Showing posts with label Abyssea. Show all posts
Showing posts with label Abyssea. Show all posts

Thursday, November 18, 2010

The Effect of Atma on the Balance of Damage Dealing Classes.

Yadda, yadda, yadda, I'm not dead, etc.

Since the introduction of the Abyssea expansions, Atma have been of increasing interest and importance to all of the damage dealing classes. Perhaps more importantly (and maybe unsettling to some) Atmas may be completely realigning years old beliefs and understanding about the balancing of all the DD classes. Atmas are not the only thing factoring into these changes, of course, there are the new Empyrean weaponskills, the huge step up in the quality of the stats from the AF3 +2 gear, and even all of the new job abilties and spells that all classes have been receiving. Atmas, though, are one of the most obvious examples of the new world order that has appeared after Abyssea was launched.

Throughout much of FFXI's history the DD classes have been split into two camps: the dual-wielders and the two-handers. Dual-wielders have the tendency toward low swings speeds and multi-hit weaponskills (often with critical hit modifiers), while two-handers have leaned toward higher swing speeds matched with lots of Store TP to boost their TP per swing and reduce their number of swings to get to the next weaponskill. Dual-wielders tend to have a larger portion of their damage come from their regular melee swings, while weaponskills tend to make up a proportionally larger part of two-hander damage. This was in the past, though, and times are changing.

There are now several new Atma that have come available that have given a big boost to dual-wielders. This is a boost that dual-wielders have needed ever since the big two-handed buff from several years ago. The reason these new Atma are so good is that they modify what dual-wielders do best, melee damage and critical hit weaponskills. While there are very good Atma to help the damage of two-handers, like Voracious Violet (STR+:Superior, "Double Attack"+:Minor, "Regain":Minor), and two-handers can still use the Atma that the dual-wielders use, comparatively they just don't stand up to the huge buffs gain by dual-wielders. The first and most important Atma for dual-wielders (and it's so good that it is a top tier one for two-handers too) is Razed Ruins (DEX:Superior, Critical Hit Rate:Major, Critical Hit Damage:Major) which is the new main damage boost to dual-wielders. Razed Ruin massively increases the frequency of critical hits and then also increases the damage of those critical hits. Basically, it modifies it's own damage modifiers creating incredible internal synergy (and I am not just using that as a buzz word).

Speaking of synergy, second on the list of great dual-wielder Atmas is the Sanguine Scythe (HP+: Major, Critical Hit Damage+: Major, Enmity+: Minor). This atma has less straight forward damage boosts as it only has a major increase in Critical Hit Damage, but the HP and Enmity are excellent boosts to any dual-wielder that is considering tanking. MNK's could find this very useful, but NIN are really going to shine with this one. NIN with a huge boost to Critical Hit Rate and Damage can easily pull enough hate with damage that they are competitive with PLD. It is important to note though that the cap on the bonus to Critical Hit Damage modification is an additional 50%. Once you get past 50% Critical Hit Damage bonus, you are just wasting it. That means if you are wearing Critical Hit Damage bonus items, and can get to 20% before using Razed Ruin, then it will be better to go with a different Atma than Sanguine Scythe.

Third, is the Gnarled Horn Atma (Counter+: Minor, Critical Hit Rate:Minor, AGI+:Major). The modifications on this is a little different than Sanguine Scythe, and those differences can effect your choice for which to go with for your second Atma. There are still debates on which is better, but it looks like it can get to be pretty job specific when deciding which to use. If you do not need the increase in Critical Hit Damage then this is definite the right Atma to use. There have been reports of up to 80% Critical Hit Rates using this and Razed Ruin. Additionally, the new NIN WS Blade: Hi has a modifier of AGI, and it is a massive damage WS (and looks freaking awesome). The additional counter can also be very good for tanking or melee NIN.

In the end, the boost to dual-wielders has been huge and will likely get even larger after the next update when we likely get access to a third Lunar Abyssite. Of course, these Atmas boost the damage of two-handers but definitely to a lesser extent because a smaller proportion of their damage comes from the melee hits that are most modified by the Critical Hit boosting Atmas. The Critical Hit Rate Atmas in fact will likely be capped on two-handed WS that can Critical Hit. And my poor SAM doesn't even get a Critical Hit WS (though it does get Blade: Fudo which is still incredibly awesome).

Debates have already erupted about who is the new king of DD's. Have dual-wielders passed two-handers already? Does one of the dual-wielders stand above the rest? What about the other non-Atma factors like the new Weaponskills? The honest truth, despite the protests of the screamers and fan boys, is that the jury is still out and the jury will remain hung until things have settled after the last Abyssea expansion is released next month, at the very least. The balance only just started to tip toward Critical Hits after the launch of Scars. Things can and will radically change once we can get a third Atma, and even further once we get to the final level cap. Only once we hit the final level cap and things have stabilized for some time will we really even get a glimpse of what the damage dealing landscape really looks like.

Wednesday, September 01, 2010

Samurai in the New Abyssea Order.

It has come to my attention that there are several viable options for 5-hit builds with several of the Magian Great Katanas. In general, these are only possible with a few requirements. The Great Katana needs to be of at least 464 delay and you are going to make some new trade offs to get to the Store TP required. Assuming you have all of the necessary merits, you will require an additional 29 in Store TP. The problem for doing this is not that the gear doesn't exist, but that there are a lot of ways to get to the goal of +29 Store TP and almost all of them require giving up additional gear.

Now, I know the knee jerk reaction to this statement is why would I ever want to give up good stats for Store TP? The answer is simple, you don't UNLESS you can save a swing in getting to the next WS. For SAM (and for almost all jobs) a WS is always to going to be the most damaging attack you can do. This means that the more WS you get the more damage you will do. The reason people use Haste is to do the same exact thing. If you swing faster, you will get to the next WS faster. The problem is that people don't think of Store TP as Haste, but they should. It just comes in huge big chunks of Haste, rather than small slivers of Haste. Everyone should know the value of Haste by now. It has a multiplicative effect on your damage, which means that every bit of Haste you can get and use effectively will be of more and more value.

The options that I have found so far the Kokushitsunotachi and the Keitonotachi. There are obviously different approaches for each considering the Keitonotachi has +5 Store TP of it's own, making it easier, but still requiring trade offs. In general, you are going to need to keep your normal Store TP gear that you are currently using. Things like Rajas Ring, Usukane Sune-ate and a Store TP body like Usukane Haramaki or even Askar body are acceptable options. After that the trade off's start coming. Rose Strap is an obvious first pick because it replaces a relatively unimportant slot and has a big chunk of Store TP on it. The new Unkai Nodowa is a good option for the neck piece because the next closest option is Chivalrous Chain and it doesn't give nearly as much. White Tathlum is another option, it makes me cringe because it doesn't do much at all to help out with anything else besides the Store TP. After this point you need to start thinking about big sacrifices. Hachiman gear has a lot of Store TP on it. The hands can be used for TP and the feet can be used for WS. These should be your last resort options, but they may be necessary depending on your gearing.

The one shining light out there is the Goading Belt. While this may not seem like the best possible option compared to the Bullwhip Belt, you need to look at the differences in terms of total Haste. A Bullwhip Belt has 2% more Haste, but if a Goading Belt helps you keep other gear you want to be using like say Dusk Gloves or a good WS piece then you could actually gain more from using the Goading Belt than from the Bullwhip Belt. It's a tough balancing act that requires a complete look at all of your gear and options, but it is worth the effort because the difference between a 6 hit build and a 5 hit build is about 17% haste. There is no piece of gear that gives you that much haste.

Tuesday, August 24, 2010

On It's Feet!

This is an illustration of when ingrained learning kicks in. :)

I love Abyssea. It is really fun. There seem to be so many aspects to it. So many things we can't even really explain yet. Like, why did Turul and Ovni start aggroing all of a sudden? Are the "!!" really random? How do all the Abyssite drop? At some point though, all of this information just gets to be overwhelming. Why are there so many questions that remain unanswered? What are we supposed to do to try to figure all of this out? Why can't SE just give us some straight forward content.

I am not saying that there is something wrong with Abyssea itself. As I have already said it is challenge and rewarding content. I am just concerned that instead of content we are getting randomness. One of the reasons that I liked Salvage so much was that it was a riddle but it was one that we could figure out. Sure there was the normal drop rate issue, but it felt like if you did it long enough it would all average out in the end.

I look at Abyssea and I see a huge jumble of events. A little Limbus, a splash of Salvage, the old Sky/Sea combo, finished with a dash of Kings. It's very interesting and fun, but it seems all a bit scatter brained (not like I am one to criticize, my posts can end up rambling on forever). The tiers don't seem symmetrical. It seems more like a hodge-podge of previous end-game content mixed with something all new.

It's not bad at all, it can just get confusing sometimes. Sometimes it's nice to have content with some obvious solution to it. There is some comfort to be found standing on a dragon's feet. It's a whole new world, but that doesn't mean that SE has to steal my security blankie. :)

Monday, August 16, 2010

Words That Have No Meaning.

Soloing, Low-manning, efficiency. It seems to me that these words have lost all meaning. Soloing doesn't mean soloing anymore. Today it means finding a slow, glitchy or bindable mob, and then casting Poison and Bio II for hours at a time. That's not soloing. That doesn't take skill. It just takes an anti-social personality type and a lot of patience. I respect people that solo things as a test of skill. Soloing Limbus back in the day. Soloing anything where if a spell fails to land you are pretty much dead. That takes skill in my eyes. Boring a mob to death is not skill. Stop acting like it is skill.

If you take longer to kill a mob than it's respawn time, then you suck. There is nothing more to it. You don't suck at playing the game. You suck at soloing. Soloing used to be about efficiency. After the test of skill, the reason people soloed Limbus was to collect coins faster than with a group. That doesn't apply to Chukwa. If you are soloing Chukwa, then you are just wasting time. You don't have proper TH. You don't have friends.

Yes, yes, there are always exceptions. You work nights and don't have any JP friends. You just changed servers (though it does beg the question). You really are testing your skills. These are all fine exceptions. And everyone uses them as an excuse, but I think for the most part these are just covers for two things: Greed and Anti-social behavior.

Here is my real issue with soloing a lot of things now: You aren't just fucking other people (you obviously don't care about them already if you are taking 50 minutes to kill Chukwa), you are fucking yourself over. If you just ask a couple of your friends (if you have any), you can kill most mobs ten times faster, with a much higher drop rate, if you just agree to do the same thing for your friends.

Maybe I am just lucky and have amazing friends. Friends that don't just want to do stuff with our LS, but also want to do things just as a group. Friends that are just as happy when I get gear as they are when they get gear. I do have amazing friends, but I don't think it is a special circumstance. I think many people can have friends if they want them. But greed leads to anti-social behavior, and that is what soloing means to me now (with the previously mentioned exceptions). Soloing is about greed plain and simple.

Anything that can be soloed can be done far more efficiently with a small group. And anything that can be done with a small group can be done more efficiently with a larger group. Yes, there is absolutely a point where having more people becomes less efficient when it comes to gear, but I don't think most people that "solo" are even close to that balance.

Friday, August 13, 2010

Do NM's Cry When You Kill Them?

I have never really wondered what NM's think when I kill them. They usually have stuff I or my friends want, and we aren't going to let them get in between us and our most desired bling. I still don't really care, but after killing a few Minhocao and Chukwa's to get some gear I started to almost few bad for them. I mean how would you feel if you were tortured by some gimp RDM "soloing" you for hours on end? I would just be wishing for a quick end by an alliance that could actually kill me in a reasonable amount of time. I pictured their feelings would be hurt at the very least. I think there needs to be a new rule, if "soloing" a mob takes longer than the respawn of that mob, then you need to get a new hobby.

Thursday, August 05, 2010

A Few Things That I (Still) Don't Understand.

I might have mentioned that I don't understand some people. Ok, so I talk about it all the time. Some people get so obsessed with some gear that they don't know when to give up on it's pursuit. Some people get so used to doing events that they don't realize when it's time to move on. Some people don't realize that just because they have the gear from an event already doesn't mean that everyone does, and that sometimes you need to do things you don't want to do anymore to get people to help you. These things can even contradict. One person's treasure is another person's trash. But none of this is what I really want to talk about today. Today I want to talk about Magian weapons.

A common topic? Yes, definitely. I have talked a lot about Magian weapons, but I don't think that some people even get the point right now. I think the problem may stem from the lack of difference there really was from level 75 to 80. The problem is that you can't just look at a Magian weapon and say "Well damn, I have to have that or I am gimp" because the increase in damage is just the next step up, it's not a paradign shift in game mechanics. I think most people (myself included) thought that the jump in level from 75 to 80 was going to be accompanied by the same jump up in stats that happens from 1 to 75. That wasn't to be the case. The only really consistent increase came in the form of skill increases (which arguably is even more important than raw stats but that is a discussion for another day). Instead of the exponential increase in damage most people expected to see from a higher damage weapon and 5 additional levels, it instead turned out to be more of a linear increase in damage. Nothing ground breaking, and a lot of time that is the only thing that will get people out of their rut.

I think there are more than a few reasons to move on Magian weapons now, instead of later.

1. With the rare expection, they really are the best weapons in the game. Outside of a very few number of weapons, there is nothing that can beat a Magian weapon. All jobs now have access to weapons that have higher damage or more attacks per round than anything else available. Relics and Mythics generally excepted, I believe that Ridill is the only weapon that still can make a claim to being overpowered. And that is arguable...

2. Outside of Mythics and Relics, Magians will definitively be the best weapons in the game after the next update. While one could argue that we still don't know what is coming for upgrading weapons in the future, we can look at the end-point Empyrean weapons and say that they are obviously not complete. Also, it is undeniable that the base damage has to increase as the level cap increases. All of the old weapons just can't keep up with the march of progress.

3. You are going to have to do more work to upgrade your weapons in the future. If you fall behind now, you just have more work to do in the future. It's not like the trials are going to get easier. SE is just going to add more and more trials onto the end of the ones that already exist. And they are going to make Magian weapons even stronger. When the next update comes, are you going to want to be killing Treants in Grauberg? Or are you going to want to finish off your Indra Staff to get the next step in Lightning Damage Potency?

4. If you aren't working on upgrading your Magian weapons then you really are gimp. This is one of my unapologetically elitist moments, but in the end it's not elitist at all. Up to the penultimate Empyrean stage and up to the final stage of the rest of the weapons they trials just aren't that hard. Sure getting some of the 20 drops for the high damage OAT weapons can be a bit of trouble, but there is nothing that is stopping you from doing it besides yourself. The problem might be that for almost the entirety of FFXI people had to work with other people to get the best gear, but instead of working as a motivating factor this actually just encourages people to be free-riders. But now, when faced with a set of quests that require individual action for the most part, the free-riders are left out in the cold. And they should be.

I might be an elitist dick, but this isn't about criticizing gear because it's hard to get or because it takes a lot of time to get. In this case, I am not the elitist dick, other people are just lazy dicks. And I would much rather be just about any kind of dick than a lazy dick. :)

Monday, July 26, 2010

Old Man Ring Shakes His Cane.

I am getting cranky. Cranky is a good place for me. I have been dealing with the two-headed beast of camping near irrelevant NM's and a horrible internet connection. I have lost at least two, if not more, Okyupete kills for my second Magian GKT because of my internet connection taking a dump all over itself. You might remember me mentioning how much I love the Magian system because you can do it yourself at your own pace, and it's relatively easy to get an amazing weapon. Yeah, well if you add in a crappy internet connection that all goes out the freaking window.

Ok, so it's not the Magian system's fault that my internet connection is worse that two tin cans and a piece of string, but I am cranky so logic doesn't matter! I will be less cranky once I have killed 6 more Lamprey Lords and then 8 more Chesma's and then collect 50 Carabosse's Gems... wait, what the fuck? Are you fucking with my mind? 50 Gems from a tier 2 Abyssea mob? Now, the kick in the balls that my internet connection has been giving me over the weekend suddenly feels like a gentle cupping compared the giant black dildo that SE has inserted into my rectum. I don't want to hear about how you can farm the pop items for Carabosse in an XP party, and I don't want to hear about the fact that there are a ton of far more difficult drops for other weapons. I just don't want to hear it, I just want this giant black dildo out of my rectum.

Speaking of annoying, I can't wait for people to finish leveling their jobs in Abyssea and realize that there is actual real gear in there. I know people that have spent 16 hours in Abyssea leveling and have somehow not leveled everything they have, merited everything they have, and flipped their XP like the score in an Atari 2600 game. Yeah? You don't know what an Atari 2600 is? Too young you say? Fuck you. Go to a fucking museum and check it out, you can find it right next to the Magna Carta, the Rosetta Stone, and the skeleton of an fucking Allosaurus.

Did I mention I am currently working on something like 5 different Magian weapons right now? I have killed every single moronic NM that SE has ever added to the game. Some of these NM's have to be a freaking joke. Okyupete? Ankabut? Where do they come up with these names? A three-year-old's first illiterate Crayola scrawl? Jolly Green? Killed it, and the fucking thing doesn't even have a last name, and it's not even a fucking giant. Hey, SE, you already have freaking green giants in the game, why don't you call one of them Jolly Green? You know the worst part? I am doing Great Katana and Bow, and they both perfectly overlap, so I have committed genocide against the peace loving Treants of Grauberg, not once, not even twice, but three time, and it's going to happen again because of that Plantoids under weather thing. I make Pol Pot look like Strawberry Shortcake. You don't know Pol Pot, you say? What? You don't know fucking Strawberry Shortcake, either? Get the fuck off my lawn!

And Yilbegan can get the fuck off my lawn too! Fucking shadow-less, but fucking cool looking dragon, that's like the anti-dragon. Tank it on it's rear feet? Only damage it when wings are up? What the fuck? It's like everything is backwards because of some little in-joke at SE headquarters. "Oh, we so funny!" Yeah, fuck you too, buddy! Oh, you dropped a Platinum Ore and a Platinum Ingot? How generous! Let me show my appreciation by jamming a fork in my ear. Oh wow, the fork in my ear does nothing to minimize the pain of the brutal dildo assault...

Internet connection problems make the Old Man Ring pretty cranky. I am sure it's because my roommate is simultaneously uploading and downloading every episode of Top Gear ever created, in every language known to man. My poor GB's and Wifi's don't stand a chance against a full frontal assault from Jeremy Clarkson. You don't know Jeremy Clarkson? Great, you just gave me an aneurysm.

Thursday, July 22, 2010

XPing in the New World Order: A Primer.

Stop XPing. It's not worth it. There is no amount of XP you can get in the real world that justifies doing it anymore. No time investment is worth it. No dual BRD parties can keep up. There is nothing you can do to XP anymore.

You have to go to Abyssea. Abyssea is the best XP in the game, and it is not even close to being a competition. If you are XPing in the "real world" then you are doing it for one of three reasons. 1. You don't have time for a full Abyssea alliance XP run (which can be very time consuming). 2. You don't have enough people for a full Abyssea alliance XP run. 3. You are out of Traverser Stones (though this might never be a problem again for those that are good at XPing in Abyssea).

The History: The last few years has been about the specialization and at the same time marginalization of certain jobs in XP parties. SAM, WAR, DRG and DRK are the main DD, RDM was the main healer. BRD was the buffer and puller. COR was the secondary buffer, and was poor at pulling and DDing. This was moving in the opposite direction of the value of jobs at non-XP events. PLD were the main tank, MNK tanked Salvage, RDM was a healer, but WHM was the go to for the most part. BLM was very valuable, as was SCH. BRD was still very important. Melee DD were either critical or useless.

Abyssea comes along and turns all of that on top of it's head.

The Set-up: Balance is critical. While in the past people wanted to have a high concentration of buffs and DD, this isn't as required now. You still want to have a high rate of damage, but you need a variety of damage. Melee, WS and magic damage are all critical to get the balance in "lights". There are also new roles. Now you will need people that are pretty much dedicated to opening chests. Two people is probably best because you start to get a whole lot of chests after a while and you can't open everything with one person after a while.

The most important thing is to have a variety of kill-shots. Some melee kills, some WS kills, and especially some magic damage kills. This will give you pearlescent, ruby and azure light, respectively. The idea is that you want to build up these lights as quickly as possible, so you want to kill things with your different damage sources. Personally, I think it is a little better to go on streaks. Kill a few with melee and WS, then kill a few with magic, and go back and forth. The point is that you need all three sources of damage to make sure you are getting the most sources of light. While the message will never say anything more than "you gain a feeble amount of X light" you will still be building them up behind the scenes.

The beginning: Some people say to go with all magic kills to get to time first, and some say all melee to increase your drop rate of chest, but I have to say that mixing it up is probably the best. I don't know the exact way the system currently works (no one does) but I have found that going on little streaks seems to be the best for me so far. Kill about 5 with melee to up your pearlescent light, then kill 5 with magic to up your Azure light, and toss in some WS and Elemental WS kills to increase your Ruby and Amber lights. The important thing at the beginning is to just focus on killing, don't worry about chests too much and having a good assist.

The mid-game: Don't freak out! That is the best advice I can give. The XP doesn't start rolling until you are well into the time chests, but the time chests usually don't start rolling until about an hour into the run. The worst thing I have seen done to runs so far is people start freaking out about an hour into the run and over focusing on one type of kill. Remember, balance is the most important for good chest generation. You need high tiers of all the different lights on a good run. If you start freaking out and don't keep things balanced, then you end up ruining the run by not getting enough chests or not getting time chests. Once you start getting time chests it's time to relax and enjoy the run.

The end-game: Put on some music, get used to your assist macro and go to town! You still need to keep a balanced light progression because things can still go out of wack if you are not careful. Additionally, the longer the run goes the more likely people are going to cap out their levels and merits, or get tired and want to go to bed, or shave their cats or AFK banging hot chicks, etc, but the important thing to remember is that lights are saved individually. What does this mean? Normally, if you are there for the whole run you are capped out on lights and will be getting the top tier lights all the time, but if you leave and come back or if you are new to the run then you will have zero light and need to build it up again. It appears that the person that kills the mobs determines what the light level is for the chests. That means if you have someone new get a kill shot the chest, if one even appears, will be at the low level. In general, if you are coming into or back into a run in the middle then you want to avoid getting a kill shot for at least a half hour. Also, if you have to swap around quite a few of your melee or BLM then you need to consider the fact that it could take quite some time to rebuild their lights to the point that they are worth anything.

A final note: Bring Forbidden Keys! You don't want to lose a time chest just because the Random Number Generator doesn't love you (the Random Number Generator doesn't love anyone, everyone is the bitch of the Random Number Generator). Don't forget about Ruby and Amber light! Ruby light comes from WS kills and give you other lights for the most part. This is nice at the beginning to get more Azure, Ruby and Pearlescent lights, but later in runs you need the Ruby lights to boost your XP and Crour per kill. XP caps around 300 per kill without Ebon, Silver and Gold lights, so you will definitely need them toward the mid to end of the run. Amber light gives you more treasure chests with potential pop items in them, so they are worth it if you are doing it as a group of friends, but less important if you are in a pick up group.

Friday, July 09, 2010

My Magian Projects: Kokushitsunotachi

I have noticed something slightly disturbing since the update; a lot of people are still using their old pre-75 weapons. There are a huge number of new weapons available through the new Magians system, and while the new top-of-the-line weapons will require some time to get them done there are still some people that haven't end gotten the ones from last update done.

Personally, I already have my Kurodachi fully upgraded to the last update. I also am working on my Goshawk for my RNG and staffs for my WHM and BLM. I really like the design of the trial system, so maybe I can help be a good motivation for everyone else!

Right now, I have a Kurodachi with DMG+28, Delay+20 and Occasionally Attacks Twice. To upgrade it to the highest possible level right now, I need to do the following:

Trial 1557: 10 Chasmic Stingers
Trial 1558: 20 Mikey's Silver Nuggets

That will leave me with the horribly named Kokushitsunotachi with the following stats:


The Chasmic Stinger comes from the Chasmic Hornet in Abyssea-La Theine. The Chasmic Hornet is an NM spawn from Great Wasp placeholders. It looks like the stingers are drops like other Magian items and two can drop at a time. The respawn on the Chasmic Hornets is still unclear right now, and there is differing reports from 30-1 hour.

The Mikey's Silver Nuggets come from Megamaw Mikey which is also in Abyssea-La Theine. It also spawns as an NM from placeholders, in this case they are Rock Grinders.

While I am working on my Kokushitsunotachi, I am also working on the high damage Great Katana path that eventually leads to the Masamune. I will go over that tomorrow.

Wednesday, July 07, 2010

Gone away and come back again! But mainly a short discussion about Abyssea.

I know the day after an update is not a great time to go away for a couple of weeks, but it had to be done. :) I am back now, and several things have settled in the mean time. I have been trying to keep abreast of all of the changes, but I might have missed quite a bit, so bear with me and please leave comments if I leave anything out!

Lets get started with Abyssea, which may be the coolest thing that SE has added to the game since Salvage. It might even be cooler than Salvage itself! Abyssea is like a great combination of all the fun NM hunting already in the game all mixed up with a few twists thrown in. Essentially, it looks like there are three different kinds of NMs in the zone, but even those distinctions aren't exactly clean cut.

When you first enter your Abyssea zone, you will come across different groupings of mobs. They will all be named similarly, but will come in different sizes and they will con at various strengths, usually between DC to T. In general, these mobs can be killed to get a pop item which will spawn an NM of the same type in the area. The drops from these mobs are pretty good in general, with a little bit of SE's weirdness thrown in. They also can drop another set of pop items or key items depending on the mob that are then used to spawn a new tier of NMs, but that gets a bit weirder. In addition, some of them can drop a key item that gives some permanent benefit while in Abyssea. There are a wide array of key items that give buffs depending on the NM you kill. The second and third tier of NMs come from either several pop items or several key items depending on the NM you are spawning.

Wandering about the zone there are NMs that are already up, and some that spawn just from killing mobs in the area like a regular NM. These are kind of like the popped mobs in that they have there own pretty good drops and they drop key items or pop items that are used to spawn the next tier of NMs. It looks like they have a pretty fast respawn time, so you could get multiple NMs in the time you are in the zone. The mobs that are up and wandering around to begin with look to be pretty tough and have quite a few drops. The mobs that are spawned by killing their respective non-NM mobs aren't quite as hard (but they are not anything to be taken lightly) and it doesn't look like they drop as much loot, but things are still a bit unclear on drops.

Finally, you even have a VNM system in Abyssea. These are spawned just like the ones in the regular world, but at least in Abyssea-Konschtat they are Empty-type monsters. I have only experienced the first two tiers so far, but they didn't appear to be anything that difficult. I expect the third tier to be significantly more difficult though. When we did these we had our Abyssite upgrade on the first kill of both of our kills. I don't know if this means that these have a higher upgrade rate or if it was just dumb luck. We will have to see. It isn't completely clear yet, but it appears that the tier 3 will also drop a key item or pop item for the next tier of NMs in the zone.

Additionally, Abyssea has some interesting characteristics when it comes to what happens when you kill mobs there. Unlike the standard XP chain that exists in our timeline, Abyssea has a different forum of scaling XP. First of all, the amount of XP you get appears to be rigidly standardized. You start at a base amount of XP gained, and then you gain one point of XP per kill based on the way the last mob was killed. If a mob is killed by a melee hit, then you will get an additional point of XP the next time you kill a mob of the same type with a melee hit. If you kill a mob with a weaponskill it adds one point to that category, and the same with magic. The nice thing is that these can't really get that separated because they can only fall behind by about 10 XP points. It gets a lot more interesting as time goes on though. After time goes on, several different things happen. First of all, the mobs that respawn, and they start respawning pretty quickly, will start getting more difficult moving up from their starting difficulty until they are IT++ to level 80 characters. This will not change the amount of XP you get but what will happen is that the various chests that the mobs drop will start to drop more often and they will be more rewarding. There appears to be a tier system of some kind involved, with a bit of variation in the rewards, but the chests are the real key to the whole adventure. You can get temporary items or augmented items, which for the most part aren't incredibly interesting, but you can also get chests that give XP and Cruor in increasingly larger chunks. The most important chest though are the Time extension chests, which usually don't start spawning until you have been killing mobs for about an hour. A time extension chest will grant you 10 extra minutes inside of the zone. The reason that time extensions are so great is that the amount of XP you get increases over time so that at the end of your time in the zone you can get up to 360 XP per kill and 1000 XP per XP chest. That means that your XP per hour rises dramatically at the end of your run, and extending your time means more XP during the high-end XP time. That is not to say that going without getting Time chests is bad XP. Last night we got no time chests at all, and we had to run to camp at the beginning of our run, but in the 90 minutes we were in the zone we got 46k XP and 13k in Cruor. You can do this with basically any set of mobs in the zone, but some are better than others. The main problem is that if you kill a different kind of mob it will break your "chain" and you will go back down to base XP when you start on the mobs you were focusing on. So tell your pullers to be careful. Also, since the amount of XP you get per mob is predetermined, it doesn't matter how many people you bring with you. You can bring a party or an alliance. It's fun for everyone!

Abyssea is a lot to digest. There is a whole lot to do, and I only went over some of the NMs and XPing in the zone. There are still a huge number of quests that are available and monsters that are related to that. This isn't the last time I will be going over these awesome new zones!

Thursday, June 10, 2010

Learn and Burn: Gear From the .dats.

Back for more education? Well, like yesterday you are going to get less real edification than the day before. The first part of the June 2010 update was available for download today, and with that comes part of the new .dats for the coming update. It's like finding part of your Christmas present stash two weeks early. There are many pretty things going on in the .dats, new gear, new job abilities, new spells, new... other stuff. Today, lets take a quick look at some of the new gear and make some educated guesses about who might be getting this gear.

My first thought when I saw this, especially now that we can see the Yagudo head used as a necklace, is that a clothcrafter out there some where was doing the doing the nasty with Hoo Madoo the Fornicator. It does look pretty cool with the feathers and all, but it is a little bit creepy to have a Yagudo head on your chest. It's going to look like it's trying to motorboat all those female characters out there. My first thought is that this is going to be THF AF3, just because it looks a little bit like Denali gear. Alternatively, it looks like it could be WAR AF3 because WAR does have that certain barbarian aspect to it, though in FFXI they have mostly been seen as the "master of weapons" kind of figher, even if they do prefer the Great Axe. After I put some thought into it and remembered that I had seen this body piece previously, I have come to the conclusion that this might be BST AF3. I think this shows an obvious break from the previous line of AF gear. Older BST AF looked like it was made out of sheepskin, and had a pretty good look to it. The feathers give it the same kind of look, but I think it does look a little too much like a Yagudo and not enough like some kind of bird that a BST could charm. In the picture that this gear appeared in previously, the character wearing it was using an axe. While axes used to be quite ubiquitous, since the two-handed update they are mostly the sole dominion of BST. Even WAR that still stick with Axes usually do so with an off-hand Sword like a Ridill or Joyeuse. Finally, the base model for this body piece is taken from the Bison set which was also used for the Khimaira. Taking this all together, I am definitely leaning toward BST for this design.

This one is pretty obvious to me, I believe this one is the RNG AF3. One of the things that I love about RNG AF is it's lack of symmetry. Any archer is going to have have an unbalanced look to them because they have to have certain protection against the bow string and freedom to maneuver and to nock an arrow. The RNG has always had a hint of rugged woodsman to it, a master of the wilderness, and I don't know how well the orange of this gear fits with that, but I do like how one arm is much more heavily armored than the other, and the other arm has an enlarged elbow guard. This is actually pretty close to how heavily armored archers would look. I also like the pouch that matches that of the original AF (not just because it made it easier to figure out that this was RNG AF). It does look like the armor on the arm is directly lifted from the graphics on the Shantotto expansion legs. I suppose this could also be for Corsair or even for Thief, but I just don't see it.

This could be a lot of things, and I think most people's initial impression would be that it is BST AF3. Well, that can't be the case because I already said something else was BST AF3. :) And there are other good reasons too. The first and most obvious reason to me is that it is in the togi design, which is the basis of most "Far East" gear so far. You might as about the sheepskin, and I might answer that you should take a very close look at Usukane gear. While Usukane is very elaborate, if you look at the layers of the gear you can actually see some fur underneath part of the designs. I think that is because it is partial designed to be realistic looking and that is the backing that you would get on armor like that. So that leaves us with Samurai, Monk and Ninja. I think that Samurai is going to get something that is more like traditional Domaru, and this is not that. A Ninja may not be really Ninja-like in game, but the design of their gear still generally follows the Ninja-design style. That leaves us with Monk. Monks are supposed to be austere and this gear does have a very basic and unadorned look to it. There are a few other visual clues too. There is a very basic brown belt tied around the waist, another Monkish adornment. Also, it has a waist support that looks a lot like a muscle belt, which just seems to be something that a person that relied on their hands as weapons would use.

This gear screams Dark Knight to me. If it is then of the new AF3 piece this one follows most closely in design to previous AF gear. The dark and steel look to this gear says "I am emo and I need to cut things with a Galka". The design of this gear is based on the pretty much useless Einherjar gear. It has similar shoulders, but it doesn't really have the purple that is found in most of the Dark Knight AF gear. While I think this one is definitely Dark Knight, it is also possible that it could be a number of other jobs, especially Warrior. It would fit in with the heavy armor aspect of the Warrior archetype but the Warrior AF in the past has tended toward showing off a lot of skin, and not actually protecting vital organs. It could also be for PLD or DRG, but there are obvious problems with that. For PLD, this gear is just too dark, and well, we have already seen screenshots of what looks like PLD AF3. As for DRG, it doesn't have anything that really resembles anything Dragon like on it at all. And I think they would probably go for something a little more purple.

This is the one that gave me the most trouble. I originally thought it was going to be the BST AF3 back when I thought the one that I finally picked to be BST AF3 was THF AF3. It has that same rugged look that you would see out of a BST related piece, but it also has more metal protection, which made me think it was for another job. I finally came to the conclusion that it was probably WAR AF3 because I really couldn't think of any other job for it. If SE decided to go with that barbarian look for fighter that I talked about before, then this would probably be what it would look like. It's got the battered hides, with the metal chains for extra protection. I do have to say that I am not sure that all of this gear is actually the AF3 that SE has promised. Of all the body pieces that were in the update today, I would say that this one is the most likely to not actually be AF3. There are also a bunch of other jobs that this could be associated with like MNK, NIN, RNG and THF.

I find this body piece to actually be the best looking for the bunch so far. I also found it pretty hard to make a guess as to who it would belong to. My ultimate conclusion is that it is BLU AF3. It has the design of an Aht Urhgan style body piece, with the cloth under the metal armor and everything tied on. Like the body piece that I guess is going to be WAR AF3, I think there is a good chance that this piece might not actually be AF3. While you might think that BLU don't normally get heavy armor, keep in mind that AF3 will be coming from Abyssea where things are a bit more rough than they are in our version of reality, so it wouldn't be too much of a stretch to think that they would get heavier armor. Also, when it comes to game play, improving a classes armor level is not without precedence as DRG was given access to heavier gear after Aht Urhgan was released. The style of the gear just speaks BLU to me, but I could easily be wrong on this one. It could be DRG, it could be WAR, it could be PLD, hell, it could even be THF.

So what do you think of my picks? Did I get the right jobs? Do you even think this is going to be AF3 or do you think it is something completely different? Leave a comment, I would love to hear your interpretations!

Monday, May 24, 2010

So, what did I miss?

I am back, slightly more tan, slightly more drunk and wishing I was still on vacation. But time marches on, and as it does so comes the version update notes. Let's review what happened last week and toss in a little dash of Ring meta-commentary for some spice!
First, SE gave a little more information about the first Abyssea expansion, Visions of Abyssea. The information provided was not that deep to say the least. I didn't really expect all that much, but all we got was basically a generic blurb about darkness, bleakness, anguish, destruction, and harrowing...ness. Hell, they even used the called the skies sanguine. Hey SE, you are making a game for a bunch of previously teen now sadly older video game nerds that just can't let go. How are they supposed to know what sanguine even means... wait... ok, maybe they are going to be the only people in the word that knows what sanguine means. Alrighty SE, go ahead, what were you saying? Anyway, we get a lot of big, nasty, scary words and not much of anything of substance. I mean honestly, the drawn picture of the new expansion gives us a better impression of what we can expect than the words that you choose to write about the damn thing! I felt like I was reading some kind of spooky-evil-demonic-underworld former baseball player trying to answer direct questions about steroids at a congressional hearing.

That isn't to say that I am not looking forward to the expansion, because I am totally geeking out for the damn things. An entire set of expansions designed around end-game? Where do I sign up? After finally doing some of my Wings missions (my god do those missions get INSANELY good after Lilith is introduced) and getting a better idea of what is going on, I am firmly of the opinion that Abyssea is the memories of the current time in Lilith's time-line that Atomos has already swallowed up. Yeah, those were spoilers there, but seriously something needs to get you guys motivated to do those missions and quests already! If you look at the background painting of the Abyssea website you will also see all sorts of new weapons as well as in the pictures on the Visions of Abyssea page. First and foremost, there is the sword the size of a small elephant in the hand of a particularly white Paladin. The gear is definitely in the .dats already, but that sword is not. That sword would give the bulbous-Nerf-cartoon weapons from WoW penis envy. Sure, sure, the taru is wearing purple Baron's gear, and he has an all new club model, but what is really interesting is the fist full o' giant spikes the MNK is using. Oh, and the nasty, demon Behemoth... that's interesting too.

Well, that was my report on one picture... man I can be long winded. That doesn't mean I am going to stop though. :) Our second pic is interesting in all new and equally long-winded ways! Ok, first of all there is the new mob, which is just the center mob in this picture from the back. But do we really care about non-series-related mobs? No, we don't. We care about big-bladed choppy sticks, the Yagudo-wannabe's that wield them and their... pink "power" Ranger friends? Seriously, ok, white haubs? Weird, but whatever, they do look good. Aqua-marine Baron's gear (and I don't give a fuck what color E. Body is, but I am not stepping into that war either)? That's fine by me. But I swear to god SE, I will fucking fly to Japan and I will piss in all of your fucking sake if put even one decent fucking stat on that pink holocaust. It's Noct gear, a cool design if in somewhat boring colors, but it's been made FABULOUS! Don't you fucking dare! Skadi is already way more pink than it should be... Ranger's are awesome archers with a little wilderness stealth and a whole bunch of shoot-you-in-the-face damage tossed in. This is what SE said about RNG's at VanaFest:

We also plan on adding new equipment designed for both form and function, with attributes and appearance befitting these lethal hunters and huntresses.
If this shit makes it into the game, then we know that SE really has been fucking with us all this time. Form and function? Attributes and appearance? Fuck me gently with a chainsaw... So, the RNG gets tossed into the dressing room at Benetton but the BST beats him up, steals his lunch money, rapes a Yagudo and then wears it's skin like Buffalo Bill and gets a "that's not an axe, THIS is an axe" axe to top it all off. The BST gear in that model-line is notorious for massive suckage, but man there is no way they can put bad stats on a coat made out of a fucking Yagudo. It would be an even bigger crime than making "Rosy the Ranger" gear.

Yeah, that was long-winded, so what? Don't make me stab you. I have been out of the loop for a week. Tomorrow, I might go over the new quests update, or I might just skip it because I don't know if it's worth a whole blog post, and I do need to cover the CoP areas getting uncapped and the money I now owe Iceblazek. Fucking SE!

Friday, May 14, 2010

POL News: June Update Teaser Finally Arrives!

It's coming! The June 2010 Update has finally been announced and it looks like SE is going to come through with all their major plans. The first stage of the level cap increase and a ton of equipment and weapons to go along with it. The nation quest are finally finishing up, and along with that we will be getting access to the Walk of Echoes. How we get into the Walk of Echoes still remains a mystery, but I am sure we will find out soon enough. Also, more Magian trials are on their way. Are they going to include more weapon upgrades because of the increased level cap? Are we just going to get gear upgrades? How will gear upgrades work? Am I going to have to camp Ho Majoo the Wooblededoo 800 more times again? This is all before we even start talking about job adjustments and the changes that are going to happen to sub jobs. I am guessing we are mostly going to see nerfs for sub jobs but we might see a buff or two here and there.

And all this is great stuff is coming even before you consider that the first Abyssea update hasn't even been mentioned yet! End game galore! I love it!

For SE's full announcement check below the cut!
We are pleased to announce that our development team is hard at work putting the finishing touches on the upcoming FINAL FANTASY XI version update, which is currently on track for a mid-June release.

This update promises to be a momentous one, with the first level cap increase in over six and a half years, and a veritable slew of new equipment and weapon skills to accompany it.

But that's not all! Adventurers across Vana'diel can look forward to experiencing the climactic conclusions of the popular Wings of the Goddess nation quest storylines, braving the eerie environs of the new Walk of Echoes area, taking up the gauntlet with new Trial of the Magians trials, and much more! With a host of job adjustments and other refinements on the way as well, this update is sure to offer something for players of all stripes.

As always, detailed previews will be forthcoming right here in the Topics section, so keep watching this space!