Re: Common mobs with odd properties
AV is a SAMDRGWARWHMWTFBBQACCOUNTANTRDM.
And he's /THF. You can tell by the Evasion Bonus.
Duh.
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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.
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Re: Common mobs with odd properties
Would you agree that the Arch Angels have jobs?Originally posted by Kafeen View PostOk, 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.
If so, does it matter to you that they use multiple 2 hours?
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Re: Common mobs with odd properties
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 PostWhy 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)?
RDM/WAR can in fact beat many things up.Originally posted by KoukiRyu View PostI 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?
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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.
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Re: Common mobs with odd properties
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.Originally posted by Feba View PostNo, although it might lose them.
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Re: Common mobs with odd properties
No, although it might lose them.But it would loose its Wyverns if it changed job wouldn't it?
AV is hardly a normal creature. Trying to compare it to every regular monster in the game is a bit of a stretch.
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Re: Common mobs with odd properties
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.Originally posted by Feba View PostAlso, 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.
I've already gone through the "can't play the game but can read about it" stage...I much prefer playing.
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.Originally posted by Kafeen View PostBut 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.
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.
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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.
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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.
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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.
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Re: Common mobs with odd properties
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.Originally posted by Feba View PostI the only one who would be glad to see FFXI's servers shut down
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Re: Common mobs with odd properties
Human knowledge belongs to the entire world?Information wants to be free!
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.
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