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milranduil

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milranduil last won the day on September 16

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  1. One of the three Beach Bum Beasts layouts does not seem to give PA frags on clear (the other 2 do)
  2. During events on NA and JP, you could easily 1-180 in 1-2 days depending on which it was. I specifically remember leveling a female cast on JP during an event because the EXP was just that insane, and that was really just normal. Wanting EXP to be *reasonable* outside of event missions that have EXP boosts on top of them is OK. EDIT: I know some people aren't familiar with GAS, but the reason people want EXP to be in the reasonable to easy range is because GAS requires like 300% more than it does to get to cap to do one (1) class. If anyone wants to play more than 1 class with full GAS customization, you have to play a LOT.
  3. I don't understand what everyone's obsession is with completely overexaggerating. With the current boosts, no one gets 1-100 in a sitting; it's not even close. People want their time spent to be worthwhile, not easy. There is a difference.
  4. i like the idea of boosts changing each day, kind of like level up quest on pso2. you can spam EXP missions 1 day of the week, do PA leveling another. rotate every 4 or 5 days or something
  5. skills like jabroga, gravity break, cyclone dance, grand crusher, sougacho, shousen, dezza, would all become far too strong if you didn't have to normal attack first for the crit.
  6. Updated OP with all bug fixes, simplified a few, and added new ones regarding: -enemy attack modifiers using too much ATA (various cases) -sleeping warriors layout spawning 1 svaltus only regardless of difficulty -regrants dealing 4% as opposed to 1% of damage dealt to player
  7. In anticipation of some bug fixes with the patch, I'll be re-purposing this post for general bug reports, adjustments, and recent bug fixes.
  8. I think there's no issue in having a 200 or 300% casting unit with 50-75 TP on it. Part of the issue though is that Hyakka was made too rare for a non-endgame unit. It has half the TP of yasakani (endgame head unit) yet is on the hardest enemy to farm efficiently in the game on top of having a horrendous drop rate.
  9. As Marm has said, the point is to up the drop rates, but allow for a larger spectrum of items and broken items/drops to exist. Meaning if you have plenty of GC due to farming a lot and you get a broken item as a drop or from the shop, you can 40%, 10/10 it, change the element, whatever.
  10. shows how much i grind A-ranks LOL i'll remove that part then. edit: i want to add that my point about upping area drop grinders doesn't just mean most of them should be S, but that they should drop a LOT more often as well. it's not uncommon to do 4-5 runs and walk away with 0 grinder base A/S currently.
  11. I'm fine with how it is currently in that you can use a variety of grinders for the lower grinds, then focus on +10's after like 6/10 or 8/10 depending on how lucky you feel. I would however request that we move away from most of the grinders coming from Copernia/Olpad. It's just another step that makes grinding more tedious, or you pay the market extra to the people who spend an hour exchanging their 3 stacks of each. I should mention copernia/olpad were definitely not the source of most grinders on official either. Right now, you get the vast majority of your grinder market from copernia/olpad in boss boxes, not area drops from running any mission. It's very common to run for a while and come out with like 5 grinder base S drops (the item itself). To adjust grinder drop rates to be more consistent, I would suggest: -replace copernia/olpad with grinder base S in boss boxes, but decrease the rate to 1/3 or 1/4 (not 1/2, see below) -increase the drop rate of grinder base S as a global area drop by a lot (specifically that on difficulty S or above a grinder base is almost always S, not A) Players shouldn't have to run boss missions just to... find grinders but that's pretty much how it is right now. There are a lot of worthwhile missions that people run (robotanical, sakura blast soon, military subway, etc.) that just don't drop a lot of grinders simply because there are no boss boxes. Copernia/olpad should be a bonus for more grinders, not the source imo.
  12. They removed shield causing ranged half damage since many enemies appear with it extraneously (humanoids, most Bal Sozas, some robots, etc.)
  13. The definition of "fine" here is hilariously skewing your interpretation of what is considered acceptable. There is an AT in our group that gets 1 or 2tapped like the rest of us, buffs don't fix the issue. I've drawn this up to give an accurate comparison both of how low/high DFP classes deal with damage, as well as how much leveling does or does not change that. I initially thought enemy TP was more of a problem than it is, but it's actually fine. Only ATP is the issue. It *does* need to be buffed compared to official to give the same sort of #s, just the 63% is obviously overkill.
  14. If you want to make a comparison of tanky vs squishy classes, wouldn't it make the most sense to use the same buffs? FM vs MF for example, both with megi?
  15. Where are you getting that buffs are being divided???? The end of the formula is (1 - buff mod), the last parenthesis closes the floor function. My entire point is not that tanky classes need to take less than official. It's that it's the only reasonable compromise without fucking over squishier types.
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