Announcement

Collapse
No announcement yet.

Common mobs with odd properties

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Re: Common mobs with odd properties

    Originally posted by Callisto View Post
    Add: I'm fighting Kirin a few times tomorrow night. I've never even looked at Pankration but maybe I'll try to get a plate from him, though I doubt I'd be able to land it. :/
    Originally posted by Armando View Post
    Pankration is pretty simple to "get into." The only advice I'll give you is to look up all the conversions from Imperial Currency to the "Jettons" you need to purchase the Soultrapper (2 Jettons,) stack of Soul Plates (2 Jettons,) and turn Soul Plates into Soul Reflectors (1 Jetton + 1 Ice Crystal.) At first I kept going back from the AH to The Pit bringing single Imperial Bronze Pieces (1 Jetton each, 1k at Midgard) without realizing that a 2.3k Imperial Mythril Piece would get me 30 Jettons, or that an Imperial Gold Piece (9k) would get me 300 Jettons.
    Honestly, a single Mythril piece and an ice crystal will be more then enough to get someone started as every match you participate in only costs 1 Jetton and rewards you with at *least* 5.

    As for Capturing Kirin on a plate, it probably won't be all that hard, but you'll most likely get something simple like a Stat boost or common Manticore ability. And though I'm not sure if Kirin's plate could actually be used in the pit, if it can be it will end up looking like a normal Manticore with no special abilities or attacks and most likely be War main with no sub.

    Though FYI, the best way to get Job changing (you can change main/sub of mobs) and Job Trait plates are from low lvl beastmen and the best place to get Magic Scrolls are from Colibri.
    "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

    Comment


    • #32
      Re: Common mobs with odd properties

      Ok, question.

      What job is Absolute Virtue?

      It uses job abilities from the 15 Pre-TOAU jobs. Explain that with your Main/Sub jobs for mobs theory.

      Comment


      • #33
        Re: Common mobs with odd properties

        It could change job, like a Mammet, or like a player. You know, that little thing Moogles do to us? I'm sure Absolute Virtue is hax enough to use it mid-fight. I wouldn't know, since I've never seen/fought/read up on Absolute Virtue, but it does have different "phases," doesn't it?

        Comment


        • #34
          Re: Common mobs with odd properties

          By outward appearances, AV is a dragoon, using a polearm like a sam or drg aern and frequently summoning wynavs. Confirming whether it has attack or accuracy bonus traits as a drg should or nailing down its stats would be difficult to determine, since someone would have to go toe to toe with the thing for long enough to collect significant data.
          lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

          Comment


          • #35
            Re: Common mobs with odd properties

            Originally posted by Kafeen View Post
            Ok, question.
            What job is Absolute Virtue?
            It uses job abilities from the 15 Pre-TOAU jobs. Explain that with your Main/Sub jobs for mobs theory.
            Most, if not ALL NMs are exceptions to the rule as they all contain radically different stats and abilities compared to normal monsters in relation to their level. In regards to NMs, two hours and abilities are NOT a reliable way to measure their jobs. It's also how one can determine an "HNM" as opposed to being a normal NM, by it's measured stats and abilities compared to the EXP gained during the fight.

            And FYI, he's a Drg. Even after the Drg 2 hour update he still summons numerous Wyverns.
            "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

            Comment


            • #36
              Re: Common mobs with odd properties

              Kafeen's skepticism has moved onto extreme cases. Even mentioning a HNM the calibur of AV in a conversation like this is liable grounds for admittance to losing.
              The Tao of Ren
              FFXIV LowRes Benchmark - 5011

              If we don't like something, collectively, if our hatred for it throbs like an abscess beneath every thread, does that mean that they're doing something right?
              Originally posted by Kaeko
              As hard as it may be, don't take this game or your characters too seriously. I promise you - the guys that really own your account don't.

              Comment


              • #37
                Re: Common mobs with odd properties

                Information wants to be free!
                Human knowledge belongs to the entire world?


                Also, am I the only one who would be glad to see FFXI's servers shut down, if it meant that SE would release a complete compendium of all information, be it statistical, storyline, or development, related to FFXI? I'd so buy one.

                Comment


                • #38
                  Re: Common mobs with odd properties

                  Originally posted by Feba View Post
                  I the only one who would be glad to see FFXI's servers shut down
                  Probably, since being someone who doesn't actually play it would be no loss for you. Actual players on the other hand might have a slightly different view.
                  I use a Mac because I'm just better than you are.

                  HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout.

                  loose

                  Comment


                  • #39
                    Re: Common mobs with odd properties

                    Originally posted by Mhurron View Post
                    Probably, since being someone who doesn't actually play it would be no loss for you. Actual players on the other hand might have a slightly different view.
                    I didn't say right now.

                    Comment


                    • #40
                      Re: Common mobs with odd properties

                      Actually, if S-E did release a Big Book of Everything There Is In FFXI in exchange for shutting down the servers, I'd gladly let them.

                      Finally done collecting info on Elder Goobbues (damn that took a while.) Time to crunch some numbers.

                      Comment


                      • #41
                        Re: Common mobs with odd properties

                        But it would loose its Wyverns if it changed job wouldn't it? Do any of its other traits change when it changes what ability it uses? Gain double attack when WAR, Defence boosts on PLD, etc?

                        The theory you're implying is alot more complex.

                        You have mobs, they have a family (or race, species, what ever you prefer), their family gives them abilities, they have jobs, their jobs give them abilities, they than have some abilities of that job taken away.

                        What I'm suggesting is that mobs do not have jobs, just abilities, mobs CAN be given any ability, whether that's giving crabs Defence Boost at a similar time as PLDs, allowing HNMs or other select mobs access to 2 hour abilities while denying them to other mobs, providing only earth based spells to worms or only higher level black magic spells to BLM beastmen to stop them from casting tier I magic when they can be casting tier III or IV.

                        Comment


                        • #42
                          Re: Common mobs with odd properties

                          Why are you trying to disprove this so hard? Have you seen, or done any of the math that has to do with this? I see no reason to be so skeptical about it, why in the world would it bother you for mobs to be certain jobs, with those random different cases(NM's, Ahriman, etc)?

                          I just find this stuff interesting, and then I see how you just refuse to believe this...it's so weird to me, does it get under your skin that people are figuring this out? Or just jealous that a mob can go RDM/WAR and still beat stuff up? Or you wanna go BLM/BLM like those lucky mobs get to do? I just don't understand arguing about this, especially with how much work Armando and all the others have done...you just can't really argue about it.

                          Thanks to Roguewolf for the sig. :D

                          Comment


                          • #43
                            Re: Common mobs with odd properties

                            Originally posted by Feba View Post
                            Also, am I the only one who would be glad to see FFXI's servers shut down, if it meant that SE would release a complete compendium of all information, be it statistical, storyline, or development, related to FFXI? I'd so buy one.
                            If I was still playing at the time, enjoying my time in game with friends as I do now...no, no I would not be glad to see it close in exchange of a book full of game info.

                            I've already gone through the "can't play the game but can read about it" stage...I much prefer playing.

                            Originally posted by Kafeen View Post
                            But it would loose its Wyverns if it changed job wouldn't it? Do any of its other traits change when it changes what ability it uses? Gain double attack when WAR, Defence boosts on PLD, etc?
                            The theory you're implying is alot more complex.
                            You have mobs, they have a family (or race, species, what ever you prefer), their family gives them abilities, they have jobs, their jobs give them abilities, they than have some abilities of that job taken away.
                            What I'm suggesting is that mobs do not have jobs, just abilities, mobs CAN be given any ability, whether that's giving crabs Defence Boost at a similar time as PLDs, allowing HNMs or other select mobs access to 2 hour abilities while denying them to other mobs, providing only earth based spells to worms or only higher level black magic spells to BLM beastmen to stop them from casting tier I magic when they can be casting tier III or IV.
                            Again, NMs are the EXCEPTION to the rule. They break *every* rule in the game, that's what makes them special. Some mobs can *spam* two hour abilities, despite job, level or race. Others can use one of a kind attacks that nothing else can use. Some NMs have *infinite* TP...you can start a fight and have them use their specials. Some can even summon and control OTHER monsters (Liches summoning undead, Kirin summoning other gods, hell Tres Duendes has a FREAKING TARU TARU pet). NM mechanics don't prove or disprove any rules because they *break* every rule.

                            Every normal mob family is given it's own unique base stats, a set amount of specific job traits and stat growth *based* on the existing jobs. Hence these mobs are then a specific job/subjob with stat growth and traits based on that job/subjob combo. That job/sub combo can also be the same job/job to enhance their particular stats. They're also given limited spell lists, just like any other player in the game could potentially have (hint: you don't need fire spells nor do you need to learn a tier I spell to cast a tier IV spell), to fit the mobs lvl range and specific class.

                            They don't give high lvl mobs low lvl spells because it would use them...which would be wasteful. They don't give Worms other elemental spells because that doesn't fit with the mob class.

                            It's not a theory that mobs have jobs similar to players, it's a proven fact through mathmatical calculations and scientific observations.
                            "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

                            Comment


                            • #44
                              Re: Common mobs with odd properties

                              But it would loose its Wyverns if it changed job wouldn't it?
                              No, although it might lose them.

                              AV is hardly a normal creature. Trying to compare it to every regular monster in the game is a bit of a stretch.

                              Comment


                              • #45
                                Re: Common mobs with odd properties

                                Originally posted by Feba View Post
                                No, although it might lose them.
                                IIRC, they're always up and he instantly resummons them when they die. He can also use whichever 2 hour he wants when he wants, often times using back to back Benedictions...which can cure over 10k hp each time.
                                Last edited by Ziero; 12-13-2007, 01:19 PM. Reason: edited for grammar
                                "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

                                Comment

                                Working...
                                X