How does Walking Dead work exactly? How are you supposed to deal with the bone dragon in Labyrinth of the Ancients? And of course, how tall is a telegraphed attack? We answer all this and more here on FFXIV Mythbusters!
Videos mentioned:
Mythbusters Episode 2 on Living Dead: https://youtu.be/pdei0HGpIes
Mythbusters Episode 5 on Closed Position: https://youtu.be/fWWzG4gaPi8
Diminishing Returns Guide: https://youtu.be/9FwGDFewWpQ
Discord Community Server, come hang out:
https://discord.gg/FDNFgEYyaT
You can also support me on Ko-Fi: https://ko-fi.com/caetsuchaiji
Twitter: https://twitter.com/CaetsuChaijiCh
Music Used:
FFXIV Endwalker – Cradle of Hope
#ffxiv #endwalker
Chapters:
00:00 Intro
00:35 (1) “Walking Dead is resolved by reaching MAX HP…” (FALSE)
02:27 (2) “Ramuh EX: Increased Sentence Cuts soft enrage time” (False…ish)
06:07 (3) How much do mobs care about your vertical Position?
09:20 (4) AST Melee cards with no Melee DPS / Ranged cards with no Ranged DPS
14:25 (5) “Intervention damage reduction: Does Rampart update it?” (No)
16:37 (6) “Art of War is a gain on 1 in a certain level range!” (TRUE)
18:22 (7) Bone Dragon in Labyrinth of the Ancients: How it works!
20:52 Outro
21:28 Fun Fact
source
Good Afternoon comment section
Regarding verticality of attacks: I would flight test near the edge of an AoE heal, to see if they are cylindrical or spherical heal zones. Actually might try this one myself.
If you're an AST in a group with a ranged and a melee DPS but you've pulled a second melee card right after giving one out to the melee DPS at the start of the 2-minute, and the tank is a DRK who's about to use Living Shadow, is it better to give the card to the tank for their 2-minute burst or to hold onto it for 15 seconds and give it to the melee after?
…I'm glad I won't have to worry about this stuff anymore in a month 😂
On AST card usage, you might also want to take gear into account. I usually just check HP values at the start of instances to get a feel for who has good gear because some instances have a surprisingly large difference between the min ilvl and the sync ilvl.
The verticality of Eureka Orthos makes for some fun “is this gonna hit me? Am I gonna hit them?” moments
Typically happens more often on those early floors with the ramps. Watching this vid does make me question the logistics of it even more so 😂
Thanks for making these videos, I love this series! ❤
Idea to test, Hiding behind the rocks in Garuda (normal, hard, or extreme) won't effect how much damage you receive from Aerial Blast. All that matters is the condition of the rocks at the time she preforms her Aerial Blast. You can stand anywhere and take the same damage.
I always seem fine no matter where I stand but I see everyone else running like heck to the rocks for cover.
As an ast, and bf being an ast main
We can atest that redraw does not remove balance or bole from the choices if you already stored that seal
Ive stored the sun seal, drawn and got balance, rerolled and got bole
Stored it because im not getting anything else from there
Drew balance again, rerolled and got another balance
Luckily at that time a tank, other healer and a dps died so i just swift and lightspeed ressed them with mana regen boost
If you never got that seal from a redraw, then you are just lucky
But ive gotten 3 suns from redraw, 3 celestials from redraw, and 3 cresents from redraw, MULTIPLE TIMES, its painful in savage content
The funny thing to me about Art of War being a (level dependent) gain on 1 is I've gotten into the habit – at least on SCH and even SMN of actually going in and initiating auto attacks regardless of level. I know it's likely never going to make a real difference, but when in melee, do as the melees do… or something like that
Okay but i would love a video going over how the CT raids were intended to be done.
The first myth about dark knight could have been miscommunicated, no? Im reading it as… what if you triggered the first step, and somehow filled your hp bar without receiving healing? Would you die?
Yes you would! In palace of the dead, its possible to die and trigger the effect at level 51, kill one enemy with one GCD, which would not heal you, but gain the level to 52, which fully heals you! And then you die, 5 seconds later, because you did not receive enough healing.
Level ups are not heals. In fact, we could also test this just next month in dawntrail, by gaining a level while walking dead by killing the first boss of the level 91 dungeon!
Okay now heres a crazier myth. Mentor roulette prioritizes filling duties that have been sitting the longest.
Im not sure how youd test this really. I guess have somebody hard queue for Cloud Deck EX, with only JP as their language, then have mentors with every language checked one by one queue for mentor roulette til they fill it? Let the Diamond EX player cook for like 12 hours and hope it doesnt pop? Itd have to be a high level EX, at the end of an optional questline, to minimize the number of players who could possibly be queueing for it, right? Sprouts queue for Ifrit EX all the time, they dont know better. But do sprouts even have Diamond EX unlocked? Have they learned not to queue for it by level 80?
An important thing to note for the Bone Dragon specifically is that LoA was originally set up to require two tanks per party, so for this fight you'd have five off-tanks that could pull the skeletons to the edges. It was only changed to one tank per party when the alliance raid roulette was added in Heavensward.
I wonder if attack height coincides with the point where you'd get the "target is too far below you" message when trying to use a targeted action
19:00 MINE LotA is an excellent way to see and do old mechanics like that. If the alliance is treating it like a roulette LotA, you will wipe many times, and the skeletons are a good example. From the very start with the first trash pack, you have to more carefully assign tanks and parties. Can't just yolo deathball it.
Here is something I have been having a hard time science-ing and cant find any info about on the internet. (Its outdated content though so most people probably don't care)
When you hit 10 and 20 on your chain bonus in eureka you get a higher chance at loot dropping from mobs and xp gain from mobs. Does this bonus carry over to Notorious Monsters? If you have the chain bonus and you complete the NM, will you get more xp and more loot from that NM?
One thing that I would like to see debunked once and for all, is the effectiveness of mob-stacking in dungeons.
Let me explain, most dungeons have 2 packs before a wall, and then another 2 packs before the boss. And most dungeon layouts have some kind of alcove (a small gap) after the second pack. Entering the alcove would gather both packs in a nice stack that would be easy to DPS.
My claim is that it's more efficient to put the mob pack in the alcove since they'll be better stacked and as such easier for the DPS to handle, since most AoE's hit in a circle. However, I've seen mostly Casters complaining about putting mobs in an alcove, even though it should be an overall DPS gain to do so.
I'm certain that putting mobs in a gap is a DPS gain.
I guess I didn't wait for enough Increased Sentences to have Ramuh do wipe damage back when I did my tests. Nice find.
When tanking the last big pull of Ala Mhigo, I always try to park on top of the stairs. That way, while I still herd the mobs in front of me, my AOE GCDs will hit at least one of the force field generators behind me, saving time for when we need to break them later.
This becomes interesting because, while the mobs' attacks don't care about verticality, my own attacks as a DRK don't seem to care about verticality either. It seems like when I throw out Quietus (whose animation is a spin attack not unlike PLD's Total Eclipse) while on top of the stairs, the enemies at the very bottom of the stairs below me still get hit as if we were on even ground. Maybe I'm mistaken, but still.
Regarding the verticality of aoes: Roomwide/360 gaze attacks seem to go off in a dome that is higher than the mob itself. In ShB hunt trains, the bird in Rak'tika would often petrify people in midair when they were anywhere from nearly at the ground to hovering above its head.
For the Art of War one. This is true, however, you get Ruin II at level 38 and it does 220 and is also instant. So you shouldn't use Art of War on single target. And since Art of War is learned at level 46 you never have a window when it is better on single target.
Art of War being a gain on SCH is actually a very sick reference to FF3 Scholar
Something interesting you could test out. I queued up for main scenario and got put in as a replacement tank for a castrum run. They had gotten right up to the pack just before the boss and triggered them but I assume wiped. When I was put in and we moved forward we found the pack attacking Cid and had gotten him to half health. Now I'm wondering what happens if you let them kill cid or if he even can be killed by them
Oh, and an interesting thing about the Art of War thing – if you haven't completed the job quest that unlocks Broil, the tooltips for Art of War and Ruin2 still gets updated with their new, increased, potencies at level 54. If the actual damage also changes to match (I think it does, but don't actually remember), this would make each of them an unambiguous gain on 1 even without autoattacks. Of course unlocking Broil and using that is even better, assuming you've reached Heavensward
autoattacks are also the only thing making summoner's topaz ruin 1, 2, and 3 a DPS gain! the elemental ruins have weird potencies all around.
i'm pretty sure emerald ruin 3 is always a dps loss, but with a fast enough GCD (is 2.38s achievable? i think it is) ruin 2 is a extremely minor DPS loss without autoattacks
Interesting. Cover checks your mitigation in real time in pvp
If we're talking about "how things were expected to be done" for CT: intially the party comp was 2 tanks, 2 heals, 4 DPS so it was easier to manage the adds.
on LotA dragon, as an ARR player who did this when it was new content
due to the dragons big cone it was pulled to edge, and skeles were killed 1 per square
also remember back then it was 2 tanks per party; so 5 tanks whose sole role for that fight was to pull and place skeles on a square
also the 4 towers duing behemoth were maned by tanks, they would reset the tower at 2 charges
final boss had a different name (same model and mechanics)
syrcus tower: got to see all of the mechanics of boss 1, and 2….. what is not seen now: boss 1 a more powerful flare that to survive all 3 energy pillons need to have 3 electric orbs take to and then during the big cast a shield will be erected around boss to contain the attack, boss 2: an add phase with the ff13 big hand mech adds that once killed activate hopping pads to islands outside arena and parties kill adds there and island hope until boss finishes its ultimate then jump back