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Repeat Login Campaign No.1Follow

#77 Jul 13 2013 at 10:37 AM Rating: Excellent
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Almalieque wrote:
RDD wrote:

Did you actually even play this game?


This is my question to you. There are tons of testimonies of RDMS fighting gods/HNMs etc. back in the day in reference to enfeebling. Maybe you were doing something else.


This is why no one likes you. Just so you know. Its not that hating on you is the cool thing, its just discussing things with you leads to some circular argument because you lack the ability to understand basic explanations, basic math, and are devoid of any ability to think constructively. You asked why people laughed at MACC back in the day, and I told you. It was second rate because INT/MND could accomplish the same land rates with better potency. This doesn't mean MACC was useless, just that it was inferior.

This remained true all the way up until now, even if enfeebles could or could not land due to immunities...or their relevancy in even being cast (depending on mobs). The changes SE has made (I don't play but Saevel knows his sh*t so I will gladly take his word on it) to mobs growing much faster in stats makes MACC currently more effective than INT/MND (because you would need a sh*t ton to move potency tiers based on the delta values in the calculations.).

That is at least until some nerd figures out that sweet spot of Skill/MACC and INT/MND like we had back in the day. I don't know how to make it anymore clear to you.

MACC was a second rate stat because it literally added nothing that couldn't be accomplished with INT/MND which also boosted potency. Thats about it, not understanding this absolute basic of basic explanations is literally retarded.



Edited, Jul 13th 2013 12:41pm by rdmcandie
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#78 Jul 13 2013 at 3:58 PM Rating: Default
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Quote:
This is why no one likes you. Just so you know. Its not that hating on you is the cool thing, its just discussing things with you leads to some circular argument because you lack the ability to understand basic explanations, basic math, and are devoid of any ability to think constructively. You asked why people laughed at MACC back in the day, and I told you. It was second rate because INT/MND could accomplish the same land rates with better potency. This doesn't mean MACC was useless, just that it was inferior.

This remained true all the way up until now, even if enfeebles could or could not land due to immunities...or their relevancy in even being cast (depending on mobs). The changes SE has made (I don't play but Saevel knows his sh*t so I will gladly take his word on it) to mobs growing much faster in stats makes MACC currently more effective than INT/MND (because you would need a sh*t ton to move potency tiers based on the delta values in the calculations.).

That is at least until some nerd figures out that sweet spot of Skill/MACC and INT/MND like we had back in the day. I don't know how to make it anymore clear to you.

MACC was a second rate stat because it literally added nothing that couldn't be accomplished with INT/MND which also boosted potency. Thats about it, not understanding this absolute basic of basic explanations is literally retarded.


The key component that you keep missing is that this movement towards Magic Accuracy happened BEFORE the recent expansion.

If you decide to live in fantasy world where people didn't go around saying "lol---drg" or "lol---pup" without knowing their true capabilities, then that's on you. People for years were complaining about the randomness of landing spells from a max enfeebling and "decked" out 75 RDM.

Edited, Jul 14th 2013 12:03am by Almalieque
#79 Jul 13 2013 at 5:54 PM Rating: Good
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Almalieque wrote:
Quote:
This is why no one likes you. Just so you know. Its not that hating on you is the cool thing, its just discussing things with you leads to some circular argument because you lack the ability to understand basic explanations, basic math, and are devoid of any ability to think constructively. You asked why people laughed at MACC back in the day, and I told you. It was second rate because INT/MND could accomplish the same land rates with better potency. This doesn't mean MACC was useless, just that it was inferior.

This remained true all the way up until now, even if enfeebles could or could not land due to immunities...or their relevancy in even being cast (depending on mobs). The changes SE has made (I don't play but Saevel knows his sh*t so I will gladly take his word on it) to mobs growing much faster in stats makes MACC currently more effective than INT/MND (because you would need a sh*t ton to move potency tiers based on the delta values in the calculations.).

That is at least until some nerd figures out that sweet spot of Skill/MACC and INT/MND like we had back in the day. I don't know how to make it anymore clear to you.

MACC was a second rate stat because it literally added nothing that couldn't be accomplished with INT/MND which also boosted potency. Thats about it, not understanding this absolute basic of basic explanations is literally retarded.


The key component that you keep missing is that this movement towards Magic Accuracy happened BEFORE the recent expansion.

If you decide to live in fantasy world where people didn't go around saying "lol---drg" or "lol---pup" without knowing their true capabilities, then that's on you. People for years were complaining about the randomness of landing spells from a max enfeebling and "decked" out 75 RDM.


Look I am pretty much done arguing with you at this point, and because I grew up a bit, I won't sit here slinging insults at your clearly deficient mental capacity, nor your lack of a grade schoolers ability to comprehend basic language. What I will do is politely respond to your final query, likely call you an idiot at the end and call it a day. So here goes.

There was no movement to MACC, because Enfeebles were considered useless from about the start of WoTG all the way through to today. The only time MACC was put on was when you needed a RDM to chain spell stun, or needed a SCH or RDM to stun in Legion. Other than that enfeebles were generally regarded as sh*t...because Slow and Para had no impact on a mobs ability to use TP moves, and Blind became woefully inadequate in later stuff because mob levels were high enough that the small amount of points in ACC were essentially disregarded in the end calculation.

The only time Enfeebling mobs in endgame was remotely useful was when we threw PLDs at sh*t, and hoped we had enough MP in our healers to overcome the mobs before they died. When Zerg mechanics became the norm, and shadow tanking became the big thing, enfeebling began to die off. HNM's were no longer hitting our tanks with standard attacks, thus enfeebles had really no impact (not to mention didn't stack with NIN enfeebles which they needed to use to help hold hate anyway), and ultimately SE decided to just make everything pretty much immune to all the things anyway.

As for randomness in landing, I don't recall people getting pissy about it. 95% isn't 100%. You can never achieve perfect land rate, you can floor the variable so you land it most of the time, but sadly you will never achieve 100%. Outside of using abilities (Elemental Seal, assuming no immunity). People used to get irritated because RDM could cast and miss, then the WHM would cast and land...but hey thats what % chance does for you.

During the days of DRG and PUP bitterness, (which isn't even comparable to this discussion) it was because they were inferior to other jobs. PUP required a ton of work (on mechanics of job by SE), and it took magic little pink birds and lady bugs for people to like DRG again. DRG and PUP were inferior in just about every way to other jobs in standard EXP and in endgame, and as such the community pushed them away. Its not really any different than some RDM's being so hell bent on melee that they choose to ignore the fact that just about every other (comparable) job is better in that aspect, which is a large part why the majority of melee RDM's get laughed into the ground.

Frankly your memories of the game don't match up with how the game was actually played. I get it, you were a loner for your RDM career, likely because you were just as mentally incompetent in the game as you appear to be on the forums. If you still don't understand why MACC was never seen as important, compared to INT/MND, then you never will.

Idiot.


(and I am done, you are another persons problem now, I tried to be polite, but I am afraid if I have to post again, I will use language that most wouldn't like)






Edited, Jul 13th 2013 8:04pm by rdmcandie
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#80Almalieque, Posted: Jul 13 2013 at 8:20 PM, Rating: Sub-Default, (Expand Post) That's fine. I'll always be here because you'll come back. Smiley: smile I wont insult you because I've learned that it isn't really tolerated outside of the Asylum or OoT.
#81 Jul 15 2013 at 11:18 AM Rating: Decent
Hopefully this thread hasn't been derailed beyond getting a question answered....

Where do you turn in the Moogle kupon X and B at during this event. I read before that they were turned in at Dealer Moogles, but they don't appear to be active. Is there no way to turn in to get the rewards?
#82 Jul 15 2013 at 11:21 AM Rating: Excellent
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KarmiaShiva wrote:
Hopefully this thread hasn't been derailed beyond getting a question answered....

Where do you turn in the Moogle kupon X and B at during this event. I read before that they were turned in at Dealer Moogles, but they don't appear to be active. Is there no way to turn in to get the rewards?

Dealer Moogles should appear tomorrow when the Bonanza Numbers will be announced.
#83 Jul 15 2013 at 11:24 AM Rating: Decent
Awesome thanks!
#84 Jul 22 2013 at 2:52 PM Rating: Decent
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Have they mentioned anything about what the synergy ingredients will be needed? Or the level of synergy required for Making the Masque +1 ?

Also, has anyone used their points for the Copse candy? I really wanna see that Leafkin costume and an image search nor ffxi wiki has any pictures of somebody 'in' the costume.
#85 Jul 22 2013 at 3:17 PM Rating: Excellent
From what was listed on the update notes, it just takes two Chocobo Masques with some unknown fewell balance, and there's no level of synergy required.

As for the Copse Candy, I doubt anyone would have used their points for it (Lot saving it for Behemoth pops, Masques, etc), but here's a screenshot from a couple in my ls using them from taking Rank 5 wins from the Mog Bonanza.

Screenshot
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#86 Jul 22 2013 at 9:09 PM Rating: Decent
I started looking at turning in points last night but besides black belt pop items I am at a loss. Is the af gear I tried to get years ago just -inventory space now? Was mostly just curious what everyone is going for. This event is great because it requires nothing to participate still would like to get the most out of it. Have 4 chars going and one is thf and mnk so af hands are a must along with bb items. Thanks.
#87 Jul 23 2013 at 5:39 AM Rating: Decent
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No, that gear is not -inventory because you could put it on the Porter Moogle.
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#88 Jul 23 2013 at 7:38 AM Rating: Good
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oyy wrote:
Is the af gear I tried to get years ago just -inventory space now?

No, Relic gear can be upgraded to a +2, and an augmented +2 version that is still relevant for lots of jobs, and even include bonus to 1-hr duration.
THF gloves give TH +2, augment adds 50% to the duration of PD.
Augmented BST hands let you summon jug pets 15 levels higher than normal.
NIN hands save tons of gil on tools.
MNK Legs add another 15 seconds to Hundred Fists.
#89 Jul 23 2013 at 11:04 AM Rating: Good
BB items can't be sent within accounts, right? Otherwise someone could obtain all 3 on their mules and get a free BB.

Edited, Jul 23rd 2013 1:04pm by Catwho
#90 Jul 23 2013 at 12:14 PM Rating: Excellent
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Catwho wrote:
BB items can't be sent within accounts, right? Otherwise someone could obtain all 3 on their mules and get a free BB.

Nope, but you can use mules to gather more NQ pops to try.

Edited, Jul 23rd 2013 2:14pm by Szabo
#91 Jul 23 2013 at 6:57 PM Rating: Decent
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Can't send chocobo masque or AF2 by delivery box from my mules to my main....just wasted 2200 points on 1 mule and 2000 on another one :(
#92 Jul 24 2013 at 10:47 AM Rating: Decent
hyunkyl wrote:
Can't send chocobo masque or AF2 by delivery box from my mules to my main....just wasted 2200 points on 1 mule and 2000 on another one :(

They ninja-updated the event notes to say that the Chocobo Masque and Chocobo Masque +1 can't be sent.

I ended up blowing 2000 points on a mule just to double-check, since they didn't update the official list of unsendable items. Looks like they were on top of things this time around.

It's a shame. I was looking forward to getting a Nomad Moogle Rod and a handful of Dynamis items.
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#93 Jul 25 2013 at 2:08 PM Rating: Excellent
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DomfranciscoOfIfrit wrote:
oyy wrote:
Is the af gear I tried to get years ago just -inventory space now?

No, Relic gear can be upgraded to a +2, and an augmented +2 version that is still relevant for lots of jobs, and even include bonus to 1-hr duration.
THF gloves give TH +2, augment adds 50% to the duration of PD.
Augmented BST hands let you summon jug pets 15 levels higher than normal.
NIN hands save tons of gil on tools.
MNK Legs add another 15 seconds to Hundred Fists.


Exactly this ^^ Though some of the Relic+2 stuff is not so useful, there are a lot of pieces that are really nice. Some other examples:

Augmented WHM legs +2 increase Shellra V MDT-
COR head increases duration of rolls based on # of Winning Streak merits
PUP +2 hands are already a good TP piece, and augments give 1% automaton crit rate per Fine-Tuning merit
DNC body with augment gives an extra 5tp per No Foot Rise merit

Each set has one piece where the augment enhances the 1hr JA. For the duration-based 1hrs, that means extending the 1hr effect duration for some time period (10-30sec) and can be really useful for a lot of jobs: RDM, MNK, WAR, PLD, BRD, SCH, THF, DNC, etc.

Worth noting that the +2 gear can only be stored on Porter Moogles after completing the augment (each augment obtained by doing a magian trial where you need to get 10k exp in a specified Dynamis zone while wearing that piece). Base +2 gear is not storable.
#94 Jul 25 2013 at 11:08 PM Rating: Excellent
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So far I've upgraded the pieces where I've put my merits in. The body and head upgrade materials are really expensive so doing the +1 trial beforehand makes it a bit cheaper.
#95 Jul 30 2013 at 4:27 AM Rating: Good
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Screenshot

PlayOnline wrote:

It has come to our attention that due to technical reasons we will be unable to end the Repeat Login Campaign No. 1 according to schedule. Therefore, we have decided to extend the campaign until Thursday, August 1, 2013, at around 7:00 a.m. (PDT).

Schedule:
Wednesday, July 10, 2013, at 8:00 a.m. (PDT) to Thursday, August 1, 2013, at around 7:00 a.m. (PDT)


Click here for further information about Repeat Login Campaign No. 1, including how to participate.

http://www.playonline.com/ff11us/index.shtml

That emergency maint would be my guess for the day extension.

Edited, Jul 30th 2013 6:32am by Szabo
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