I know there's 2 other threads but I figured we should have a dedicated thread to discussing any and all findings.
This thread is not for debating/comparing mazes. If you want to do that go here.
First off, here's the wiki entry;
Moblin Maze Mongers - FFXIclopedia - a Wikia Gaming wiki
and the current know list of runes
Category:Maze Runes - FFXIclopedia - a Wikia Gaming wiki
There's still a few blank ones that we don't know the effects of but they're largely listed here.
Now, what I want to discuss is some of the factors, such as "Maze Stability" since Rune 101 (Was SE playing Fallout 3 by any chance?) is "Trial by Budget" which makes the maze cheaply constructed with low stability.
The hell does that even mean? Will you randomly fall down a pit? Will the maze collapse killing/ejecting everyone?
There even seems to be a rune that implies adding NMs.
Anyway, on to my personal discovers so far;
- The level of the enemies in the maze is determined by the lowest level member of the party. Confirmed today when I entered with a group of 75's and 1 lv 50 DRG, the mobs were all too weak. Prior to this I had done it with my friend who was 59 SAM where we were getting EP, and then DC when he hit 60 and finally DC - T when he switched back to his 75 PLD.
- Forcers need to be fixed. As it stands, the temporary item that drops is only revealed after it's picked up. Best to leave it to a mage or tank.
- The EXP you get from popping the hoard crate is based on the EXP accumulated from the enemies you killed leading up to it. Confirmed when I got 0 Limit Points today after clearing a run of nothing but too weak elementals.
- Enemies can in fact be charmed (Thank you Balfree for that tidbit)
- Enemies are always randomly generated, though usually just 2 different enemies unless set by a rune (Though on our all elemntal run today we encountered Lights in the starting area and later Darks
- I have no idea what the hell the "You hear an omninous rumbling in the distance" indicates. It seems to trigger when you cross into the final area of the maze. At first I thought it meant the next group of enemies would be higher level as this was the case a few times. But on our all-elemental run they were still too weak (though this could have been due to the 25 level gap)
- Dieing in MMM does in fact subtract EXP. I haven't tested it myself but the Insurance Contract rune implies it since it "lowers exp lost in lieu of normal exp earned form enemies" or something like that.
- Enemies in the maze will drop crystals and their normal drops as they would in the wild.
- You can skill up in MMM and level-sync after entering if they are checking too low for the group's liking.
- Soloing mazes is not recommended. Almost everyone I've asked about it has ended up with T or worse mobs being spawned and having their asses handed to them.
- When you click the Horde Crate, everyone gets 15 marbles and EXP/LP based on kills up to that point. Since you can only order a maze once a day (wait for JP midnight for a new one) it's a very good idea to go in groups since Marbles are automatic and not pooled.
- Runes have a rather low drop rate but I've heard of sometimes seeing 2 or more drop from the crate.
That's it for now, please feel free to chime in with your own experiences and info. I've got a nuclear wasteland to scour :3
This thread is not for debating/comparing mazes. If you want to do that go here.
First off, here's the wiki entry;
Moblin Maze Mongers - FFXIclopedia - a Wikia Gaming wiki
and the current know list of runes
Category:Maze Runes - FFXIclopedia - a Wikia Gaming wiki
There's still a few blank ones that we don't know the effects of but they're largely listed here.
Now, what I want to discuss is some of the factors, such as "Maze Stability" since Rune 101 (Was SE playing Fallout 3 by any chance?) is "Trial by Budget" which makes the maze cheaply constructed with low stability.
The hell does that even mean? Will you randomly fall down a pit? Will the maze collapse killing/ejecting everyone?
There even seems to be a rune that implies adding NMs.
Anyway, on to my personal discovers so far;
- The level of the enemies in the maze is determined by the lowest level member of the party. Confirmed today when I entered with a group of 75's and 1 lv 50 DRG, the mobs were all too weak. Prior to this I had done it with my friend who was 59 SAM where we were getting EP, and then DC when he hit 60 and finally DC - T when he switched back to his 75 PLD.
- Forcers need to be fixed. As it stands, the temporary item that drops is only revealed after it's picked up. Best to leave it to a mage or tank.
- The EXP you get from popping the hoard crate is based on the EXP accumulated from the enemies you killed leading up to it. Confirmed when I got 0 Limit Points today after clearing a run of nothing but too weak elementals.
- Enemies can in fact be charmed (Thank you Balfree for that tidbit)
- Enemies are always randomly generated, though usually just 2 different enemies unless set by a rune (Though on our all elemntal run today we encountered Lights in the starting area and later Darks
- I have no idea what the hell the "You hear an omninous rumbling in the distance" indicates. It seems to trigger when you cross into the final area of the maze. At first I thought it meant the next group of enemies would be higher level as this was the case a few times. But on our all-elemental run they were still too weak (though this could have been due to the 25 level gap)
- Dieing in MMM does in fact subtract EXP. I haven't tested it myself but the Insurance Contract rune implies it since it "lowers exp lost in lieu of normal exp earned form enemies" or something like that.
- Enemies in the maze will drop crystals and their normal drops as they would in the wild.
- You can skill up in MMM and level-sync after entering if they are checking too low for the group's liking.
- Soloing mazes is not recommended. Almost everyone I've asked about it has ended up with T or worse mobs being spawned and having their asses handed to them.
- When you click the Horde Crate, everyone gets 15 marbles and EXP/LP based on kills up to that point. Since you can only order a maze once a day (wait for JP midnight for a new one) it's a very good idea to go in groups since Marbles are automatic and not pooled.
- Runes have a rather low drop rate but I've heard of sometimes seeing 2 or more drop from the crate.
That's it for now, please feel free to chime in with your own experiences and info. I've got a nuclear wasteland to scour :3
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