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Common mobs with odd properties

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  • Callisto
    replied
    Re: Common mobs with odd properties

    AV is a SAMDRGWARWHMWTFBBQACCOUNTANTRDM.

    And he's /THF. You can tell by the Evasion Bonus.


    Duh.

    Leave a comment:


  • Solymir
    replied
    Re: Common mobs with odd properties

    When fighting worms, if you get hit with their knock-back melee move, it may push you into non-melee range forcing them to cast on you.

    Leave a comment:


  • LyonheartLakshmi
    replied
    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.
    Would you agree that the Arch Angels have jobs?

    If so, does it matter to you that they use multiple 2 hours?

    Leave a comment:


  • KoukiRyu
    replied
    Re: Common mobs with odd properties

    Originally posted by Callisto View Post
    RDM/WAR can in fact beat many things up.
    Lol, I know they can, just kinda using that example. RDM's are too leet imo, but they're so damn fun to watch. @_@

    Leave a comment:


  • Callisto
    replied
    Re: Common mobs with odd properties

    Originally posted by KoukiRyu View Post
    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)?
    Looks like trolling, IMO. Maybe just bored. Not bored enough to actually go do any testing like any of the people pushing the theory they so adamantly oppose mind you, but bored nonetheless.
    Originally posted by KoukiRyu View Post
    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?
    RDM/WAR can in fact beat many things up.

    Leave a comment:


  • Raydeus
    replied
    Re: Common mobs with odd properties

    I guess there's no evidence about it, but I've always wondered about latents on mobs like mandragoras.

    For some reason their eva always seems to increase a lot when there are at around 1/4 - 1/5 or HP. It could be just a coincidence, but it happens too often to ignore. Although I don't remember their evasion check changing when that happens either.

    Leave a comment:


  • Ziero
    replied
    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, 12:19 PM. Reason: edited for grammar

    Leave a comment:


  • Feba
    replied
    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.

    Leave a comment:


  • Ziero
    replied
    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.

    Leave a comment:


  • KoukiRyu
    replied
    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.

    Leave a comment:


  • Kafeen
    replied
    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.

    Leave a comment:


  • Armando
    replied
    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.

    Leave a comment:


  • Feba
    replied
    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.

    Leave a comment:


  • Mhurron
    replied
    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.

    Leave a comment:


  • Feba
    replied
    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.

    Leave a comment:

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