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milranduil last won the day on September 16 2021

milranduil had the most liked content!


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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. They removed shield causing ranged half damage since many enemies appear with it extraneously (humanoids, most Bal Sozas, some robots, etc.)
  10. 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.
  11. 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?
  12. 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.
  13. Yes and no. I'm saying that tankier classes feel it marginally less, but that enemy attack is so obscenely high that they can't tell the difference to begin with. The comparison is also inherently flawed because stacking DFP was so meaningless to begin with that ANY change to make it better is a step up from official. No one on clem right now has 700DFP to begin with. They might after we get a batch of levels, but that would only be with AT buffs. Notice also my comparison was +20% ATP, not +64%. If the goal is to make DFP meaningful, enemy ATP can only be buffed such that the tankiest classes take less damage than official, and squishy classes take slightly more than official. Meaning like 10%.
  14. Nope. If you compare new to old, you will notice the difference. Official divided by 5 without the end fractions due to DFP/MST and buffs. Clem currently divides by 3.7, and includes both fractions. If you take into account a Megistaride, you get dividing by 4.36, still less (meaning taking more damage) than official. If you include now 300 total DFP, you're dividing by 5.03. Still very close to official. If you include 700 total DFP, you're now dividing by 5.9. A noticeable difference, let's see how much it changes damage taken though. Let's say you took 500 damage from something on official. Working backwards, that becomes about 425 damage on clem... with 700 DFP. Something no one has yet. So they took 15% reduced damage. But the squishier characters (less DFP) are still taking very much the same damage as before. Let go back to the 300DFP person. They would have taken 580 damage compared to the 700DFP person on official, but let's now buff enemy attack by 20% on clem(using rough estimate). If you have 700DFP, you now take 533 damage on clem, or more than official by 6%. However, the 300DFP person now takes 812 damage or a 62% increase in damage taken. This is why enemies feel so miserable to fight, and that's just a 20% increase. Right now we have more than a 60% increase in ATTACK, not even damage taken. We are literally taking 2-3x more damage than the equivalent enemies on S2 would deal on official. Many enemies we're fighting deal more damage than their counterparts on official servers did on S4, endgame PSU. This is why enemy attack should be at most buffed by 10%, no more (and 5% tops for TP since techs have much higher scaling on average). The tankier people like fighters don't feel a small increase much, but the squishier classes will just get run over by EVERYTHING.
  15. if your runs aren't faster in a party, then it means someone or multiple people aren't pulling their weight. there aren't that many missions, especially on s2, that aren't noticeably or significantly faster with 2 or more people, incap or otherwise. given how obscene enemy stats are, if anything, the server is currently oriented towards party play. not the other way around.
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