I'm just here for when they release the video of the devs doing the fight and zooming in on the chat box as a hint
Dummies and their unbeatable content
Oathsworn Blade Master Trial |
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Oathsworn Blade Master Trial
I'm just here for when they release the video of the devs doing the fight and zooming in on the chat box as a hint
Dummies and their unbeatable content Ovalidal said: » Any updates from your group, Shiraj? Ovalidal said: » Yeah, that's what I've heard. I've also heard that some JP players have found a mechanic that deals with this, but I can't find any evidence of it. Since this was the roadblock, I highly doubt this was accurate. This was the current roadblock, and no one has cleared yet. Asura.Vyre said: » Assuming it's the same, that's means there's some proc to do on Teodor that would cancel the aura, but of course, if any of your party dies before the aura is staggered, you're losing precious minutes. Obviously, you could run outside of the aura, but that doesn't work for whoever is tanking. I tried communicating with some JP groups to team up and test some stuff. Zerozero's group was really helpful, great guy who was willing to team up and we shared some stuff, sadly all hit dead ends on "proc" mechanics to remove any auras. I tried reaching out to Xolla's group and I got blocked on twitter, so unlucky we couldn't work together with them. Ragnarok.Martel
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So, aura debuffs tend to be very short, sub 5 second duration effects, and being in aura range constantly refreshes them. The reason there's no timer, is because SE made the timer hide on buffs with ~5 seconds of duration remaining, and flash the icon instead. So Aura debuffs just flash as they are constantly on the verge of wearing off, but are being refreshed constantly as well.
I think this was a clever way of avoiding latency based oddities in the displayed duration, like it saying 1 second left, then you get a packet update and it jumps to 4 seconds, etc. This sort of thing does still happen, but it's typically near unnoticeable in minute+ durations. Unless there's been bufflocking shenanigans at play. And the constant application rate of auras would make a constantly resetting duration really noticeable. But yeah. The doom doesn't look like an aura applied debuff. Kind of dumb, and I know groups are already fixated on the idea that only RNG could possibly win, but has anyone actually tried using a WHM with Gambantein and an optimized cursna cast/received set?
We know there's something unique about the doom debuff and it appears to be unremovable, but what if it was actually just guaranteeing a more difficult remove roll or taking a fixed rate off of the doom removal attempt by adding 'Cursna Received -80%' or similar to the affected character? We have tried many variations to fit a WHM or RDM into the team comp and everything just leads to another problem. Whatever we change we lose too much dps and we can't even make the dps check for the 6th add. I would not be surprised if a WHM with empy club works, but It just seems unrealistic to bring one that late into a fight. There's not enough groups testing anymore to try more weird ***than we've already tried.
Just yesterday I tried kiting August and using a melee setup to avoid dispel which is still a damn problem despite "eva nerf" and full time distract 3. Turns out Null field is a 27" ranged move that teleports his whole model and prevents the dps from attacking cos it says "out of range" and because it's the only move he can use <25" he will spam it so the dps can't do any damage, or at least not enough we need. And if I'm above 25" I can't generate enmity and the dps will just pull hate since I will need to stop and cast a bunch of spells at some point. The arena is also too small to keep August beyond 27" at any given point without using RDM grav 2 full time, which is not reasonable to ask due to him building resistance to debuffs the more you apply it. Edit: Even with the Ranger method we cannot get to Teodor consistently, It takes so much damn luck paired with really good player execution. We need specific adds to spawn in certain order AND needing a wild card reset just to have a chance to see Teodor with at least 5 minutes remaining. The problem with the ranger method is the stupid Bee and the Shark; they are a pain in the *** and cause so many problems/wipes that we have. I'll try to limit the beating of dead horse, but complaining about DPS check in a setup where half of the party does no meaningful damage still feels silly. I'll just have to trust that melee is not possible for any of the groups currently attempting.
On the note of manual removal, I assume you have already tried the maximum possible cursna received/cast for the jobs you are able to bring? Holy and Hallowed water and the matching rings/necklace? While the idea of an unremovable doom isn't impossible to swallow, and I'm sure these are relatively common sense ideas, there are other potential restrictions that could be coded into the modified status effect rather than simply 'cannot be removed'. Another question, does a cursna cast state 'no effect' or does it give the standard 'fails to take effect' message upon attempt? Obviously, a 'no effect' would be indicative that it cannot be removed, while the latter seems to imply the check still occured. Honestly I want a melee setup to work, it'd be the only method that would allow consistency in dps, but it's so damn hard to implement it and because of that at least our group stays away from it, because it feels not doable. I do wish more groups were testing/trying so they could attempt to make it work.
Edit: I'd assume yes for the maximum cursna removal possible. I know on the 2nd Teodor attempt I used everything possible on RUN, I would assume the BRD and GEO used their maximum gear also, but I can't speak for them. Edit 2: Idk how much this matters since I don't use official forums much, but we did post on there to try get some info if we should work more on testing a lucky cursna proc or something or there is a mechanics behind the doom. When we submitted a bug report for doom not being removed by cursna/hallowed/holy water they moved the thread to "working as intended" so we started to try think of methods to remove auras or ignore Teodor altogether with crowd control etc. This was in hopes to try get some "feedback" so we weren't wasting time with something that wasn't meant to be. And on the doom part: |
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