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 Post subject: Mob tp gain
PostPosted: Mon Feb 05, 2018 10:09 pm 
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Joined: Sat Oct 14, 2017 1:33 am
Posts: 21
I'm confused as to why the issue of mob tp gain is not a bigger deal to everyone? This is one of biggest problems I have noticed. This is by far the best functioning server I have seen myself. I am just a little surprised that such a long ongoing issue has not seen any attempts to correct. Please correct me if I am wrong, but I would like to see the interest in trying to get nasomi's focus on this issue. Thanks peeps.


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 Post subject: Re: Mob tp gain
PostPosted: Mon Feb 05, 2018 10:57 pm 
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Joined: Wed May 10, 2017 8:26 pm
Posts: 3780
One time a RNG used a barrage on a fly in Riverne Site A01 and it TP moved immediately. It was 100% HP before the barrage. The barrage took it to below 50%. This was only a few months ago.

Heres what I think is happening.

The criteria for using TP moves is incorrect. It seems as if, above 50%, it might be alright. But mobs will almost always TP move upon hitting 50%. I've used this to my advantage on SMN in the dunes by trying to get aggro on my avatar with the move that drops it below 50%, forcing the mob to TP move my avatar instead.

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 Post subject: Re: Mob tp gain
PostPosted: Tue Feb 06, 2018 9:17 am 
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Joined: Sat Jun 25, 2016 5:30 pm
Posts: 230
AFAIK the tp usage was set up like this or that's what DW was talking about back then :

100%-50% : TP used at 300.0 TP only

50-25% : TP used starting at 200.0 TP, chance increases with every AI cycle

25-0% : TP used at 100.0 TP

My memory tells me that 2nd tier didn't exist when I played and wiki seems to confirm it :

"Monsters will use their TP semi-randomly when at 25% HP or above, until reaching 3000 TP at which point they will use it on one of their special attacks. Once monsters fall below 25% HP, they will no longer save their TP and will attempt to use their special attacks immediately upon reaching 1000 TP. Most monsters follow this behavior, but some can circumvent it, usually Notorious Monsters. Note that monsters can gain TP very quickly when attacked by a party (see below)."
- http://ffxiclopedia.wikia.com/wiki/Tactical_Points

Melee tp gains are fine, and usage as described above is what I have been experiencing since the fix last year.

This said, ranged attacks might have another problem which the tp they give? I haven't tested any of that.


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 Post subject: Re: Mob tp gain
PostPosted: Tue Feb 06, 2018 4:06 pm 
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Joined: Sun May 15, 2016 2:45 pm
Posts: 65
I agree with Mafai, I don't think this has been worked out yet, at least not completely...

Just the other week I was in a party with 3 BLM and 1 RDM and we were nuking some Giant Spiders in Eastern Altepa Desert.

On one pull the RDM cast Dia, and then landed a Gravity as one of the BLM's landed a nuke. Unfortunately the spider was close to the RDM by that time and it went straight into a Sickle Slash and 1-shot him.


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