An important thing to note for the Bone Dragon specifically is that LoA was originally set up to require two tanks per party, so for this fight you'd have five off-tanks that could pull the skeletons to the edges. It was only changed to one tank per party when the alliance raid roulette was added in Heavensward.
Actually someone went and checked on the discord server minutes ago. Syrcus tower only required 3 tanks total. So it is likely it was never CHANGED to fit the mold. And when you look at the bone dragon fight, you clearly didn't need more than 3 tanks total to do what needed to be done! 😊 But you are right it was added in a different environment I suppose 😅
@@CaetsuChaijiCh LotA was originally designed for 3 "standard" Full Parties (2T/2H/4D) and is why LotA has a lot tankable adds and other "tank" mechanics in it's fights. Bone Dragon has the skeletons (which at i90 or less had enough hp that they could take a bit to kill so 2 "light parties" needed to break off from DpSing the Bone Dragon to handle each pair as they spawned), Atomos spawned adds that needed to be pulled to the 2 healers and 2 dps sitting on each pad often enough that all tanks were handling an add at the same time, Thanatos had succubi adds and cycled through parties so needed 3 MTs and 3 OTs on adds, the Allagan Bomb fight needed the Vasagos and Balloons tanked, King Behemoth needed a MT to handle behemoth, an OT to handle iron giants and 4 tanks to handle towers, and Acheron/Phlegethon had iron claw adds best handled by tanks but only really needed one tank to function. Syrcus Tower was designed with 3 1T/2H/5DpS Full parties in response to queuing issues LotA had and all further Alliance Raids were designed with this configuration in mind. LotA was only changed to that configuration once Alliance raid was added.
Lota had to have some changes to accomodate only having 3 total tanks, the adds during the atmos fight for instance needed to have aggro pulled manually, and there also needed to be a tank on the atmos itself.
@@CaetsuChaijiCh Syrcus Tower and World of Darkness only required 3 tanks total, but LotA specifically required 2 tanks per party when it first released. As an example you can check MrHappy's guide from 10 years ago. As the first alliance raid it literally just used 3 regular full parties with 2/2/4 group makeup. And as others have mentioned the fights in LotA were somewhat designed to give all of these extra tanks something to do, but this clearly wasn't good design (4 of the tanks on King Behemoth literally just assigned to clicking towers periodically), so starting with Syrcus Tower they switched to the 1/2/5 group makeup. I'm not sure when LotA itself was changed to use the same group makeup as all of the others. I definitely remember doing LotA with 6 tanks the first time I did it, and that was during HW. Interestingly, MrHappy's video also notes some minor differences in the the Bone Dragon fight. Specifically he says that the skeletons spawn in groups of 3 twice per "phase" rather than groups of 2 three times per phase as they currently do. Likely changed at the same time that they dropped the extra tanks from the group. Though other than that, the general strat of the fight is the same as you described (kind of weird that this was even a myth, like did people forget that video guides existed in ARR too?)
In some capacity, I do this stuff also for the sake of keeping some memory of how things used to be! I am sure in a few years some Astrologian mains might find it funny to see these kinds of discussions in old videos and such! :D
on LotA dragon, as an ARR player who did this when it was new content due to the dragons big cone it was pulled to edge, and skeles were killed 1 per square also remember back then it was 2 tanks per party; so 5 tanks whose sole role for that fight was to pull and place skeles on a square also the 4 towers duing behemoth were maned by tanks, they would reset the tower at 2 charges final boss had a different name (same model and mechanics) syrcus tower: got to see all of the mechanics of boss 1, and 2..... what is not seen now: boss 1 a more powerful flare that to survive all 3 energy pillons need to have 3 electric orbs take to and then during the big cast a shield will be erected around boss to contain the attack, boss 2: an add phase with the ff13 big hand mech adds that once killed activate hopping pads to islands outside arena and parties kill adds there and island hope until boss finishes its ultimate then jump back
There's a second way to prove the Living Dead one. If you level up while Walking Dead is active, you get * reset * to max HP but you don't gain Undead Rebirth/lose Walking Dead. Levelling up doesn't count as a heal, so you don't satisfy the conditions for the activation of Rebirth despite being at max HP, and thus you die. It's difficult to demonstrate but I have seen it done once before. There's a video floating somewhere around youtube of it happening back in ShB and it's hilarious cause the DRK just keels over dead a second or so after they level up.
The first myth about dark knight could have been miscommunicated, no? Im reading it as... what if you triggered the first step, and somehow filled your hp bar without receiving healing? Would you die? Yes you would! In palace of the dead, its possible to die and trigger the effect at level 51, kill one enemy with one GCD, which would not heal you, but gain the level to 52, which fully heals you! And then you die, 5 seconds later, because you did not receive enough healing. Level ups are not heals. In fact, we could also test this just next month in dawntrail, by gaining a level while walking dead by killing the first boss of the level 91 dungeon!
In regards to your example, correct, leveling up is not healing. In regards to miscommunication, it was in fact not miscommunication, I spoke at length with the individual about this and their friend specifically clarified the case presented in the myth many many times You may find this myth described in the comments of a previous episode! 😁 Just adding finally that you would need to heal more despite being at full hp, but if you could find more healing you would be able to save yourself, as over healing also counts! 😁
On HW release, Living Dead had an unintended behavior: if the DRK took no additional damage after it activated, it was impossible to resolve the debuff because the most you could possibly be healed was MaxHP-1. SE fixed this fairly fast, but afaik we never learned exactly how; the tooltip could technically be lying now and the actual heal needed is MaxHP-1, it might be counting overheal, or it may have a special case triggered by "healed to full."
@@Riyshn Considering there are several boss mechanics that are removed by getting healed to full, they probably just have a specific trigger for "reached max hp". Also, Living dead was changed some time ago to be "enough healing" rather than "max hp".
@@Mattwae It's always been based on healing recieved. Pre-launch bad translations might have said it required being healed to full, I can't really check that, but it's always been resolvable without hitting 100%HP.
The verticality of Eureka Orthos makes for some fun “is this gonna hit me? Am I gonna hit them?” moments Typically happens more often on those early floors with the ramps. Watching this vid does make me question the logistics of it even more so 😂 Thanks for making these videos, I love this series! ❤
I wonder if you can play around it yeah! It is quite shocking that the height of attacks isn't made high enough that it isn't a problem 😂 Thank you so much! 😄
Another factor to keep in mind is that line of sight may be the cause rather than the vertical range on attacks. Many enemy attacks in deep dungeons are intentionally sensitive to line of sight, for doing things like hiding behind corners from lion roars and such. Ramps/stairs also cause line of sight issues, as any lalafel healer can attest when their tank runs up a flight of stairs while they were casting a heal and they get a line of sight error message at the end of their cast. And I know that there have been times on some of those weird ramps outside some rooms in early Orthos where as a warrior I was unable to use my weaponskills on a mob because even though it was in range, it was not in line of sight (and I'm not even a lalafel). To be clear though, the superflare tests in this video are not line of sight issues, as blizzard works so line of sight is fine, so superflare not hitting must be due to range.
If you still need topic for a future video, perhaps cover how Limit Break damage works? It's unique damage scaling, melee vs AoE priority, and that it's not an execute. AhkMorning has a good article on it to look into.
Another fyi with the bond dragon is that the skeletons when they reached the bone dragon did 1500 damage per skeleton, now they do 1000 damage per skeleton.
I actually talk about it in some degree in this other mythbuster episode: th-cam.com/video/j0zj4o3fcQc/w-d-xo.htmlsi=aWbF0NpnZSYyfgLg Some part of the explanation is also included in the fun fact at the end in case you are wondering! 😊
@@henryhunter9643 Cerberus is one of the few fights that hasn't really changed much. ABC. A group on adds. B group to the belly. C group on the chains. Then remember your 5 D's of dodgeball and dodge, dip, duck, dive, and dodge. I've never done the raids on Min ilv before so I'm not really sure how well it compares to when it was new, but there is the possibility to wipe if you ignore mechanics. I too think this would be a fun idea. It's been a decade since I've had to do mechanics in CT!
@@zantar04 C should actually be on Cerberus. C tank on Cerb, A tank on adds, B tank in belly. Chains happens after all that, during a time where nothing is going on, and anyone can grab those. There's no real reason to assign a group to it.
Oh, I remember CT's mechanics, and all the fun of that. Wiping on the dragon because every skelly's a 1k damage wave to the raid and it taking a while before power creep on scaled gear was good enough to just ignore the mechanics for that fight. I believe at this point, the only bosses with mechanics that still have to be paid attention to in Labyrinth of the Ancients, is Atomos' platforms, Thanatos and the pots (because you can't kill him if they die), the balloons and napalms in the Allagan Bomb fight needing to die so he doesn't blow up, King Behemoth's comets to hide from the Ecliptic Meteor drop, and Phlegethon's Ancient Flare (which'll 9999 if all three parties don't have enough on the platforms to bring up the barrier. Ask me how I know -- hint: multiple times of people trying to rush kill before the last one at 2% or less wiping the entire raid)
I remember one of these videos going into how pets share buffs with their summoner, and I just remembered that this is something that I did when I was actively doing Savage, before my current irl job. In P3S, there's a mechanic, Fountain of Fire, a little over halfway in where there are puddles that greatly increase the healing the healer does. Just all healing in general. As a SCH main, I'd place Selene in the center of the arena and use Summon Seraph to place massive shields on everyone after each blast. While this is a Savage mechanic, it's the most noticeable way to know that pets do get their summoner's buffs, just because of how massive the heals and shields going out are.
For testing verticality, ARR Fate mobs and any NPCs with weapons (Marauders, yellow jackets, Thanalan bandits etc.) generally throw out telegraphs VERY frequently, and theres a bunch of them at once. Goblins and anything that throw fireballs are also good test fodder
That bone dragon bit is wild. Reminds me of the first time I actually saw the launcher mechanic on Glasya Labolas, and that I still have no idea what the weird energy collection thing in Scylla does.
Indeed! Surprisingly, many of the arr alliance raid bosses have somewhat intricate mechanics, they just either don't matter anymore, or don't get to start! 😅
RE: Scylla -- It's Ancient Flare 2 Electric Boogaloo. She starts casting Daybreak and pads need to get activated to raise a shield to prevent a wipe. With capped ilvl we just kill her before the phase.
This is as scientifically valuable as hearsay but I vividly remember hovering over a SHB hunt train whacking at the Maliktender in Amh Araeng, curious as to why people were ganging up on the big guy (was pretty baby at the time) and despite being decently high up above them, its line telegraph (probably 20,000 Needles) cast hit me anyway. Really startled me because I didn't expect that to happen haha. But I can't remember how high exactly I was above it so... :[
Not just you. I have nightmares about when trying to fly to Mudman on hunt trains and getting oneshotted by Feculent Flood despite being too high to see the telegraph.
Oh, and an interesting thing about the Art of War thing - if you haven't completed the job quest that unlocks Broil, the tooltips for Art of War and Ruin2 still gets updated with their new, increased, potencies at level 54. If the actual damage also changes to match (I think it does, but don't actually remember), this would make each of them an unambiguous gain on 1 even without autoattacks. Of course unlocking Broil and using that is even better, assuming you've reached Heavensward
I think this same description bug also applies to Dragoon first life of the dragon at a similar the level, Jump and Spineshatter dive will change displayed potency without the skill being acquired, although my memory might be a bit fuzzy.
On AST card usage, you might also want to take gear into account. I usually just check HP values at the start of instances to get a feel for who has good gear because some instances have a surprisingly large difference between the min ilvl and the sync ilvl.
Oh yes that is also a pretty good default to see if someone is particularly weak. But sometimes, there's a player in full augmented tome gear, that turn out to have no idea what they are doing (somehow!), yet the guy in a Mish mash of augmented crafted gear and regular tome gear knows exactly how to play and somehow do way more damage. I know that sounds oddly specific, but you meet some weird people in Mentor roulettes! 😂
@@CaetsuChaijiCh Absolutely haha! I'm using a parser, so it's much easier for me to see when someone is doing way more damage than other regardless of gear.
Regarding the getting hit in the air by a telegraphed attack part, I laughed out loud remembering the amount of times I and many other players got hit by a certain ice-wielding tree A-rank during EW hunt trains high in the sky on our mounts and actually frozen. I suspect the target height might just be on a case-by-case basis.
As someone who started at the start of 2.0, watching people talk about how the dragon was 'probably' done is always funny to me. You are correct. Dragon was kept mid and tanks dragged the skeletons away.
I helped out with a Min Ilvl No Echo run of Labyrinth a while back, and was so glad I still remembered the old ways for a lot of the mechanics. Bone Dragon was definitely a big one, teaching the others to take each skeleton to the far end of a spoke, but Behemoth also has a lot of mechanics that folks don't bother with these days (Primarily having 4 of your tankier members on standby to activate the towers.)
When tanking the last big pull of Ala Mhigo, I always try to park on top of the stairs. That way, while I still herd the mobs in front of me, my AOE GCDs will hit at least one of the force field generators behind me, saving time for when we need to break them later. This becomes interesting because, while the mobs' attacks don't care about verticality, my *own* attacks as a DRK don't seem to care about verticality either. It seems like when I throw out Quietus (whose animation is a spin attack not unlike PLD's Total Eclipse) while on top of the stairs, the enemies at the very bottom of the stairs below me still get hit as if we were on even ground. Maybe I'm mistaken, but still.
Well, the stairs in Ala mhigo aren't steep enough for quietus to run into trouble as far as I know from memory, so it is more about there being too little verticality I think!
19:00 MINE LotA is an excellent way to see and do old mechanics like that. If the alliance is treating it like a roulette LotA, you will wipe many times, and the skeletons are a good example. From the very start with the first trash pack, you have to more carefully assign tanks and parties. Can't just yolo deathball it.
on the the third test about telegraphed attacks and verticality, I'm pretty sure the height of the attack is relevant to the attack. I'm basing that off my experience in hunts where I've been killed by both Sphatika's Whiplick and Lunatender Queen's 999,999 needles while being quite high up in the air (with Queen I was really high up), and I've also seen numerous times where people get hit by Aegeiros's Rimestorm (the freeze attack) while being mounted and high up
That does make sense, and based on my two tests showing somewhat different results, I had a feeling it was the case most attacks had various different heights 😅
I was thinking the same thing about Rimestorm since I'm pretty sure I've seen people above the tree which is relatively high up compared to the test get hit.
honestly the arr alliance raid could use an entire redesign. so many of the mechs in those fights just no longer happen or are insignificant. and some of the stuff that does still happen, like atomos is more a hindrance then a fun fight. while there are ways to avoid this in practice you have 4 players per party doing nothing and getting yelled at if they leave their spot.
Idea to test, Hiding behind the rocks in Garuda (normal, hard, or extreme) won't effect how much damage you receive from Aerial Blast. All that matters is the condition of the rocks at the time she preforms her Aerial Blast. You can stand anywhere and take the same damage. I always seem fine no matter where I stand but I see everyone else running like heck to the rocks for cover.
I've tested this myself when I do my wondrous tails It is completely based on just how much of the rocks you have Not sure how much each rock matters but I know you don't need to hide from Garuda
This matches with my experience. The rocks *are* important for Mistral Song/Shriek(?), but for Aerial Blast, all that matters is the overall condition of the rocks, not your position relative to them. Of course, my strongest impression of this comes from the 2.0 days, trying to get a poor BLM through it who kept getting one-shot by Aerial Blast even when we did keep the rocks at least somewhat intact...
The funny thing to me about Art of War being a (level dependent) gain on 1 is I've gotten into the habit - at least on SCH and even SMN of actually going in and initiating auto attacks regardless of level. I know it's likely never going to make a *real* difference, but when in melee, do as the melees do... or something like that
@@CaetsuChaijiCh I think I might just be doing just to form a non-detrimental habit for that ***one*** time where I happen to make the choice to heal, pick SCH over my preferred SGE, and ALSO end up being synced to the level range where it actually makes sense
Is living dead's heal needed based on your supposed max hp in a duty or does it change to match your current max hp? Like the effect from Math robot (in either Ivalice or Bozja) change your max hp, would it change the amount living dead asks to heal (would have to somehow die, and in case of math robots during the math part i don't think you can in Ivalice, maybe in Bozja one you could or maybe there is another place somewhere else that changes the hp, like sometimes Deep Dungeons can)?
This would be difficult to determine exactly, but given how things tend to snapshot, I am going to guess that it keeps track of either how much hp was your max on cast, or it just keeps track of how much % of healing you have received. It is hard to say 😅
Regarding verticality of attacks: I would flight test near the edge of an AoE heal, to see if they are cylindrical or spherical heal zones. Actually might try this one myself.
Oooh you've inspired me to go check if Sacred Soil (and assumably Collective Unconscious and Asylum by extension) is actually a sphere, will report back in a few minutes.
Okay I've just gotten back from testing! (There's a great spot just outside Idylshire with some striking dummies and a crumbling wall that you can use to check various heights). My findings are: Heals are cylindrical, and have a max height. (I used my faerie for this, using Whispering Dawn and Fae Blessing, even though they have different radiuses they still cut off at the same height, which was much smaller than either radius). Using my own character (about 5'8 in the character creator) for scale, the cut-off for my faerie's heals is about 200 inches (or ilms, I suppose). Sacred Soil (and assumably other bubbles) are also a cylinder, but only have about HALF as much height leeway as normal heals at about 100 inches. So at the very edges you can be above the bubble but still "inside" it, but closer to the center you can be visually inside the bubble but not count as being "inside" it. Also, Sacred Soil (and probably other bubbles) work like Doton, in that when they're first activated/placed they pop on everyone inside it instantly, but afterwords you're only updated as being in or out of it on server ticks, which did make testing a bit annoying (luckily I had those striking dummies nearby to refresh aetherflow lol). Note that I didn't have anyone with me to test with so I was stuck using just my faerie on SCH, actual player heals might have a different max height cut-off but are probably still cylinders.
the card stuff is also based on *average* dps. a dps' burst phase is usually much more significant than a healers', but for tanks it depends on which tank and dps you compare
Regarding the verticality of aoes: Roomwide/360 gaze attacks seem to go off in a dome that is higher than the mob itself. In ShB hunt trains, the bird in Rak'tika would often petrify people in midair when they were anywhere from nearly at the ground to hovering above its head.
the thing about LotA that a lot of newer folks will never know is that the fights were designed with the intention of having a more traditional 8 man party (2 tanks, 2 healers, 4 dps) for each alliance team. in the Dragon fight all but one tank was meant to pull the skeleton adds to the corners of the room. similarly, in the Behemoth fight you’d have one tank tanking behemoth, one tank tanking the iron giant, and the other tanks on the 4 towers, pressing them when they lit up to keep them from exploding.
Here is something I have been having a hard time science-ing and cant find any info about on the internet. (Its outdated content though so most people probably don't care) When you hit 10 and 20 on your chain bonus in eureka you get a higher chance at loot dropping from mobs and xp gain from mobs. Does this bonus carry over to Notorious Monsters? If you have the chain bonus and you complete the NM, will you get more xp and more loot from that NM?
That is a good question. My guess at a glance, is that NMs are equivalent to fates practically speaking, and fate exp is unaffected by exp bonuses that apply to defeating enemies (like food buffs and exp boosting earrings) As the kill chain is associated with defeating enemies I would guess nm is unaffected by it. But it would probably be quite hard to test given the tight timing! 😅
Great video as always! The bone dragon fight has me thinking of other ARR fights where the community has decided on a defult 'cheese' strat and Twintania in Coils T5 comes to mind. Particularly with the so called pit strat :D I was just looking into it and the variable height arena seems to create odd behaviour with her dive bombs, like the aformentioned pit strat baiting her to essentially dive below the arena, or like in the video (th-cam.com/video/cQRcZdY0lbE/w-d-xo.html) where he demostrates the dive isn't (always) centered on the marked player and she can be baited to dive at a more extreme left/right angle by moving across a certain thresthold on the arena. I'm not sure if that warrants a mythbuster but I do know a lot of people have their own ideas on how dive bombs are *meant* to work in that fight, when in reality it's probably just ARR jank
It is certainly a weird interaction, but I do agree that it looks mostly like ARR Jank! It is quite interesting that you can get away with moving so little if you know exactly how it works though!
You know, I had a thought a bit ago. Would it be possible in any way to test and see if Holy's Stun shenanigans extend to Shield Bash as well? I think it'd be interesting to see if the weirdness comes from spammable stuns or if it's exclusive to Holy. Unfortunately, I can't think of any way to give Paladin a haste as large as PoM and we don't have Swift to mess with either so I'd imagine it's not possible to check the truly weird scenarios.
I think a big part of the weirdness of holy stems from the massive delay from finishing the cast to the stun applying. Shield bash applies it's stun almost instantly so I imagine it would not have this jank in the same way, and as you said, no way to really make your speed vary much so difficult to see if it would 😰
I often throw a fun fact about "in level 50 content Art of War deal equal damage to Ruin, so you can safely use it for memeing around or when you need instant cast to move" but now than to you I learn that it is not a just for a meme but real DPS gain 😂
Something interesting you could test out. I queued up for main scenario and got put in as a replacement tank for a castrum run. They had gotten right up to the pack just before the boss and triggered them but I assume wiped. When I was put in and we moved forward we found the pack attacking Cid and had gotten him to half health. Now I'm wondering what happens if you let them kill cid or if he even can be killed by them
"Your first priority is getting a sign you want" is only partially true for AST. The first priority is having two unique seals for the haste on Astrodyne, but the third is pretty insubstantial - even if you play against RNG and lose, redrawing for the chance to get a 6% buff on a DPS vs a 5% buff on...the job in the game with the weakest GCD damage is actually worth. Also, to expand on what you were saying about aoe scenarios (like dungeon pulls) AST is an extremely desirable card target on aoe IF you are detonating Earthly Star and Macrocosmos under the effects of the card. Bonus points if you can use Lord of Crowns. Same logic as AST being their own best card target during DSR P5 meteors.
I wonder if the valid height of an attack scales with the size of the user. I could see it being the case that all of the AoE markers are the same actors, scaled to the same scale as the monster they come from -- so this might include the Z axis scaling. Even though the only visible part of the telegraph is the floor projection, the actual actor and collision itself will extend upwards and probably downwards too. If you could find a monster -- say, in Eureka -- with a normal variant and a boss upscaled variant, that uses the same telegraph attack, this would probably be reasonably testable. Similarly, regarding the PvP issue, we know that the only part of a player's model that matters for evading telegraphs is a small point at the very center. I assume, then, that this point is actually a tiny cylinder that is the same height regardless of player model, else Lalafell would be able to Z-axis stuff easier in PvP. Monsters obviously work differently, and I assume they have a sphere that originates at the very center of their targeting ring, which is why you could hit the dummy lower underneath its model than above it.
If we're talking about "how things were expected to be done" for CT: intially the party comp was 2 tanks, 2 heals, 4 DPS so it was easier to manage the adds.
One thing I would love to see but would be impossible to test is what do bosses do if you manage to survive enrage? Like what would happen in P9S if you survive the final enrage cast, what would the boss do after?
Sometimes the bosses show their hand at what they would do. The two common results from what I've seen is either that the hard enrage forces the screen to fade to black and reset the fight (even if you survive), or the boss spams the hard enrage attack with no cast time once the first cast goes through. For getting the answer on a specific fight, I think the "best" way to get the answer is if you can have a dead party member get back up exactly after everyone else dies to the enrage. Timed exactly right it just might work 🤔
18:00 I would say even if it wasn't a potency gain, the utility of being able to move around and weave more cleanly is worth it anyway. But yeah, all round it's better to use art of war up to level 53 no matter what the scenario except when you MUST disengage. It's a fun quirk and I kinda hope they don't "fix" it in DT.
19:10 This honestly only goes pear shaped when people DON'T use AOEs and ignore the skeletons lmfao But yeah, honestly... LOTA needs a rework considering it's mandatory. So many mechanics kinda want two tanks and we only get through it these days because of jank. Not a great first impression for alliance raids during an already rough part of the game.
@@CaetsuChaijiCh That would be HILARIOUS lmfao I'd be OK if they made ruin DPS neutral somehow with a trait when you get art of war, but I think it's fine as is 🤔
autoattacks are also the only thing making summoner's topaz ruin 1, 2, and 3 a DPS gain! the elemental ruins have weird potencies all around. i'm pretty sure emerald ruin 3 is *always* a dps loss, but with a fast enough GCD (is 2.38s achievable? i think it is) ruin 2 is a *extremely* minor DPS loss without autoattacks
"without autoattacks" is carrying a lot of weight here. i don't think summoner can get a fast enough GCD to make emerald ruin 2 a DPS loss if ur autoattacking
Indeed. Emerald ruin not benefitting from speed makes it rather problematic! But yeah the difference is reasonably small, so when it really matters, I think, is in level 70 ultimates where you might have an insane amount of speed! 😁
The Living Dead myth actually makes me curious about some specifics with the ability, in particular with a certain mechanics. I'm not sure how you'd go about testing it or if you even reasonably can, but Suppuration or similar debuffs like HP penalty are able to, temporarily, alter the maximum health of the character. So what then happens if say, you cast Living Dead at 100k HP, "die" and then have your max HP lowered. Does Living Dead update to your new maximum HP? Or if it doesn't would it mean that a severe HP penalty (like the 99% one in TOP) makes it nearly impossible to recover? As you would need to lose and regain 100% of your new HP total a hundred times over. In reverse also, if you "die" with a very low max health of say, 1k, then the debuff runs out and you return to 100k, would you only need to restore a measly 1k health to trigger Walking Dead? Also I feel as though the walking dead myth likely spawned from players simply misunderstanding the way it works. Particularly before the rework to Living Dead, as if you were healed too much you could lose the buff early. Healing constantly over its duration could result in never going to full health, but still losing the buff early due to healing and dying. Whereas receiving no healing only to receive your entire health as healing (via Benediction or other methods) at the last moment was the far more common strategy especially in raid settings, which could be taken as needing to be healed to full as that's what often happened.
That is a good question. My guess is that it snapshots something. Maybe your max HP when Living Dead is used? Maybe your max HP when Walking Dead activates? As you said, really really hard to test for certain without having very massive swings in max HP at very convenient timings! Yeah the myth very likely spawned from players not quite getting how it works, coming to a conclusion of how it worked, and then forgetting that they never tested whether it worked that way precisely ^^
Actually, I'm interested in a crafting myth. You see, I was quite excited to see Trained Finesse as a new capstone, as it made my job a lot easier. But it doesn't seem to show up in high level crafting rotations. So the myth goes like this. It is always optimal to use something *besides* Trained Finesse.
I think a big part of it is that it typically takes most of your resources to just reach the point where trained finesse unlocks, since you need inner quiet at 10 just to access it 😅 So while you could use it, it often becomes available too late in the crafting process. I had a similar situation of going "that's amazing!" seeing the action. Only to realize that it never fits!
Trained Finesse is interesting. The way I mainly ended up using it is to remove some of the crafting macro RNG. We all know the pain of having a "Poor" Byregot's, and as it turns out if you don't need the buff from Greater Strides, you can replace it with a Trained Finesse and regardless of how the "Poor" proc falls you'll get a similar amount of quality. Because if it falls on the Byregot, that means the Greater Strides in front of it is buffed by the "Excellent", and if the Finesse gets the "Poor" then you still get the full Byregot's. I ended up using it in almost all of my crafting macros once I got the stats.
If you're an AST in a group with a ranged and a melee DPS but you've pulled a second melee card right after giving one out to the melee DPS at the start of the 2-minute, and the tank is a DRK who's about to use Living Shadow, is it better to give the card to the tank for their 2-minute burst or to hold onto it for 15 seconds and give it to the melee after? ...I'm glad I won't have to worry about this stuff anymore in a month 😂
I think here the answer is give it to the tank (if they are doing overall well, living shadow would be an indication they are bursting now), unless you know the melee is going to be bursting (or still is) for the next card. In the moment I think giving to the drk immediately is the better choice 😊
Pretty sure the melee card priority for DRK is above most of the other melee DPS for the start of their burst too (read: first melee card goes to NIN then DRK then all other melee DPS), but even for other tanks it's better to get them all in during burst. Having a card on for Fell Cleave spam is a lot more damage than for melee DPS filler.
@liasprings6502 it becomes complex because the question sort of implied the card was drawn at a random time in a fight. Meaning it would not be in an opener context necessarily! 😊 But yes drk has surprising burst!
@@liasprings6502 Honestly I've been known to put Dance Partner on a DRK for their opener before switching back to the other DPS in dungeons lol, especially if it's another low-DPS job. Great way to get yelled at but it's not my fault Fray goes so hard! 😂
I wonder how foods interact with living dead now Or other ways to increase hp mid combat Sadly we can't really test melding a piece of vitality materia mid combat anymore For the height thing, it happens somewhat frequently that latecomers to the fight with Formidable get snipped out of the sky. I wonder how high its attacks go
There's that, plus any hp changes that are significant enough that we would be able to tell, given how large walking dead heals are for example, would not be accessible in combat (like changing gear). And with only ten seconds, it might be difficult 😅
9:40 i would guess most likely 3% more on a dps is better then 6% more on a none dps .... beside that ... even if it would be better to give it to the tank or heal in that case does it really matter in the end if you get 1 or 2% dps more from one person which is in the end somewhat around .. 0,3%? more dps for the group ... is that worth to even think about especially just for a normal dungeon or something? ;D for me personal (funny enough leveling my ast at the moment 4 level missing ;D) i like to work with the sort function of the group in that case ... melees coming before the ranged so the 3rd party member gets the melee card and the 4th get the ranged card .. always ... even if there are 2 melee or ranged dps and you could say "that job is doing more dps then the other just give all card to him" .. what ever im not in need to study the game to the deepest things possible and in that case we are truely talking about what .. 10 sek faster dungeon clear of a 15 minutes run? awesome ..xD 10:23 ah yes .. i completely forgot about the signs .. i redraw the first card most of the time if i have the "wrong" one but never the 2nd or the 3rd ... atleast i remember the system while playing ..xD 13:14 funny enough ... im a whitemage main and just learned because of this that the whitemage is the only healer where its "better" to do single target dps on 2 targets .. scholar, sage and ast have a stronger aoe then the whm .. fair i guess because of the stun but .. i dont know if i forgot it because of my break or i just didnt noticed it at all ..xD at the same time for my AST lvl 87 for example we would talk about a gain of 4% dps if my mathematics skills dont let me down here xD if i think about the most cases in dungeons where you really have 2 targets and especially for how long ... well you will nearly never notice that to be fair ... the 3rd boss in the lvl 81 dungeon would be an exception to this there are often 2 of them together but yeah its still a boost of what ... 0,7% dps for the group if you use aoe instead of single target? for like around 10% of the fight? its more a fact for the "better feeling" then for a really faster run .. still interesting i have to say ;D and for trash mobs in dungeons most of the time there are just 2 left for like 1 or maybe 2 casts .. campared to the overall duration of a fight that is nearly nothing and not even really worth the mathematics behind all and after all this "that is unnecessary amount of dmg boost" i will most likely never do single target dps with another healer then the whitemage again if i have 2 targets ... because its not really doing more so its obviously important to do that right.. xD
I mean, if we're investigating how bosses are supposed to work... I've always wondered how that completely forgettable boss on Syrcus Tower, the one with the clockwork bits who's name I forgot and we just literally never do a single one of his mechanics, is supposed to work. Glasya Labolas. And yes, I had to look it up. That guy has mechanics... Right?
He does yes... I would have to investigate because what typically happens is you need to go out on the platforms or something, but if that comes about it's usually a wipe these days! 😂
People would enter the sphere around the clockwork bits. This would lock the player into the sphere, but make the bits targetable and able to be killed. Raids wanted to kill them, since they made Gasya's super meter charge faster. After a while into the fight, 3 clockwork knights would drop. Tanks would have to grab one each and move it to a specific location on the map so that two tethers would connect to the knight, then kill it. This would expose the core of the knight and power the tethers which connected to power supply for jump pads. A short while after the knights appeared, Glasys would start charging up his super attack. All parties would then step onto the activated jump pads, to the outer ring to survive the attack, then use jump pads on the outer ring to jump back into the fight after the attack.
The verticality thing im thinking of trsting more, I'm thinking considering there are multiple mechanics in raids where you're raised up to avoid something (Xande, the Eyeball in deltascape, eden titan), my guess is that the AOEs are designed as likely a standardised volumed shape with only the bottom textured, if im right, that would mean that either all AoEs are as tall as they are wide, or the mob you found might be the perfect size to be so, or you're correct and its based on the model (though considering the raid examples im tempted to suspect otherwise).
Based on what others said and observed here and there, it seems most likely that each attack has its own height attached to it, although many attacks would be impossible to test.😅 For the raid bosses you mentioned, I am reasonably confident that given the raising effects that move you up give a buff, the way it is programmed is that the buff itself makes you avoid the mechanic, not necessarily your vertical position. After all, as I recall for Xande and the eyeball, the attack says "MISS" which means that the game did recognize you were in range 🤔
One thing that I would like to see debunked once and for all, is the effectiveness of mob-stacking in dungeons. Let me explain, most dungeons have 2 packs before a wall, and then another 2 packs before the boss. And most dungeon layouts have some kind of alcove (a small gap) after the second pack. Entering the alcove would gather both packs in a nice stack that would be easy to DPS. My claim is that it's more efficient to put the mob pack in the alcove since they'll be better stacked and as such easier for the DPS to handle, since most AoE's hit in a circle. However, I've seen mostly Casters complaining about putting mobs in an alcove, even though it should be an overall DPS gain to do so. I'm certain that putting mobs in a gap is a DPS gain.
I don't know what there is to debunk 😅 if mobs are clumped closer together, that's a good thing. A surprising amount of players don't realize how much of their aoe just randomly miss because of mobs being spread out!
@@CaetsuChaijiCh That's what I've been saying for years in Mentor roulette. But nobody wants to listen to the advice. Although, you could put it in a video regardless, if anything someone might learn a new trick to tanking/pulling mobs together. At one point I literally had to do a dungeon twice to prove my point. Attempt 1: Don't put mobs together. Attempt 2: Put all mobs together. As you probably can guess Attempt 2 was almost 4 minutes faster. Even though it was the same group comp & same item level.
@astrealove2247 unfortunately the problem is that the people you want to reach in this scenario don't listen to logic or reason, so such a video would not be seen by those that need to see it. I actually have tank guides that go over the benefits of clumping mobs together 😊
Okay now heres a crazier myth. Mentor roulette prioritizes filling duties that have been sitting the longest. Im not sure how youd test this really. I guess have somebody hard queue for Cloud Deck EX, with only JP as their language, then have mentors with every language checked one by one queue for mentor roulette til they fill it? Let the Diamond EX player cook for like 12 hours and hope it doesnt pop? Itd have to be a high level EX, at the end of an optional questline, to minimize the number of players who could possibly be queueing for it, right? Sprouts queue for Ifrit EX all the time, they dont know better. But do sprouts even have Diamond EX unlocked? Have they learned not to queue for it by level 80?
It sounds possible, but I don't think that there is a reliable way to test this necessarily. I am pretty confident it also prioritizes duties it can actually fill, but then I am not sure how it all works together! It is a good idea for the test, but I think it might not be possible to guarantee all the seven mentors would land in the diamond weapon run, and if they don't, it'd put you somewhere else because that can at least get started! 😅
I may be misunderstanding what you mean but ... yes, all of the roulettes prioritize filling duties that have been sitting unfilled longer? Keeping the direct queue wait times low is explicitly what they're all designed to do. It's hard to be sure exactly how the matching works in detail and to some degree the system prefers starting a duty it can fill over keeping people waiting to minimize the longest queue, but it doesn't just greedily form small parties indefinitely. If there was no mentor roulette and you solo queue for Solemn Trinity then you will still be joined by a bunch of guildhest roulette enjoyers eventually. If the myth is that mentor roulette specifically emphasizes wait time to a greater degree than the other roulettes then that seems unlikely. Sure, it's not inconsistent, but it's not a necessary assumption to explain observed behavior and I don't see how you'd test it.
In regards to queue length, I don't know if Mentor prioritizes anything differently. HOWEVER, I do have a feeling it prioritizes SPROUT queues more, and first time runners more. Which would make a lot more sense, you are theoretically supposed to mentor people when queueing as a mentor. On the EX front, I WISH it was normalized to queue for EX stuff. I like getting them in my mentor roulettes. Add old EX to the Trial Roulettes square! Make it normal to DF them! (I know they never will, and that the vast majority of the community does not want it, but dammit I can dream! XD)
That mentor roulette prioritizes sprouts is a testable proposition, although probably not one you'd want to try to test on your own. You can tally how many sprouts you're matched with on average (or just if/if not) for a given type of content in mentor roulette versus the specific roulette versus queuing for a specific duty. You may need to do a lot of duties to satisfy the t-test, though. Personally I'm wary of assuming this sort of thing over sticking to the null hypothesis of "mentor roulette works like every other roulette". You should expect that a roulette that matches to near enough every duty in the game will more frequently match you to lengthy queues and things that veterans don't generally queue for, since those are always options for MR but are not necessarily even unlocked for people in the regular roulettes. This will happen even if MR follows the exact same matching rules as all the other roulettes: the longest waiting group eligible for matching with a MR queue is always going to have waited longer than the longest waiting group eligible to be matched with other roulettes since the worst case group matchable by MR at best matchable by exactly one of those other roulettes. It's still possible MR has extra complex matching behavior, of course, but this doesn't seem necessary to explain what happens and who you get matched with in my experience.
My best guess is dark knights trying to explain to healers for years what it takes to heal them enough 😅 back when living dead came with no healing itself. Exaggerating van help convey the point, it then again exaggerating is not always the full truth! 😂
Thats actually because it IS how it used to work. I hadnt played it for ages until recently to level it, but if you go to an archive of its wiki page you can see the old text. So you have a bunch of people that never noticed when it changed and just remember its original text "Grants the effect of Living Dead. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead. Living Dead Duration: 10s While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, you will be KO'd. Walking Dead Duration: 10s "
4 is more complicated than that due to... burst windows, where the character is exactly in their rotation, etc. unless you are tracking those things, there is no point thinking about it, just slap it on the person that seems to be pressing their buttons properly.
The first one, the Living Dead. That is what it USED TO work. They changed it, I believe, in EW. Before that you HAVE TO hit 100% HP or else walking dead will not resolve and you will ded.
I fkng hate this vertical lines! It makes the attacks less clear and I don’t know why regular flat telegraphs are not enough. This pisses me of as it’s a classic for FF14 devs to fck things up like this by overkilling the good idea into a parody.
"Tank gaining 6% damage is equivalent to the Ranged gaining 6% x 66% = 4%. Meaning giving the tank the card is better under these assumptions" While the math checks out, the conclusion isnt accurat if we work with actuall numbers. Lets say for example a ranged does 300 dps and a tank does 200 dps, which would fit the assumption tanks deal 2/3 of ranged dps damage. 300 dps raised by 3% is 309, so a gain of 9 dps, 200 raised by 4% is 208, so only a gain of 8 dps. The way those two percentages interact (66% and 4/3%) means that a tanks damage gets raised by a higher percentage, but still not exceeding the dps' damage gain because of their higher base dps
I think you're getting too caught up in the numbers. You are making the mistake of giving the tank 4% damage which is wrong. The tank gains 6% which in your example is a gain of 12. Versus the dps who gains 3%, being 9. 12 dps WOULD have been equivalent to if the dps had gained 4%. But they only gain 3% which is 9 in your example. The tank gains 6% and that is 12 which is more, and equivalent to 4% for the dps.
Why is 7 even a myth? All you need to do is look up some guides from when lota was new, I'm pretty sure mizzteq has a guide on it that goes over the skeletons.
Almost certainly, but sometimes these kinda of questions are things people are curious about if presented as is. But will not look them up. Sometimes people will also assume the guide will be so outdated it no longer applies or some such. Hence why the demonstration included three tanks and nothing else 😊
As an ast, and bf being an ast main We can atest that redraw does not remove balance or bole from the choices if you already stored that seal Ive stored the sun seal, drawn and got balance, rerolled and got bole Stored it because im not getting anything else from there Drew balance again, rerolled and got another balance Luckily at that time a tank, other healer and a dps died so i just swift and lightspeed ressed them with mana regen boost If you never got that seal from a redraw, then you are just lucky But ive gotten 3 suns from redraw, 3 celestials from redraw, and 3 cresents from redraw, MULTIPLE TIMES, its painful in savage content
I think you misunderstood what I said in the video 😊 If the card YOU HAVE RIGHT NOW is balance, then redraw will not give you balance OR bole because it gives you a different seal than the one on the card you had. I am confident you have not gotten those results, and simply remember wrong, as redraw has been incapable of giving you the same card as the one you already had since at least shadow bringers if not always. Since endwalker it has been unable to give you the same seal. I invite you to go and test it right now, outside of an active combat situation so you are paying close attention to what card you have. I am 100% confident you will be unable to get those results you mentioned 😊
Further clarification if you don't trust my word on it. If you go and check the ffxiv patch notes for the following patches, you will find: Patch 3.2: redraw: it is no longer possible to draw the same card twice consecutively Meaning balance redraw balance has been impossible since early 2016. Patch 6.2: the card drawn will never have the same astrosign as the card presently held. Meaning since mid 2022, balance redraw bole has been impossible 😊
@@CaetsuChaijiCh Went to a training dummy in my fcs yard Entered combat simply to keep seals, boyfriend joined on his Astro, and a lvl 71 Astro joined cus I wanted to know what their result was as well We did it for an hour and kept track The lvl 71 Astro got only a duplicate seal with redraw twice, he drew spire, already had celestial, redrew and got spear, second time he got balance, redrew and got bole In an hour, he only got a duplicate when he already had it twice Boyfriend knew what we were doing so he would tell me if he got duplicates, even shared his screen with me, he stored a seal and got wouldn't store the next one if it was a duplicate, first 5 seconds, he stored balance, and drew bole, redrew gave him balance, (he actually used undraw in this situation) drew a balance and redrew a bole, and he never got duplicates afterwards My results, first 30 minutes were no duplicates, at all After the 30 minutes, I just kept getting duplicates with redrew Draw, crescent, draw, crescent redraw crescent, draw crescent, redrew crescent It is rng, I do not know the percentage of the rng, it can happen, there might be a low chance but it can happen, and it happens with me often, but I'm going to blame the datacenter on it, your datacenter might have better rng while mine has crap rng Example I visited another data center on my dancer, and would constantly get feathers for fandance Hop back on my data center and hardly ever see fandance light up without using florish, the bf laughs at me when I'm on dancer because the game wouldn't give me a feather (I'm vocal on dancer where as he's vocal on fromsoft games) Either way, dawntrail is around the corner(literally) and there may or may not be a card seal but here's hoping Astro is still fun to play
@SaraAliciaCaster I'm aware that you attempted to demonstrate. I don't know what to tell you beyond the patch notes themselves say what you say you observed is impossible. Just to clarify, redraw does not avoid seals you have obtained. That's not what we are talking about (and it sounds like you are focused on this). It is avoiding the cards that give the same seal as the card you had. As in, regardless of what seals you have stocked, redraw will have a similar result. What redraw does as of an endwalker patch, is if you have balance in hand and use redraw (not draw), then balance and bole will not be possible to get from the redraw. If it was possible, you would see this happen approximately 1 in three draws, you would not need an hour worth of draws to test. In an hour, it is a lot more likely you exhaust yourself and misread something. I have tested this theory myself privately, and even on stream. If redraw could draw the same seal as the one you just had, it would be one in three chance. If it could draw any other card, it would still be one in five to get the other card with the same seal, so an hour worth of tests would not be necessary to demonstrate that it were possible. There's a reason I usually record my tests like these so I can rewind and double check what I saw 😊 Reiterating again: redraw does not look at your seals. It looks at the card you have, and replaces it with a card that would grant a different seal than the one on the card you have. 😅 Edit: I also want to add that I do realize the absurdity of me seeing you doing a test, and simply going "it didn't happen like that, you must've seen it wrong", especially after inviting you to test it. But I am legitimately confident that we are either misunderstanding each other, or you saw something wrong in an hour long test (which admittedly, I would've had to record and review myself if I wanted to be sure I didn't see anything wrong if it was me, too!) 😅
@@CaetsuChaijiCh probably am seeing it wrong, after doing the tests on my end I threw up blood and blacked out and woke up in the hospital and have had a grand total of 1 and a half hours of sleep, they didn't tell me what was wrong but they told my bf, I'll get it out of him one day, if I don't forget, can't get on game since consoles at home, so I just wallow away here till they release me, hopefully it's before dawntrail
For the Art of War one. This is true, however, you get Ruin II at level 38 and it does 220 and is also instant. So you shouldn't use Art of War on single target. And since Art of War is learned at level 46 you never have a window when it is better on single target.
Ruin 2 is 140 potency until level 54 where it becomes 160, then at 64 it Becomes 180, and then at 72 it becomes 200, and then at 82 it becomes 220. So nope, that is incorrect!
An important thing to note for the Bone Dragon specifically is that LoA was originally set up to require two tanks per party, so for this fight you'd have five off-tanks that could pull the skeletons to the edges. It was only changed to one tank per party when the alliance raid roulette was added in Heavensward.
Actually someone went and checked on the discord server minutes ago. Syrcus tower only required 3 tanks total. So it is likely it was never CHANGED to fit the mold.
And when you look at the bone dragon fight, you clearly didn't need more than 3 tanks total to do what needed to be done! 😊
But you are right it was added in a different environment I suppose 😅
@@CaetsuChaijiCh LotA was originally designed for 3 "standard" Full Parties (2T/2H/4D) and is why LotA has a lot tankable adds and other "tank" mechanics in it's fights. Bone Dragon has the skeletons (which at i90 or less had enough hp that they could take a bit to kill so 2 "light parties" needed to break off from DpSing the Bone Dragon to handle each pair as they spawned), Atomos spawned adds that needed to be pulled to the 2 healers and 2 dps sitting on each pad often enough that all tanks were handling an add at the same time, Thanatos had succubi adds and cycled through parties so needed 3 MTs and 3 OTs on adds, the Allagan Bomb fight needed the Vasagos and Balloons tanked, King Behemoth needed a MT to handle behemoth, an OT to handle iron giants and 4 tanks to handle towers, and Acheron/Phlegethon had iron claw adds best handled by tanks but only really needed one tank to function.
Syrcus Tower was designed with 3 1T/2H/5DpS Full parties in response to queuing issues LotA had and all further Alliance Raids were designed with this configuration in mind. LotA was only changed to that configuration once Alliance raid was added.
Lota had to have some changes to accomodate only having 3 total tanks, the adds during the atmos fight for instance needed to have aggro pulled manually, and there also needed to be a tank on the atmos itself.
@@CaetsuChaijiCh Syrcus Tower and World of Darkness only required 3 tanks total, but LotA specifically required 2 tanks per party when it first released. As an example you can check MrHappy's guide from 10 years ago. As the first alliance raid it literally just used 3 regular full parties with 2/2/4 group makeup. And as others have mentioned the fights in LotA were somewhat designed to give all of these extra tanks something to do, but this clearly wasn't good design (4 of the tanks on King Behemoth literally just assigned to clicking towers periodically), so starting with Syrcus Tower they switched to the 1/2/5 group makeup. I'm not sure when LotA itself was changed to use the same group makeup as all of the others. I definitely remember doing LotA with 6 tanks the first time I did it, and that was during HW.
Interestingly, MrHappy's video also notes some minor differences in the the Bone Dragon fight. Specifically he says that the skeletons spawn in groups of 3 twice per "phase" rather than groups of 2 three times per phase as they currently do. Likely changed at the same time that they dropped the extra tanks from the group. Though other than that, the general strat of the fight is the same as you described (kind of weird that this was even a myth, like did people forget that video guides existed in ARR too?)
This explains all the excessive adds each fight has, since each fight was designed to have 5 off-tanks.
Honestrly i would love to see you make an entire video on how crystal tower was "Supposed to be"
Talking about a mechanic that’ll be gone in a month (Astro) is the kind of commitment I like seeing.
In some capacity, I do this stuff also for the sake of keeping some memory of how things used to be! I am sure in a few years some Astrologian mains might find it funny to see these kinds of discussions in old videos and such! :D
on LotA dragon, as an ARR player who did this when it was new content
due to the dragons big cone it was pulled to edge, and skeles were killed 1 per square
also remember back then it was 2 tanks per party; so 5 tanks whose sole role for that fight was to pull and place skeles on a square
also the 4 towers duing behemoth were maned by tanks, they would reset the tower at 2 charges
final boss had a different name (same model and mechanics)
syrcus tower: got to see all of the mechanics of boss 1, and 2..... what is not seen now: boss 1 a more powerful flare that to survive all 3 energy pillons need to have 3 electric orbs take to and then during the big cast a shield will be erected around boss to contain the attack, boss 2: an add phase with the ff13 big hand mech adds that once killed activate hopping pads to islands outside arena and parties kill adds there and island hope until boss finishes its ultimate then jump back
Did a run today at the Bone Dragon in a MINE group, and we ended up having to do that whole thing with one skeleton to a platform.
There's a second way to prove the Living Dead one. If you level up while Walking Dead is active, you get * reset * to max HP but you don't gain Undead Rebirth/lose Walking Dead. Levelling up doesn't count as a heal, so you don't satisfy the conditions for the activation of Rebirth despite being at max HP, and thus you die.
It's difficult to demonstrate but I have seen it done once before. There's a video floating somewhere around youtube of it happening back in ShB and it's hilarious cause the DRK just keels over dead a second or so after they level up.
16:37 oh hey, that was my question! thanks, learned something new :D
Art of War being a gain on SCH is actually a very sick reference to FF3 Scholar
The first myth about dark knight could have been miscommunicated, no? Im reading it as... what if you triggered the first step, and somehow filled your hp bar without receiving healing? Would you die?
Yes you would! In palace of the dead, its possible to die and trigger the effect at level 51, kill one enemy with one GCD, which would not heal you, but gain the level to 52, which fully heals you! And then you die, 5 seconds later, because you did not receive enough healing.
Level ups are not heals. In fact, we could also test this just next month in dawntrail, by gaining a level while walking dead by killing the first boss of the level 91 dungeon!
In regards to your example, correct, leveling up is not healing.
In regards to miscommunication, it was in fact not miscommunication, I spoke at length with the individual about this and their friend specifically clarified the case presented in the myth many many times
You may find this myth described in the comments of a previous episode! 😁
Just adding finally that you would need to heal more despite being at full hp, but if you could find more healing you would be able to save yourself, as over healing also counts! 😁
On HW release, Living Dead had an unintended behavior: if the DRK took no additional damage after it activated, it was impossible to resolve the debuff because the most you could possibly be healed was MaxHP-1. SE fixed this fairly fast, but afaik we never learned exactly how; the tooltip could technically be lying now and the actual heal needed is MaxHP-1, it might be counting overheal, or it may have a special case triggered by "healed to full."
@@Riyshn Considering there are several boss mechanics that are removed by getting healed to full, they probably just have a specific trigger for "reached max hp".
Also, Living dead was changed some time ago to be "enough healing" rather than "max hp".
@@Mattwae It's always been based on healing recieved. Pre-launch bad translations might have said it required being healed to full, I can't really check that, but it's always been resolvable without hitting 100%HP.
The verticality of Eureka Orthos makes for some fun “is this gonna hit me? Am I gonna hit them?” moments
Typically happens more often on those early floors with the ramps. Watching this vid does make me question the logistics of it even more so 😂
Thanks for making these videos, I love this series! ❤
I wonder if you can play around it yeah!
It is quite shocking that the height of attacks isn't made high enough that it isn't a problem 😂
Thank you so much! 😄
Another factor to keep in mind is that line of sight may be the cause rather than the vertical range on attacks. Many enemy attacks in deep dungeons are intentionally sensitive to line of sight, for doing things like hiding behind corners from lion roars and such. Ramps/stairs also cause line of sight issues, as any lalafel healer can attest when their tank runs up a flight of stairs while they were casting a heal and they get a line of sight error message at the end of their cast. And I know that there have been times on some of those weird ramps outside some rooms in early Orthos where as a warrior I was unable to use my weaponskills on a mob because even though it was in range, it was not in line of sight (and I'm not even a lalafel).
To be clear though, the superflare tests in this video are not line of sight issues, as blizzard works so line of sight is fine, so superflare not hitting must be due to range.
If you still need topic for a future video, perhaps cover how Limit Break damage works? It's unique damage scaling, melee vs AoE priority, and that it's not an execute. AhkMorning has a good article on it to look into.
Another fyi with the bond dragon is that the skeletons when they reached the bone dragon did 1500 damage per skeleton, now they do 1000 damage per skeleton.
Okay but i would love a video going over how the CT raids were intended to be done.
That sounds like an interesting idea! 😁
@@CaetsuChaijiCh I'm a full mentor, I've been playing for 3 years, and I still have no idea how Cerberus works, lol
I actually talk about it in some degree in this other mythbuster episode: th-cam.com/video/j0zj4o3fcQc/w-d-xo.htmlsi=aWbF0NpnZSYyfgLg
Some part of the explanation is also included in the fun fact at the end in case you are wondering! 😊
@@henryhunter9643 Cerberus is one of the few fights that hasn't really changed much. ABC. A group on adds. B group to the belly. C group on the chains. Then remember your 5 D's of dodgeball and dodge, dip, duck, dive, and dodge. I've never done the raids on Min ilv before so I'm not really sure how well it compares to when it was new, but there is the possibility to wipe if you ignore mechanics. I too think this would be a fun idea. It's been a decade since I've had to do mechanics in CT!
@@zantar04 C should actually be on Cerberus. C tank on Cerb, A tank on adds, B tank in belly. Chains happens after all that, during a time where nothing is going on, and anyone can grab those. There's no real reason to assign a group to it.
Oh, I remember CT's mechanics, and all the fun of that. Wiping on the dragon because every skelly's a 1k damage wave to the raid and it taking a while before power creep on scaled gear was good enough to just ignore the mechanics for that fight.
I believe at this point, the only bosses with mechanics that still have to be paid attention to in Labyrinth of the Ancients, is Atomos' platforms, Thanatos and the pots (because you can't kill him if they die), the balloons and napalms in the Allagan Bomb fight needing to die so he doesn't blow up, King Behemoth's comets to hide from the Ecliptic Meteor drop, and Phlegethon's Ancient Flare (which'll 9999 if all three parties don't have enough on the platforms to bring up the barrier. Ask me how I know -- hint: multiple times of people trying to rush kill before the last one at 2% or less wiping the entire raid)
I remember one of these videos going into how pets share buffs with their summoner, and I just remembered that this is something that I did when I was actively doing Savage, before my current irl job. In P3S, there's a mechanic, Fountain of Fire, a little over halfway in where there are puddles that greatly increase the healing the healer does. Just all healing in general. As a SCH main, I'd place Selene in the center of the arena and use Summon Seraph to place massive shields on everyone after each blast. While this is a Savage mechanic, it's the most noticeable way to know that pets do get their summoner's buffs, just because of how massive the heals and shields going out are.
For testing verticality, ARR Fate mobs and any NPCs with weapons (Marauders, yellow jackets, Thanalan bandits etc.) generally throw out telegraphs VERY frequently, and theres a bunch of them at once. Goblins and anything that throw fireballs are also good test fodder
Old school chimera strat was fight it on the hill and use the minor vertical differences to dodge it's dragon voice large aoe.
That is hilarious! I never even considered that a possibility!
Use to be able to do it on the Temple of Qarn first boss also, to avoid it's roomwide doom. Not sure if it's still possible or if they patched it.
That bone dragon bit is wild. Reminds me of the first time I actually saw the launcher mechanic on Glasya Labolas, and that I still have no idea what the weird energy collection thing in Scylla does.
Indeed! Surprisingly, many of the arr alliance raid bosses have somewhat intricate mechanics, they just either don't matter anymore, or don't get to start! 😅
RE: Scylla -- It's Ancient Flare 2 Electric Boogaloo. She starts casting Daybreak and pads need to get activated to raise a shield to prevent a wipe. With capped ilvl we just kill her before the phase.
This is as scientifically valuable as hearsay but I vividly remember hovering over a SHB hunt train whacking at the Maliktender in Amh Araeng, curious as to why people were ganging up on the big guy (was pretty baby at the time) and despite being decently high up above them, its line telegraph (probably 20,000 Needles) cast hit me anyway. Really startled me because I didn't expect that to happen haha.
But I can't remember how high exactly I was above it so... :[
Not just you. I have nightmares about when trying to fly to Mudman on hunt trains and getting oneshotted by Feculent Flood despite being too high to see the telegraph.
Oh, and an interesting thing about the Art of War thing - if you haven't completed the job quest that unlocks Broil, the tooltips for Art of War and Ruin2 still gets updated with their new, increased, potencies at level 54. If the actual damage also changes to match (I think it does, but don't actually remember), this would make each of them an unambiguous gain on 1 even without autoattacks. Of course unlocking Broil and using that is even better, assuming you've reached Heavensward
That is true yes! 😂
I think this same description bug also applies to Dragoon first life of the dragon at a similar the level, Jump and Spineshatter dive will change displayed potency without the skill being acquired, although my memory might be a bit fuzzy.
On AST card usage, you might also want to take gear into account. I usually just check HP values at the start of instances to get a feel for who has good gear because some instances have a surprisingly large difference between the min ilvl and the sync ilvl.
Oh yes that is also a pretty good default to see if someone is particularly weak. But sometimes, there's a player in full augmented tome gear, that turn out to have no idea what they are doing (somehow!), yet the guy in a Mish mash of augmented crafted gear and regular tome gear knows exactly how to play and somehow do way more damage.
I know that sounds oddly specific, but you meet some weird people in Mentor roulettes! 😂
@@CaetsuChaijiCh Absolutely haha! I'm using a parser, so it's much easier for me to see when someone is doing way more damage than other regardless of gear.
Regarding the getting hit in the air by a telegraphed attack part, I laughed out loud remembering the amount of times I and many other players got hit by a certain ice-wielding tree A-rank during EW hunt trains high in the sky on our mounts and actually frozen. I suspect the target height might just be on a case-by-case basis.
A Cloud of Darkness phase that gets skipped entirely is the “whack-a-mole” adds she starts to summon that gets totally skipped in its entirety.
As someone who started at the start of 2.0, watching people talk about how the dragon was 'probably' done is always funny to me.
You are correct. Dragon was kept mid and tanks dragged the skeletons away.
I helped out with a Min Ilvl No Echo run of Labyrinth a while back, and was so glad I still remembered the old ways for a lot of the mechanics. Bone Dragon was definitely a big one, teaching the others to take each skeleton to the far end of a spoke, but Behemoth also has a lot of mechanics that folks don't bother with these days (Primarily having 4 of your tankier members on standby to activate the towers.)
It is quite funny that because you no longer bring 6 tanks, you would instead just use tankier party members! 😁
@@CaetsuChaijiCh yeah, we should have gone with 2 tanks per party, but I had forgotten Behemoth wants that until we were at it
I guess I didn't wait for enough Increased Sentences to have Ramuh do wipe damage back when I did my tests. Nice find.
I am not joking when I say I had to rewrite the manuscript after this discovery! 😂 I was sure we had fully explored the fight!
When tanking the last big pull of Ala Mhigo, I always try to park on top of the stairs. That way, while I still herd the mobs in front of me, my AOE GCDs will hit at least one of the force field generators behind me, saving time for when we need to break them later.
This becomes interesting because, while the mobs' attacks don't care about verticality, my *own* attacks as a DRK don't seem to care about verticality either. It seems like when I throw out Quietus (whose animation is a spin attack not unlike PLD's Total Eclipse) while on top of the stairs, the enemies at the very bottom of the stairs below me still get hit as if we were on even ground. Maybe I'm mistaken, but still.
Well, the stairs in Ala mhigo aren't steep enough for quietus to run into trouble as far as I know from memory, so it is more about there being too little verticality I think!
19:00 MINE LotA is an excellent way to see and do old mechanics like that. If the alliance is treating it like a roulette LotA, you will wipe many times, and the skeletons are a good example. From the very start with the first trash pack, you have to more carefully assign tanks and parties. Can't just yolo deathball it.
I could imagine that would be the case! And that I think is probably a good thing! 😁
on the the third test about telegraphed attacks and verticality, I'm pretty sure the height of the attack is relevant to the attack. I'm basing that off my experience in hunts where I've been killed by both Sphatika's Whiplick and Lunatender Queen's 999,999 needles while being quite high up in the air (with Queen I was really high up), and I've also seen numerous times where people get hit by Aegeiros's Rimestorm (the freeze attack) while being mounted and high up
That does make sense, and based on my two tests showing somewhat different results, I had a feeling it was the case most attacks had various different heights 😅
I was thinking the same thing about Rimestorm since I'm pretty sure I've seen people above the tree which is relatively high up compared to the test get hit.
honestly the arr alliance raid could use an entire redesign. so many of the mechs in those fights just no longer happen or are insignificant. and some of the stuff that does still happen, like atomos is more a hindrance then a fun fight. while there are ways to avoid this in practice you have 4 players per party doing nothing and getting yelled at if they leave their spot.
Idea to test, Hiding behind the rocks in Garuda (normal, hard, or extreme) won't effect how much damage you receive from Aerial Blast. All that matters is the condition of the rocks at the time she preforms her Aerial Blast. You can stand anywhere and take the same damage.
I always seem fine no matter where I stand but I see everyone else running like heck to the rocks for cover.
Based on what I heard, this might be true. It is certainly worth going and testing! 😁
I've tested this myself when I do my wondrous tails
It is completely based on just how much of the rocks you have
Not sure how much each rock matters but I know you don't need to hide from Garuda
I can confirm that is based on the number of surviving rocks
This matches with my experience. The rocks *are* important for Mistral Song/Shriek(?), but for Aerial Blast, all that matters is the overall condition of the rocks, not your position relative to them.
Of course, my strongest impression of this comes from the 2.0 days, trying to get a poor BLM through it who kept getting one-shot by Aerial Blast even when we did keep the rocks at least somewhat intact...
Can confirm.
The funny thing to me about Art of War being a (level dependent) gain on 1 is I've gotten into the habit - at least on SCH and even SMN of actually going in and initiating auto attacks regardless of level. I know it's likely never going to make a *real* difference, but when in melee, do as the melees do... or something like that
It might make a very small difference at high level, but at level 50 it is like... A 5% dps gain on single target, give or take! 😁
@@CaetsuChaijiCh I think I might just be doing just to form a non-detrimental habit for that ***one*** time where I happen to make the choice to heal, pick SCH over my preferred SGE, and ALSO end up being synced to the level range where it actually makes sense
Is living dead's heal needed based on your supposed max hp in a duty or does it change to match your current max hp? Like the effect from Math robot (in either Ivalice or Bozja) change your max hp, would it change the amount living dead asks to heal (would have to somehow die, and in case of math robots during the math part i don't think you can in Ivalice, maybe in Bozja one you could or maybe there is another place somewhere else that changes the hp, like sometimes Deep Dungeons can)?
This would be difficult to determine exactly, but given how things tend to snapshot, I am going to guess that it keeps track of either how much hp was your max on cast, or it just keeps track of how much % of healing you have received. It is hard to say 😅
Regarding verticality of attacks: I would flight test near the edge of an AoE heal, to see if they are cylindrical or spherical heal zones. Actually might try this one myself.
I have a strong feeling they are similar to attacks in that they have some sort of max height, but I did not test this one! 😅
Oooh you've inspired me to go check if Sacred Soil (and assumably Collective Unconscious and Asylum by extension) is actually a sphere, will report back in a few minutes.
Okay I've just gotten back from testing! (There's a great spot just outside Idylshire with some striking dummies and a crumbling wall that you can use to check various heights). My findings are:
Heals are cylindrical, and have a max height. (I used my faerie for this, using Whispering Dawn and Fae Blessing, even though they have different radiuses they still cut off at the same height, which was much smaller than either radius). Using my own character (about 5'8 in the character creator) for scale, the cut-off for my faerie's heals is about 200 inches (or ilms, I suppose).
Sacred Soil (and assumably other bubbles) are also a cylinder, but only have about HALF as much height leeway as normal heals at about 100 inches. So at the very edges you can be above the bubble but still "inside" it, but closer to the center you can be visually inside the bubble but not count as being "inside" it. Also, Sacred Soil (and probably other bubbles) work like Doton, in that when they're first activated/placed they pop on everyone inside it instantly, but afterwords you're only updated as being in or out of it on server ticks, which did make testing a bit annoying (luckily I had those striking dummies nearby to refresh aetherflow lol).
Note that I didn't have anyone with me to test with so I was stuck using just my faerie on SCH, actual player heals might have a different max height cut-off but are probably still cylinders.
the card stuff is also based on *average* dps. a dps' burst phase is usually much more significant than a healers', but for tanks it depends on which tank and dps you compare
Regarding the verticality of aoes: Roomwide/360 gaze attacks seem to go off in a dome that is higher than the mob itself. In ShB hunt trains, the bird in Rak'tika would often petrify people in midair when they were anywhere from nearly at the ground to hovering above its head.
That is pretty interesting! And in a way quite hilarious too! 😂
the thing about LotA that a lot of newer folks will never know is that the fights were designed with the intention of having a more traditional 8 man party (2 tanks, 2 healers, 4 dps) for each alliance team. in the Dragon fight all but one tank was meant to pull the skeleton adds to the corners of the room. similarly, in the Behemoth fight you’d have one tank tanking behemoth, one tank tanking the iron giant, and the other tanks on the 4 towers, pressing them when they lit up to keep them from exploding.
Here is something I have been having a hard time science-ing and cant find any info about on the internet. (Its outdated content though so most people probably don't care)
When you hit 10 and 20 on your chain bonus in eureka you get a higher chance at loot dropping from mobs and xp gain from mobs. Does this bonus carry over to Notorious Monsters? If you have the chain bonus and you complete the NM, will you get more xp and more loot from that NM?
That is a good question.
My guess at a glance, is that NMs are equivalent to fates practically speaking, and fate exp is unaffected by exp bonuses that apply to defeating enemies (like food buffs and exp boosting earrings)
As the kill chain is associated with defeating enemies I would guess nm is unaffected by it. But it would probably be quite hard to test given the tight timing! 😅
@@CaetsuChaijiCh the tight timing is why I've had trouble testing it myself
Great video as always! The bone dragon fight has me thinking of other ARR fights where the community has decided on a defult 'cheese' strat and Twintania in Coils T5 comes to mind. Particularly with the so called pit strat :D I was just looking into it and the variable height arena seems to create odd behaviour with her dive bombs, like the aformentioned pit strat baiting her to essentially dive below the arena, or like in the video (th-cam.com/video/cQRcZdY0lbE/w-d-xo.html) where he demostrates the dive isn't (always) centered on the marked player and she can be baited to dive at a more extreme left/right angle by moving across a certain thresthold on the arena.
I'm not sure if that warrants a mythbuster but I do know a lot of people have their own ideas on how dive bombs are *meant* to work in that fight, when in reality it's probably just ARR jank
It is certainly a weird interaction, but I do agree that it looks mostly like ARR Jank! It is quite interesting that you can get away with moving so little if you know exactly how it works though!
You know, I had a thought a bit ago. Would it be possible in any way to test and see if Holy's Stun shenanigans extend to Shield Bash as well? I think it'd be interesting to see if the weirdness comes from spammable stuns or if it's exclusive to Holy. Unfortunately, I can't think of any way to give Paladin a haste as large as PoM and we don't have Swift to mess with either so I'd imagine it's not possible to check the truly weird scenarios.
I think a big part of the weirdness of holy stems from the massive delay from finishing the cast to the stun applying. Shield bash applies it's stun almost instantly so I imagine it would not have this jank in the same way, and as you said, no way to really make your speed vary much so difficult to see if it would 😰
@@CaetsuChaijiCh The instant stun application makes sense. Do kinda wish there was *something* out there to raise Paladin's speed to test this out. XD
I would love a “Hard Mode” of the ARR 24 mans….
I often throw a fun fact about "in level 50 content Art of War deal equal damage to Ruin, so you can safely use it for memeing around or when you need instant cast to move" but now than to you I learn that it is not a just for a meme but real DPS gain 😂
Book smacks are free damage! 😁
Something interesting you could test out. I queued up for main scenario and got put in as a replacement tank for a castrum run. They had gotten right up to the pack just before the boss and triggered them but I assume wiped. When I was put in and we moved forward we found the pack attacking Cid and had gotten him to half health. Now I'm wondering what happens if you let them kill cid or if he even can be killed by them
That is quite interesting! I wonder if that can be tested solo! 🤔😊
I'm guessing his hp would just cycle back to full. I recall seeing that happen to NPC allies in Ghimlyt. Couldn't say definitively though.
"Your first priority is getting a sign you want" is only partially true for AST. The first priority is having two unique seals for the haste on Astrodyne, but the third is pretty insubstantial - even if you play against RNG and lose, redrawing for the chance to get a 6% buff on a DPS vs a 5% buff on...the job in the game with the weakest GCD damage is actually worth. Also, to expand on what you were saying about aoe scenarios (like dungeon pulls) AST is an extremely desirable card target on aoe IF you are detonating Earthly Star and Macrocosmos under the effects of the card. Bonus points if you can use Lord of Crowns. Same logic as AST being their own best card target during DSR P5 meteors.
does earthly star damage check at time of detonation or placement?
@@Runeknight101 detonation!
I wonder if the valid height of an attack scales with the size of the user. I could see it being the case that all of the AoE markers are the same actors, scaled to the same scale as the monster they come from -- so this might include the Z axis scaling. Even though the only visible part of the telegraph is the floor projection, the actual actor and collision itself will extend upwards and probably downwards too. If you could find a monster -- say, in Eureka -- with a normal variant and a boss upscaled variant, that uses the same telegraph attack, this would probably be reasonably testable.
Similarly, regarding the PvP issue, we know that the only part of a player's model that matters for evading telegraphs is a small point at the very center. I assume, then, that this point is actually a tiny cylinder that is the same height regardless of player model, else Lalafell would be able to Z-axis stuff easier in PvP. Monsters obviously work differently, and I assume they have a sphere that originates at the very center of their targeting ring, which is why you could hit the dummy lower underneath its model than above it.
If we're talking about "how things were expected to be done" for CT: intially the party comp was 2 tanks, 2 heals, 4 DPS so it was easier to manage the adds.
This is true sure, but as you can see here, it's not like you need three more tanks to do it if you were interested in doing it "right" 😉😊
One thing I would love to see but would be impossible to test is what do bosses do if you manage to survive enrage? Like what would happen in P9S if you survive the final enrage cast, what would the boss do after?
Sometimes the bosses show their hand at what they would do. The two common results from what I've seen is either that the hard enrage forces the screen to fade to black and reset the fight (even if you survive), or the boss spams the hard enrage attack with no cast time once the first cast goes through.
For getting the answer on a specific fight, I think the "best" way to get the answer is if you can have a dead party member get back up exactly after everyone else dies to the enrage. Timed exactly right it just might work 🤔
18:00 I would say even if it wasn't a potency gain, the utility of being able to move around and weave more cleanly is worth it anyway. But yeah, all round it's better to use art of war up to level 53 no matter what the scenario except when you MUST disengage. It's a fun quirk and I kinda hope they don't "fix" it in DT.
It would be even funnier if they made it even better for dawntrail! 😂
19:10 This honestly only goes pear shaped when people DON'T use AOEs and ignore the skeletons lmfao
But yeah, honestly... LOTA needs a rework considering it's mandatory. So many mechanics kinda want two tanks and we only get through it these days because of jank. Not a great first impression for alliance raids during an already rough part of the game.
@@CaetsuChaijiCh That would be HILARIOUS lmfao
I'd be OK if they made ruin DPS neutral somehow with a trait when you get art of war, but I think it's fine as is 🤔
autoattacks are also the only thing making summoner's topaz ruin 1, 2, and 3 a DPS gain! the elemental ruins have weird potencies all around.
i'm pretty sure emerald ruin 3 is *always* a dps loss, but with a fast enough GCD (is 2.38s achievable? i think it is) ruin 2 is a *extremely* minor DPS loss without autoattacks
"without autoattacks" is carrying a lot of weight here. i don't think summoner can get a fast enough GCD to make emerald ruin 2 a DPS loss if ur autoattacking
Indeed. Emerald ruin not benefitting from speed makes it rather problematic! But yeah the difference is reasonably small, so when it really matters, I think, is in level 70 ultimates where you might have an insane amount of speed! 😁
The Living Dead myth actually makes me curious about some specifics with the ability, in particular with a certain mechanics. I'm not sure how you'd go about testing it or if you even reasonably can, but Suppuration or similar debuffs like HP penalty are able to, temporarily, alter the maximum health of the character.
So what then happens if say, you cast Living Dead at 100k HP, "die" and then have your max HP lowered. Does Living Dead update to your new maximum HP? Or if it doesn't would it mean that a severe HP penalty (like the 99% one in TOP) makes it nearly impossible to recover? As you would need to lose and regain 100% of your new HP total a hundred times over. In reverse also, if you "die" with a very low max health of say, 1k, then the debuff runs out and you return to 100k, would you only need to restore a measly 1k health to trigger Walking Dead?
Also I feel as though the walking dead myth likely spawned from players simply misunderstanding the way it works. Particularly before the rework to Living Dead, as if you were healed too much you could lose the buff early. Healing constantly over its duration could result in never going to full health, but still losing the buff early due to healing and dying. Whereas receiving no healing only to receive your entire health as healing (via Benediction or other methods) at the last moment was the far more common strategy especially in raid settings, which could be taken as needing to be healed to full as that's what often happened.
That is a good question. My guess is that it snapshots something. Maybe your max HP when Living Dead is used? Maybe your max HP when Walking Dead activates? As you said, really really hard to test for certain without having very massive swings in max HP at very convenient timings!
Yeah the myth very likely spawned from players not quite getting how it works, coming to a conclusion of how it worked, and then forgetting that they never tested whether it worked that way precisely ^^
Actually, I'm interested in a crafting myth. You see, I was quite excited to see Trained Finesse as a new capstone, as it made my job a lot easier. But it doesn't seem to show up in high level crafting rotations. So the myth goes like this.
It is always optimal to use something *besides* Trained Finesse.
I think a big part of it is that it typically takes most of your resources to just reach the point where trained finesse unlocks, since you need inner quiet at 10 just to access it 😅
So while you could use it, it often becomes available too late in the crafting process. I had a similar situation of going "that's amazing!" seeing the action. Only to realize that it never fits!
Trained Finesse is interesting. The way I mainly ended up using it is to remove some of the crafting macro RNG. We all know the pain of having a "Poor" Byregot's, and as it turns out if you don't need the buff from Greater Strides, you can replace it with a Trained Finesse and regardless of how the "Poor" proc falls you'll get a similar amount of quality. Because if it falls on the Byregot, that means the Greater Strides in front of it is buffed by the "Excellent", and if the Finesse gets the "Poor" then you still get the full Byregot's.
I ended up using it in almost all of my crafting macros once I got the stats.
If you're an AST in a group with a ranged and a melee DPS but you've pulled a second melee card right after giving one out to the melee DPS at the start of the 2-minute, and the tank is a DRK who's about to use Living Shadow, is it better to give the card to the tank for their 2-minute burst or to hold onto it for 15 seconds and give it to the melee after?
...I'm glad I won't have to worry about this stuff anymore in a month 😂
I think here the answer is give it to the tank (if they are doing overall well, living shadow would be an indication they are bursting now), unless you know the melee is going to be bursting (or still is) for the next card.
In the moment I think giving to the drk immediately is the better choice 😊
Pretty sure the melee card priority for DRK is above most of the other melee DPS for the start of their burst too (read: first melee card goes to NIN then DRK then all other melee DPS), but even for other tanks it's better to get them all in during burst. Having a card on for Fell Cleave spam is a lot more damage than for melee DPS filler.
@liasprings6502 it becomes complex because the question sort of implied the card was drawn at a random time in a fight. Meaning it would not be in an opener context necessarily! 😊 But yes drk has surprising burst!
@@liasprings6502 Honestly I've been known to put Dance Partner on a DRK for their opener before switching back to the other DPS in dungeons lol, especially if it's another low-DPS job. Great way to get yelled at but it's not my fault Fray goes so hard! 😂
I wonder how foods interact with living dead now
Or other ways to increase hp mid combat
Sadly we can't really test melding a piece of vitality materia mid combat anymore
For the height thing, it happens somewhat frequently that latecomers to the fight with Formidable get snipped out of the sky. I wonder how high its attacks go
There's that, plus any hp changes that are significant enough that we would be able to tell, given how large walking dead heals are for example, would not be accessible in combat (like changing gear). And with only ten seconds, it might be difficult 😅
9:40 i would guess most likely 3% more on a dps is better then 6% more on a none dps .... beside that ... even if it would be better to give it to the tank or heal in that case does it really matter in the end if you get 1 or 2% dps more from one person which is in the end somewhat around .. 0,3%? more dps for the group ... is that worth to even think about especially just for a normal dungeon or something? ;D
for me personal (funny enough leveling my ast at the moment 4 level missing ;D) i like to work with the sort function of the group in that case ... melees coming before the ranged so the 3rd party member gets the melee card and the 4th get the ranged card .. always ... even if there are 2 melee or ranged dps and you could say "that job is doing more dps then the other just give all card to him" .. what ever im not in need to study the game to the deepest things possible and in that case we are truely talking about what .. 10 sek faster dungeon clear of a 15 minutes run? awesome ..xD
10:23 ah yes .. i completely forgot about the signs .. i redraw the first card most of the time if i have the "wrong" one but never the 2nd or the 3rd ... atleast i remember the system while playing ..xD
13:14 funny enough ... im a whitemage main and just learned because of this that the whitemage is the only healer where its "better" to do single target dps on 2 targets .. scholar, sage and ast have a stronger aoe then the whm .. fair i guess because of the stun but .. i dont know if i forgot it because of my break or i just didnt noticed it at all ..xD at the same time for my AST lvl 87 for example we would talk about a gain of 4% dps if my mathematics skills dont let me down here xD if i think about the most cases in dungeons where you really have 2 targets and especially for how long ... well you will nearly never notice that to be fair ... the 3rd boss in the lvl 81 dungeon would be an exception to this there are often 2 of them together but yeah its still a boost of what ... 0,7% dps for the group if you use aoe instead of single target? for like around 10% of the fight? its more a fact for the "better feeling" then for a really faster run .. still interesting i have to say ;D
and for trash mobs in dungeons most of the time there are just 2 left for like 1 or maybe 2 casts .. campared to the overall duration of a fight that is nearly nothing and not even really worth the mathematics behind all
and after all this "that is unnecessary amount of dmg boost" i will most likely never do single target dps with another healer then the whitemage again if i have 2 targets ... because its not really doing more so its obviously important to do that right.. xD
I wonder if attack height coincides with the point where you'd get the "target is too far below you" message when trying to use a targeted action
That sounds possible in some cases. I can attest that for the blm pvp example, I can hit the enemy just fine while super nova misses! 😅
I mean, if we're investigating how bosses are supposed to work... I've always wondered how that completely forgettable boss on Syrcus Tower, the one with the clockwork bits who's name I forgot and we just literally never do a single one of his mechanics, is supposed to work.
Glasya Labolas. And yes, I had to look it up. That guy has mechanics... Right?
He does yes... I would have to investigate because what typically happens is you need to go out on the platforms or something, but if that comes about it's usually a wipe these days! 😂
People would enter the sphere around the clockwork bits. This would lock the player into the sphere, but make the bits targetable and able to be killed. Raids wanted to kill them, since they made Gasya's super meter charge faster. After a while into the fight, 3 clockwork knights would drop. Tanks would have to grab one each and move it to a specific location on the map so that two tethers would connect to the knight, then kill it. This would expose the core of the knight and power the tethers which connected to power supply for jump pads. A short while after the knights appeared, Glasys would start charging up his super attack. All parties would then step onto the activated jump pads, to the outer ring to survive the attack, then use jump pads on the outer ring to jump back into the fight after the attack.
The verticality thing im thinking of trsting more, I'm thinking considering there are multiple mechanics in raids where you're raised up to avoid something (Xande, the Eyeball in deltascape, eden titan), my guess is that the AOEs are designed as likely a standardised volumed shape with only the bottom textured, if im right, that would mean that either all AoEs are as tall as they are wide, or the mob you found might be the perfect size to be so, or you're correct and its based on the model (though considering the raid examples im tempted to suspect otherwise).
Based on what others said and observed here and there, it seems most likely that each attack has its own height attached to it, although many attacks would be impossible to test.😅
For the raid bosses you mentioned, I am reasonably confident that given the raising effects that move you up give a buff, the way it is programmed is that the buff itself makes you avoid the mechanic, not necessarily your vertical position.
After all, as I recall for Xande and the eyeball, the attack says "MISS" which means that the game did recognize you were in range 🤔
@@CaetsuChaijiCh hmm good point.
One thing that I would like to see debunked once and for all, is the effectiveness of mob-stacking in dungeons.
Let me explain, most dungeons have 2 packs before a wall, and then another 2 packs before the boss. And most dungeon layouts have some kind of alcove (a small gap) after the second pack. Entering the alcove would gather both packs in a nice stack that would be easy to DPS.
My claim is that it's more efficient to put the mob pack in the alcove since they'll be better stacked and as such easier for the DPS to handle, since most AoE's hit in a circle. However, I've seen mostly Casters complaining about putting mobs in an alcove, even though it should be an overall DPS gain to do so.
I'm certain that putting mobs in a gap is a DPS gain.
I don't know what there is to debunk 😅 if mobs are clumped closer together, that's a good thing. A surprising amount of players don't realize how much of their aoe just randomly miss because of mobs being spread out!
@@CaetsuChaijiCh That's what I've been saying for years in Mentor roulette. But nobody wants to listen to the advice.
Although, you could put it in a video regardless, if anything someone might learn a new trick to tanking/pulling mobs together.
At one point I literally had to do a dungeon twice to prove my point. Attempt 1: Don't put mobs together. Attempt 2: Put all mobs together. As you probably can guess Attempt 2 was almost 4 minutes faster. Even though it was the same group comp & same item level.
@astrealove2247 unfortunately the problem is that the people you want to reach in this scenario don't listen to logic or reason, so such a video would not be seen by those that need to see it. I actually have tank guides that go over the benefits of clumping mobs together 😊
Astro Cards - Shame they're changing again in Dawntrail... :3
Maybe the new cards will be fun! 😁😅
Okay now heres a crazier myth. Mentor roulette prioritizes filling duties that have been sitting the longest.
Im not sure how youd test this really. I guess have somebody hard queue for Cloud Deck EX, with only JP as their language, then have mentors with every language checked one by one queue for mentor roulette til they fill it? Let the Diamond EX player cook for like 12 hours and hope it doesnt pop? Itd have to be a high level EX, at the end of an optional questline, to minimize the number of players who could possibly be queueing for it, right? Sprouts queue for Ifrit EX all the time, they dont know better. But do sprouts even have Diamond EX unlocked? Have they learned not to queue for it by level 80?
It sounds possible, but I don't think that there is a reliable way to test this necessarily. I am pretty confident it also prioritizes duties it can actually fill, but then I am not sure how it all works together!
It is a good idea for the test, but I think it might not be possible to guarantee all the seven mentors would land in the diamond weapon run, and if they don't, it'd put you somewhere else because that can at least get started! 😅
I may be misunderstanding what you mean but ... yes, all of the roulettes prioritize filling duties that have been sitting unfilled longer? Keeping the direct queue wait times low is explicitly what they're all designed to do. It's hard to be sure exactly how the matching works in detail and to some degree the system prefers starting a duty it can fill over keeping people waiting to minimize the longest queue, but it doesn't just greedily form small parties indefinitely. If there was no mentor roulette and you solo queue for Solemn Trinity then you will still be joined by a bunch of guildhest roulette enjoyers eventually.
If the myth is that mentor roulette specifically emphasizes wait time to a greater degree than the other roulettes then that seems unlikely. Sure, it's not inconsistent, but it's not a necessary assumption to explain observed behavior and I don't see how you'd test it.
In regards to queue length, I don't know if Mentor prioritizes anything differently. HOWEVER, I do have a feeling it prioritizes SPROUT queues more, and first time runners more. Which would make a lot more sense, you are theoretically supposed to mentor people when queueing as a mentor. On the EX front, I WISH it was normalized to queue for EX stuff. I like getting them in my mentor roulettes.
Add old EX to the Trial Roulettes square! Make it normal to DF them! (I know they never will, and that the vast majority of the community does not want it, but dammit I can dream! XD)
That mentor roulette prioritizes sprouts is a testable proposition, although probably not one you'd want to try to test on your own. You can tally how many sprouts you're matched with on average (or just if/if not) for a given type of content in mentor roulette versus the specific roulette versus queuing for a specific duty. You may need to do a lot of duties to satisfy the t-test, though.
Personally I'm wary of assuming this sort of thing over sticking to the null hypothesis of "mentor roulette works like every other roulette". You should expect that a roulette that matches to near enough every duty in the game will more frequently match you to lengthy queues and things that veterans don't generally queue for, since those are always options for MR but are not necessarily even unlocked for people in the regular roulettes. This will happen even if MR follows the exact same matching rules as all the other roulettes: the longest waiting group eligible for matching with a MR queue is always going to have waited longer than the longest waiting group eligible to be matched with other roulettes since the worst case group matchable by MR at best matchable by exactly one of those other roulettes. It's still possible MR has extra complex matching behavior, of course, but this doesn't seem necessary to explain what happens and who you get matched with in my experience.
As someone that has never touched DRK before, I still do not understand how the myth of reaching max HP to get undead rebirth ever became a thing.
My best guess is dark knights trying to explain to healers for years what it takes to heal them enough 😅 back when living dead came with no healing itself. Exaggerating van help convey the point, it then again exaggerating is not always the full truth! 😂
Thats actually because it IS how it used to work. I hadnt played it for ages until recently to level it, but if you go to an archive of its wiki page you can see the old text. So you have a bunch of people that never noticed when it changed and just remember its original text
"Grants the effect of Living Dead. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead.
Living Dead Duration: 10s
While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, you will be KO'd.
Walking Dead Duration: 10s "
as a Blackmage Main I guarantee if you give me all the AST cards everything will die faster >:)
what's ironic, is that RDM sword smacks are just as disappointing as a book bonk
4 is more complicated than that due to... burst windows, where the character is exactly in their rotation, etc. unless you are tracking those things, there is no point thinking about it, just slap it on the person that seems to be pressing their buttons properly.
Interesting. Cover checks your mitigation in real time in pvp
Cover also checks your mitigation in real time in pve. Intervention is a completely different thing 😊
The first one, the Living Dead. That is what it USED TO work. They changed it, I believe, in EW. Before that you HAVE TO hit 100% HP or else walking dead will not resolve and you will ded.
Good Afternoon comment section
I fkng hate this vertical lines! It makes the attacks less clear and I don’t know why regular flat telegraphs are not enough. This pisses me of as it’s a classic for FF14 devs to fck things up like this by overkilling the good idea into a parody.
"Tank gaining 6% damage is equivalent to the Ranged gaining 6% x 66% = 4%. Meaning giving the tank the card is better under these assumptions" While the math checks out, the conclusion isnt accurat if we work with actuall numbers. Lets say for example a ranged does 300 dps and a tank does 200 dps, which would fit the assumption tanks deal 2/3 of ranged dps damage. 300 dps raised by 3% is 309, so a gain of 9 dps, 200 raised by 4% is 208, so only a gain of 8 dps. The way those two percentages interact (66% and 4/3%) means that a tanks damage gets raised by a higher percentage, but still not exceeding the dps' damage gain because of their higher base dps
I think you're getting too caught up in the numbers. You are making the mistake of giving the tank 4% damage which is wrong.
The tank gains 6% which in your example is a gain of 12. Versus the dps who gains 3%, being 9.
12 dps WOULD have been equivalent to if the dps had gained 4%. But they only gain 3% which is 9 in your example. The tank gains 6% and that is 12 which is more, and equivalent to 4% for the dps.
@@CaetsuChaijiCh yes, my bad
Why is 7 even a myth? All you need to do is look up some guides from when lota was new, I'm pretty sure mizzteq has a guide on it that goes over the skeletons.
Almost certainly, but sometimes these kinda of questions are things people are curious about if presented as is. But will not look them up. Sometimes people will also assume the guide will be so outdated it no longer applies or some such. Hence why the demonstration included three tanks and nothing else 😊
living dead was changed recently. It used to require being healed to full.
The only change that was made was the fact that it helps you heal itself 😊
And that change happened in April 2022 so recent is maybe a stretch!
@@CaetsuChaijiCh I could have sworn i saw it in patch notes......
tho admittedly i have no concept of time so it may have been like 6 years ago
As an ast, and bf being an ast main
We can atest that redraw does not remove balance or bole from the choices if you already stored that seal
Ive stored the sun seal, drawn and got balance, rerolled and got bole
Stored it because im not getting anything else from there
Drew balance again, rerolled and got another balance
Luckily at that time a tank, other healer and a dps died so i just swift and lightspeed ressed them with mana regen boost
If you never got that seal from a redraw, then you are just lucky
But ive gotten 3 suns from redraw, 3 celestials from redraw, and 3 cresents from redraw, MULTIPLE TIMES, its painful in savage content
I think you misunderstood what I said in the video 😊
If the card YOU HAVE RIGHT NOW is balance, then redraw will not give you balance OR bole because it gives you a different seal than the one on the card you had.
I am confident you have not gotten those results, and simply remember wrong, as redraw has been incapable of giving you the same card as the one you already had since at least shadow bringers if not always. Since endwalker it has been unable to give you the same seal.
I invite you to go and test it right now, outside of an active combat situation so you are paying close attention to what card you have. I am 100% confident you will be unable to get those results you mentioned 😊
Further clarification if you don't trust my word on it.
If you go and check the ffxiv patch notes for the following patches, you will find:
Patch 3.2: redraw: it is no longer possible to draw the same card twice consecutively
Meaning balance redraw balance has been impossible since early 2016.
Patch 6.2: the card drawn will never have the same astrosign as the card presently held.
Meaning since mid 2022, balance redraw bole has been impossible 😊
@@CaetsuChaijiCh Went to a training dummy in my fcs yard
Entered combat simply to keep seals, boyfriend joined on his Astro, and a lvl 71 Astro joined cus I wanted to know what their result was as well
We did it for an hour and kept track
The lvl 71 Astro got only a duplicate seal with redraw twice, he drew spire, already had celestial, redrew and got spear, second time he got balance, redrew and got bole
In an hour, he only got a duplicate when he already had it twice
Boyfriend knew what we were doing so he would tell me if he got duplicates, even shared his screen with me, he stored a seal and got wouldn't store the next one if it was a duplicate, first 5 seconds, he stored balance, and drew bole, redrew gave him balance, (he actually used undraw in this situation) drew a balance and redrew a bole, and he never got duplicates afterwards
My results, first 30 minutes were no duplicates, at all
After the 30 minutes, I just kept getting duplicates with redrew
Draw, crescent, draw, crescent redraw crescent, draw crescent, redrew crescent
It is rng, I do not know the percentage of the rng, it can happen, there might be a low chance but it can happen, and it happens with me often, but I'm going to blame the datacenter on it, your datacenter might have better rng while mine has crap rng
Example
I visited another data center on my dancer, and would constantly get feathers for fandance
Hop back on my data center and hardly ever see fandance light up without using florish, the bf laughs at me when I'm on dancer because the game wouldn't give me a feather (I'm vocal on dancer where as he's vocal on fromsoft games)
Either way, dawntrail is around the corner(literally) and there may or may not be a card seal but here's hoping Astro is still fun to play
@SaraAliciaCaster I'm aware that you attempted to demonstrate. I don't know what to tell you beyond the patch notes themselves say what you say you observed is impossible.
Just to clarify, redraw does not avoid seals you have obtained. That's not what we are talking about (and it sounds like you are focused on this). It is avoiding the cards that give the same seal as the card you had. As in, regardless of what seals you have stocked, redraw will have a similar result. What redraw does as of an endwalker patch, is if you have balance in hand and use redraw (not draw), then balance and bole will not be possible to get from the redraw.
If it was possible, you would see this happen approximately 1 in three draws, you would not need an hour worth of draws to test. In an hour, it is a lot more likely you exhaust yourself and misread something.
I have tested this theory myself privately, and even on stream. If redraw could draw the same seal as the one you just had, it would be one in three chance. If it could draw any other card, it would still be one in five to get the other card with the same seal, so an hour worth of tests would not be necessary to demonstrate that it were possible.
There's a reason I usually record my tests like these so I can rewind and double check what I saw 😊
Reiterating again: redraw does not look at your seals. It looks at the card you have, and replaces it with a card that would grant a different seal than the one on the card you have. 😅
Edit: I also want to add that I do realize the absurdity of me seeing you doing a test, and simply going "it didn't happen like that, you must've seen it wrong", especially after inviting you to test it. But I am legitimately confident that we are either misunderstanding each other, or you saw something wrong in an hour long test (which admittedly, I would've had to record and review myself if I wanted to be sure I didn't see anything wrong if it was me, too!) 😅
@@CaetsuChaijiCh probably am seeing it wrong, after doing the tests on my end I threw up blood and blacked out and woke up in the hospital and have had a grand total of 1 and a half hours of sleep, they didn't tell me what was wrong but they told my bf, I'll get it out of him one day, if I don't forget, can't get on game since consoles at home, so I just wallow away here till they release me, hopefully it's before dawntrail
For the Art of War one. This is true, however, you get Ruin II at level 38 and it does 220 and is also instant. So you shouldn't use Art of War on single target. And since Art of War is learned at level 46 you never have a window when it is better on single target.
Ruin 2 is 140 potency until level 54 where it becomes 160, then at 64 it Becomes 180, and then at 72 it becomes 200, and then at 82 it becomes 220.
So nope, that is incorrect!