Thorny implied.
I've not doubt the wall exists and that repeat uses does make weaponskills less potent, but I'm 100% certain there's something off with thorny's description. I could cite kalunga as a third example, where when I warrior I rely on only two weaponskills -- calamity and mistral axe. The only other weaponskill use did in that fight was savage blade, which the cor and bard both spammed. I used far more calamities than mistrals, and again... we never run into 50% damage walls much less 87.5% ones on the regular. You would KNOW if your damage was tanking THAT hard. It would be visible to the naked eye.
Shiva.Thorny
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By Shiva.Thorny 2024-06-20 08:39:25
I'm using old data from the dyna-d wall, which appears to operate the same way, so it is absolutely possible[probable it would seem] that I'm wrong.
I have not seen any focused attempt to quantify exactly how it works in Odyssey or Sortie past 'use more different WS', though. I'd love to see the testing if anyone has.
Perhaps the higher tiers of penalties are removed quicker, and you only need a large number of alternative actions to clear the initial 25% penalty? I am not sure that COR and BRD both spamming Savage Blade counts any less toward clearing axe penalties than if they were spamming different WS, either. I believe any WS reduces the penalty for any other WS, so while 2 savage would penalize savage faster it wouldn't reduce Calamity/Mistral penalty any slower.
Asura.Eiryl
By Asura.Eiryl 2024-06-20 08:45:27
Youd have to waste segments but it'd be very simple to test with elemental ws's that do exact numbers everytime
(v24 or v23 or wherever they stop taking 0 damage)
You could even throw in dia bio choke nukes steps and all that ***too
wildfire > wildfire does 10k > 8750 (or 7500 or 6600 whatever)
wildfire > sb > wf does 10k > x > 8750 (or 7500 or 6600 whatever)
wildfire > sb > viperbite > wf does 10k > x > x > 8750 (or 7500 or 6600 whatever)
Until you do 10k again
Then rotate in leaden then rotate in AE
Super simple to do instead of wondering. Spend 3 years wondering or 15 minutes answering...
By Taint 2024-06-20 08:50:39
I was discussing this last night and we always did v25 with the 10 second rule in mind. That seems to fit the above post as well.
This is very different from Sortie where there is an obvious pick up in damage on Aminion with 6 WSs rotating vs 4-5.
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By Asura.Melliny 2024-06-20 08:50:57
I don't think there is any testing on how the oddy gaol wall works. I've spent the past three and a half years spamming these fights on V15, 20, and 25 though, and while I can't offer an explanation as to how the wall does work, I can say with certainty that the explanation you gave isn't how it works. I know the wall is there, I can see it when people start dying and I'm the only DD left weaponskilling on the mob. It's very noticeable when the wall starts building up, but it never poses much of an issue until that situation happens where only one person is hitting the boss and everyone else is weakened. As long as two or more people are weaponskilling, the wall never builds up and numbers are always consistent.
I always throw in a little variety but I still rely primarily on one weaponskill. Raging and mistral on kalunga with pririty going to raging (this is the same for Mboze), Rudra's and evisceration on xevioso with priority (HEAVILY) going toward rudra's (this applies to dancer on KI1 arrebati V25 as well), howling fist on Ngai with a sprinkling of raging, tornado, and smite, and coronach as much as humanly possible on KI2 arebati (because enmity cap is a ***).
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By K123 2024-06-20 08:57:22
Ehh something's off with that because with just myself and a MNK doing Judgement and Howling on Ngai, we did not run into -87.5% reduction. I have no doubt that there is a progressive wall, if I just do Judgement and the MNK doesn't WS then I will hit that -87.5%. The moment the MNK starts WSing my numbers go back up. I disagree, 2 DD just using 2 WS are not hitting 100% damage in my opinion. Also using Ngai as an example - if I RP on WAR and alternate Judgement and True Strike neither are hitting 100% damage after the first one. It takes more than 2 WS to have no nerfed damage in my experience.
Shiva.Thorny
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By Shiva.Thorny 2024-06-20 09:10:50
I don't know what WS you are recommending that does completely consistant damage, varying TP throws it off and you can't get 3000 fast enough to consistantly compare at 3000 on a V25(even T1). Dealan-dhe and U Bnai both seem immune to spirits within, which is what I was hoping to test with, suspect they all are. It would need to be something that can't DA, isn't likely to resist, and doesn't vary with TP (or a lot more math/logging is needed to compensate).
I did a quick test on the 10 second theory, and it doesn't seem like time has any impact on it. A couple of WS were higher than others after waiting ~40s, but not by enough to be the 75-87.5% step.. assuming it's just variance in TP.
Code
[09:55:53.598] Character uses Burning Blade.
Dealan-dhe takes 422 points of damage.
[09:56:06.117] Character uses Burning Blade.
Dealan-dhe takes 369 points of damage.
[09:56:19.977] Character uses Burning Blade.
Dealan-dhe takes 351 points of damage.
[09:56:35.164] Character uses Burning Blade.
Dealan-dhe takes 246 points of damage.
[09:56:45.520] Character uses Burning Blade.
Dealan-dhe takes 168 points of damage.
[09:56:56.395] Character uses Burning Blade.
Dealan-dhe takes 82 points of damage.
[09:57:07.400] Character uses Burning Blade.
Dealan-dhe takes 66 points of damage.
[09:57:18.170] Character uses Burning Blade.
Dealan-dhe takes 61 points of damage.
[09:57:29.502] Character uses Burning Blade.
Dealan-dhe takes 60 points of damage.
[09:57:39.411] Character uses Burning Blade.
Dealan-dhe takes 66 points of damage.
[09:57:59.434] Character uses Burning Blade.
Dealan-dhe takes 73 points of damage.
[09:58:08.471] Character uses Burning Blade.
Dealan-dhe takes 63 points of damage.
[09:58:49.503] Character uses Burning Blade.
Dealan-dhe takes 87 points of damage. <---
[09:59:12.140] Character uses Burning Blade.
Dealan-dhe takes 77 points of damage.
[10:00:18.036] Character uses Burning Blade.
Dealan-dhe takes 82 points of damage. <---
[10:00:43.126] Character uses Burning Blade.
Dealan-dhe takes 58 points of damage.
Considerably more than 15 min answering, since you have to find a model and the mobs all hit back. It seems clear that testing in dyna is not adequate, so V25 sortie is the minimum bar. If you find the number of alternate WS needed to keep 100%... there's no guarantee it's the same amount to keep 75% or 50%.
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By Asura.Melliny 2024-06-20 09:12:30
Quote: I disagree, 2 DD just using 2 WS are not hitting 100% damage in my opinion.
We aren't saying our weaponskills are going off at 100%, just that they aren't scaling resistances nearly as fast as Thorny implies. We don't know exactly how the wall works, and I think everyone is agreement that it exists and that it's lowering damage, but by how much and how the scaling works isn't well known. Not weaponskilling at 100% power isn't nearly the same as being reduced by 50% or 75%. It's reducing damage yes, but not by anything close to that level of severity.
Asura.Eiryl
By Asura.Eiryl 2024-06-20 09:20:09
I don't know what WS you are recommending that does completely consistant damage, varying TP throws it off and you can't get 3000 fast enough to consistantly compare at 3000 on a V25(even T1). Dealan-dhe and U Bnai both seem immune to spirits within, which is what I was hoping to test with, suspect they all are. It would need to be something that can't DA, isn't likely to resist, and doesn't vary with TP (or a lot more math/logging is needed to compensate).
I did a quick test on the 10 second theory, and it doesn't seem like time has any impact on it. A couple of WS were higher than others after waiting ~40s, but not by enough to be the 75-87.5% step.. assuming it's just variance in TP.
Code
[09:55:53.598] Character uses Burning Blade.
Dealan-dhe takes 422 points of damage.
[09:56:06.117] Character uses Burning Blade.
Dealan-dhe takes 369 points of damage.
[09:56:19.977] Character uses Burning Blade.
Dealan-dhe takes 351 points of damage.
[09:56:35.164] Character uses Burning Blade.
Dealan-dhe takes 246 points of damage.
[09:56:45.520] Character uses Burning Blade.
Dealan-dhe takes 168 points of damage.
[09:56:56.395] Character uses Burning Blade.
Dealan-dhe takes 82 points of damage.
[09:57:07.400] Character uses Burning Blade.
Dealan-dhe takes 66 points of damage.
[09:57:18.170] Character uses Burning Blade.
Dealan-dhe takes 61 points of damage.
[09:57:29.502] Character uses Burning Blade.
Dealan-dhe takes 60 points of damage.
[09:57:39.411] Character uses Burning Blade.
Dealan-dhe takes 66 points of damage.
[09:57:59.434] Character uses Burning Blade.
Dealan-dhe takes 73 points of damage.
[09:58:08.471] Character uses Burning Blade.
Dealan-dhe takes 63 points of damage.
[09:58:49.503] Character uses Burning Blade.
Dealan-dhe takes 87 points of damage. <---
[09:59:12.140] Character uses Burning Blade.
Dealan-dhe takes 77 points of damage.
[10:00:18.036] Character uses Burning Blade.
Dealan-dhe takes 82 points of damage. <---
[10:00:43.126] Character uses Burning Blade.
Dealan-dhe takes 58 points of damage.
Considerably more than 15 min answering, since you have to find a model and the mobs all hit back. It seems clear that testing in dyna is not adequate, so V25 sortie is the minimum bar. If you find the number of alternate WS needed to keep 100%... there's no guarantee it's the same amount to keep 75% or 50%.
Don't solo it, youre gonna need a tank frazzle languor and your cor can keep consistent tp by not being hit. Wildfire has no scaling.
Come on now
Shiva.Thorny
Server: Shiva
Game: FFXI
Posts: 2777
By Shiva.Thorny 2024-06-20 09:28:14
More effort and free chars than I have available atm. It's still not a 15 minute test even if using a full party, but it would be considerably faster. You also have to consider if doing one full damage WS means the residual counter is totally zeroed, or just below a threshold. There are a lot of questions to answer if trying to completely analyze how it works.
I'm guessing nobody else is going to do it, so will see when I have the time/motivation and chars free.
Asura.Eiryl
By Asura.Eiryl 2024-06-20 09:36:45
I mean, you can get into figuring it out exactly, or you can get a fast answer (in 15 minutes) then expand later if neccesary.
All you want to know is will wildfire do the same or less damage after 1 different ws, 2 different ws's, a QD, a dia, a step, a voke
Just doing that will give you (exact) wall reduction % and where they are/break. Use that to figure out anything else after. (when freetime exists)
Shiva.Thorny
Server: Shiva
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Posts: 2777
By Shiva.Thorny 2024-06-20 09:37:33
I thought we had a fast answer; 5 WS in between(6 total). The reason you need a specific answer is to back up the credibility of the fast answer. If we don't know for sure if other actions count, time is a factor, etc.. it's hard to say the number of WS because most people *are* doing other actions and time is always elapsing.
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.
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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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