April 2018 Version Update

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April 2018 Version Update
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 Carbuncle.Papesse
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By Carbuncle.Papesse 2018-04-04 03:00:58
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Lakshmi.Buukki said: »
jopa said: »
Volume 1 is a repeat of Orcs (very first Ambuscade).

Refresh my memory on this one? I was doing vd2 back then so I have no idea what this was
From what I remember about V1, the Orc boss had a single target charm+poison move (gaze attack?), he was resistant to physical damage but very weak to Water MBs.
Adds could get a DT-99% buff with a certain move and afaik nobody had found how to remove it. Best way to deal with them was to 2~3 shot them with MBs or Conduit Volt Strike before they had the time to use a TP move... Lullaby, Stun, Break were very effective, BLU could AoE them to death with Entomb too. They must have their HP tripled now though.

edit
Veil of Chaos is AoE hate reset.
You can remove boss's aura (no more Charm, Veil of Chaos) with a WS from behind but the aura will reappear after 15~20 seconds.
 
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 Asura.Eiryl
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By Asura.Eiryl 2018-04-04 03:08:27
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The original ambuscade thread is your typical shitshow, first 7 pages no real relevant info.
Quote:
Volume 1 -

you'll fight against 6 Orcs (run, bst, blm and can't remember the other 3.)

They can all be slept except main NM and the hecteye PET.

Main NM does a lot of hate reset, and must be killed first.

BST NM and Main NM can both charm. So be prepared.
 Bismarck.Osaia
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By Bismarck.Osaia 2018-04-04 03:17:24
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Wiki has them all listed with strategies.
 Asura.Eiryl
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By Asura.Eiryl 2018-04-04 03:20:22
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BGwiki has no actual strat, just obvious info
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 Asura.Ladyofhonor
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By Asura.Ladyofhonor 2018-04-04 03:22:40
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Yeah this was the first ambuscade, it has minimal info and strat. Friend said on Discord the death strat, but I don't know if that's because of specific mechanics or simply because that's what was cool in April 2016.
 Asura.Eiryl
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By Asura.Eiryl 2018-04-04 03:25:48
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Gonna go ahead and bet on;

GEO 3SMN COR Tank > Shiva Sleepga conduit main NM

Volt > Crush minis one by one

As the "Standard" strat.

Or, the slow way for everyone else immanence water

Scrubtier pickup will be PUP onry with a sleeper, cause charms
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By Davorin 2018-04-04 03:27:26
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https://www.ffxiah.com/forum/topic/52166/ambuscade-v1-april-2018/#3336322

Not a lot of info, but linked a few bits of info from previous orc ambuscade in it.
 Asura.Ladyofhonor
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By Asura.Ladyofhonor 2018-04-04 03:34:05
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All that info just talks about an MB strategy but doesn't explain why. About to do a normal so we'll see how that goes.
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By Nyarlko 2018-04-04 03:39:32
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Orcs were weak to water. JPs cued in on this and focused on a MB strategy. NAs followed suit. That's basically the "why" and since it worked well, and everyone seemed to expect everyone else to have BLM leveled/geared, no one really bothered trying to find any better strats.

Probably also didn't hurt that there was 2yrs less power creep for melees to rely on and Idris' wasn't a dime-a-dozen back then.
 Cerberus.Anjisnu
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By Cerberus.Anjisnu 2018-04-04 03:48:40
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aura removed by hittin it from behind with a ws is all i've discerned
 Asura.Ladyofhonor
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By Asura.Ladyofhonor 2018-04-04 03:58:50
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Just did normal and there was no aura and no issue with a pure melee zerg strategy, doing D next (I'm with randoms) but I don't think any mechanics force MB strategy.
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By Sockfoot 2018-04-04 04:02:41
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Asura.Ladyofhonor said: »
Just did normal and there was no aura and no issue with a pure melee zerg strategy, doing D next (I'm with randoms) but I don't think any mechanics force MB strategy.
Didn't use Charm on you guys, I assume?
 Asura.Ladyofhonor
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By Asura.Ladyofhonor 2018-04-04 04:06:58
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Sockfoot said: »
Asura.Ladyofhonor said: »
Just did normal and there was no aura and no issue with a pure melee zerg strategy, doing D next (I'm with randoms) but I don't think any mechanics force MB strategy.
Didn't use Charm on you guys, I assume?

If it did the RUN tank resisted it. I was holding back so I wasn't the main charm target, things don't go well when I get charmed.
 Asura.Ladyofhonor
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By Asura.Ladyofhonor 2018-04-04 04:41:19
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Here's my new export cape!

back={ name="Toutatis's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Store TP"+10','System: 1 ID: 1155 Val: 2',}}

GEO cape though:

back={ name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Mag. Evasion+10','Pet: "Regen"+10','Pet: "Regen"+3',}}
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By Afania 2018-04-04 06:39:47
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Lakshmi.Buukki said: »
I'm depressed looking at this list. Will take me a full year to cover the necessary augments needed for all of my capes. Likely longer.

So many good options, opens up so many variety of sets.

incoming mooncape price drop.

Im depressed in a way that I wonder if future content would spam even more deadly status ailment and high dmg aoe move to balance this out, to the point that we NEED this much DT- locked in back slot full time to survive, and everyone need 4 "regular TP" back with PDT MDT- status resist rotate for different situation or you are ***.

And whichever job or player without those defensive bonus locked are bye bye.
 Asura.Eiryl
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By Asura.Eiryl 2018-04-04 06:44:46
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That's exactly how this works. It's called power creep.

Expect every single thing in the game from today on to do 10% more damage. So that you are FORCED to have 10% more DT gear.
 Fenrir.Cherrywine
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By Fenrir.Cherrywine 2018-04-04 07:04:12
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So, the general thought is that "Parry rate +" is Inquartata for all jobs?
 
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 Asura.Eiryl
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By Asura.Eiryl 2018-04-04 07:11:13
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Asura.Alfylicious said: »
Anyone talk to aurix? Which zone has bonus right now?

You have to guess, it's part of the fun!
 
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 Asura.Sechs
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By Asura.Sechs 2018-04-04 08:24:33
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Fenrir.Cherrywine said: »
So, the general thought is that "Parry rate +" is Inquartata for all jobs?
I was wondering about that too, but I guess we gonna need someone like Martel to test it to be sure.
 Odin.Drakenv
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By Odin.Drakenv 2018-04-04 09:16:43
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Wow so many spells don’t need to be quested now.
 Ragnarok.Martel
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By Ragnarok.Martel 2018-04-04 09:17:17
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Asura.Sechs said: »
Fenrir.Cherrywine said: »
So, the general thought is that "Parry rate +" is Inquartata for all jobs?
I was wondering about that too, but I guess we gonna need someone like Martel to test it to be sure.
I'm not even subbed right now, man. lol. Someone else pioneer a bit.

Although, I might have to come back a bit just to get my cape mats.... the way the monthly limits on these work, I'll never effing catch up on capes... damnit SE.
 Lakshmi.Buukki
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By Lakshmi.Buukki 2018-04-04 09:24:20
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counter+10 on a ninja cape sounds like a grand idea. MNK too!
 Fenrir.Cherrywine
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By Fenrir.Cherrywine 2018-04-04 09:32:06
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Another point to ponder is which will be better:
Status ailment resistance +10 vs Magic Evasion +15.

If magic evasion is floored or below a certain threshold, at least the status resistance augment will do something.
But, if it is just 10/256 in a set that otherwise has no other resistance built in, the magic evasion may prove more generally useful.

I haven't had enough coffee yet, but at a glance, I'm thinking:
RUN w/o Turms but in -51% PDT before Epeo: Status Resistance +10
RUN w/ Turms and in -51% PDT before Epeo: Parry +5
RUN Hybrid: -5% DT
NIN: Parry +5
DDs: -5% DT/ +15 Magic Evasion (Status Resistance +10, situationally)
GEO w/ Idris and regen sets: Pet: Regen +5... Full-time that BoG!
PUP: I haven't looked at it yet. Might be Pet: -5% DT so we can drop an attachment?
PLD: Moonlight cape for the HP. :P

Obviously, these guesses are painted with very broad strokes. I have a difficult time conceptualizing which is best for general DDs. It seems to come down to the target and playstyle/party make-up.
 Fenrir.Cherrywine
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By Fenrir.Cherrywine 2018-04-04 09:33:10
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Lakshmi.Buukki said: »
counter+10 on a ninja cape sounds like a grand idea. MNK too!

Counter is hamstrung by an accuracy check. Parry will be a straight-up improvement, assuming it is like Inquartata.

Edit (Double edit*):
The order of checks is... Evasion, Parry*, Shadows and then Counter.
Parry works on enemy TP moves. Counter will not.

If concerned about target TP gain (if using Shadows to solo/slow enemy moves), a Parry won't do damage, but won't give the target any TP, either. A Counter doesn't give the player TP, but it does give the target TP... Obviously, a MNK can't parry (unless using a staff or something).

*Read on for discussion of check order.
 Cerberus.Mrkillface
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By Cerberus.Mrkillface 2018-04-04 09:43:22
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These augments are awesome, but Jesus... I don't have room for all this crap.
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 Asura.Eiryl
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By Asura.Eiryl 2018-04-04 09:44:27
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The amount of capes you theoretically should own doubled in this updated.
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 Asura.Geriond
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By Asura.Geriond 2018-04-04 09:47:01
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Parry is half the potency, though. Unless your accuracy is 50% or lower, the counter augment will block more hits.

Of course, the parry augment can work on TP moves unlike counter, so they both have pros and cons for non RUNs.
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