Showing posts with label quests. Show all posts
Showing posts with label quests. Show all posts

Friday, July 3, 2009

Another half-year in parses

While others hoard screenshots, I hoard parser files. Another six months, another excuse for a filler post based on parser "output." The point of this exercise is to show that parsing can be a useful summary of your activities and, in some cases, help to assess how well you are doing in aspects of the game other than mindless merit damage.

Edit (July 4): updated

An Affable Adamantking? (June 26)

Damage Summary
Player Total Dmg Damage % Melee Dmg WSkill Dmg Spell Dmg
BLM (me) 5 0.04 % 0 0 5
BLM 1078 8.12 % 0 0 1078
DRK/DNC 2109 15.88 % 1287 526 296
DRK/NIN 10090 75.97 % 9756 0 334
Total 13282 100.00 % 11043 526 1713

Melee Damage
Player Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg
DRK/DNC 1287 61.02 % 12/2 85.71 % 86/134 107.25
DRK/NIN 9756 96.69 % 83/6 93.26 % 5/187 120.43
Comments: I responded to a Whitegate shout for one of the "beastmen helm" quests that hardly anyone cares about. I had done this previously with NIN/WAR and the assistance of a RDM/WHM by zoning Diamond Quadav until it was isolated from its stooges, and I was interested if they would take a different tack. Actually, their approach called for a DRK-zerg of Diamond Quadav, leaving the BLMs to preoccupy (sleep) the others, which isn't a bad idea yet they still ran out of steam. As you can see, the damage output seemed to be decent enough to pull this off. (The DRK/DNC didn't 2-hour for some reason.) Diamond Quadav being a WHM, of course Benediction ruined this attempt, especially with no attempt to separate the boss from its minions.
Damage Summary
Player Total Dmg Damage % Melee Dmg WSkill Dmg Spell Dmg
BLM (me) 3347 19.23 % 0 0 3347
BLM 5610 32.23 % 0 0 5583
DRK/DNC 906 5.20 % 439 0 467
DRK/NIN 7544 43.34 % 2843 2659 2042
Total 17407 100.00 % 3282 2659 11439

Melee Damage
Player Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg
DRK/NIN 2843 37.69 % 198/74 72.79 % 0/167 13.44

Weaponskill Damage
Player WSkill Dmg WSkill % Hit/Miss WS.Acc % WS.Low/Hi WS.Avg
DRK/NIN 2659 35.25 % 12/0 100.00 % 38/525 221.58
- Vorpal Blade 2659 100.00 % 12/0 100.00 % 38/525 221.58
With Blood Weapon now unavailable, the only realistic tactic was to isolate Diamond Quadav and proceed to plink away at it with nukes and letting the DRK/NIN "tank." Unfortunately, the guy who wanted to "upgrade" the quadav barbut died without reraise and, in fact, Diamond Quadav is rather accurate for an easily-enfeebled NM, giving the DRK/NIN some trouble with shadows, so I just kited it with gravity and bind until the guy returned along with someone else on bard, making blink-tanking realistic. Meleeing was just terrible (not sure why there was a switch to 1-handed sword), but whatever gets the job done...

Farming Royal Jelly (May 7)

Experience Rates
Number of Fights : 234
Date : 5/7/2009
Party Duration : 14:14:40
Total Fight Time : 2:11:13
Avg Time/Fight : 219.15 seconds
Avg Fight Length : 33.65 seconds

Item Drops
89 beehive chip
13 serving of royal jelly
22 insect wing
6 giant stinger
Comments: For those aspiring to level cooking to 100, it's either Red Curry or Cursed Soup, the latter requiring Royal Jelly, which was inexplicably flagged "exclusive" by some asshole on the "dev team." With a glut of 20 red curries languishing on a mule and sitting somewhere above 99 skill, I tried my hand at farming this shit.

Where do you farm Royal Jelly? You can risk dying to Final Sting while farming pephredos in Wajaom Woodlands (if you melee) or mow down all the Death Jackets, all on a 14-minute respawn timer in Crawler's Nest. 234 bees later, I got a 13th Royal Jelly and I still didn't get to 100 cooking.

More Aura Statues x58 (Jan 21)

Debuff     # Times   # Successful   # No Effect   % Successful
Aspir 2 2 0 100.00 %
Bind 60 43 0 71.67 %
Gravity 117 106 2 90.60 %
Sleep 5 4 0 80.00 %
Sleep II 17 17 0 100.00 %
Stun 37 37 0 100.00 %
Comments: Aura Statues are bothersome with relatively poor enfeebling skill as I showed last time. But at this point, I am pretty sure I had all the key enfeebling pieces, including Oracle's Gloves and Enfeebling Torque, but no Witch Sash, Enfeebling Earring, or corresponding elemental grip. Even so, Gravity outright resisted 9 of 115 times. I would imagine scholar with dark arts and the appropriate equipment and merits would have little trouble enfeebling statues.

Damage mitigation on WAR/SAM with Greater Colibri

Damage Taken Summary
Player Total Dmg Damage % Melee Dmg Abil. Dmg
WAR/SAM (me) 7727 50.27 % 5660 2067
WAR/NIN 3687 23.99 % 1885 1802
DRG/SAM 1944 12.65 % 1304 640
RDM/WHM 145 0.94 % 145 0
BRD/NIN 1432 9.32 % 1432 0
BRD/WHM 437 2.84 % 437 0
Total 15372 100.00 % 10863 4509

Passive Defenses
Player Evasion Evasion % Parry Parry % Counter Counter %
WAR/SAM 4 3.13 % 7 5.65 % 17 15.18 %
WAR/NIN 3 3.41 % 7 8.24 % 0 0.00 %

Active Defenses
Player Shadow Shadow % Anticipate Anticipate %
WAR/SAM 0 0.00 % 62 52.99 %
WAR/NIN 56 71.79 % 0 0.00 %
DRG/SAM 0 0.00 % 3 23.08 %
BRD/NIN 54 85.71 % 0 0.00 %
Comments: Where Utsusemi is involved, in KParser the "blink" rate is the number of absorbed attacks over the total number of attacks that weren't evaded or parried. The total number includes TP moves (but not their individual hits). From experience with Greater Colibri, my rate has ranged from 82% to 90%, which seems acceptable if not a sign of hyper-vigilance in recasting Utsusemi.

Similarly, a "Seigan rate" can be calculated by substituting the sum of counters and anticipates for the number of blinked attacks. To the extent that the Seigan rate, as a measure of "active" defensive efficiency, can be maximized with judicious use of Third Eye, it could help identify room for improvement. I have yet to see any discussion about what an optimal Seigan rate might be, though.

Unfortunately, my personal insight on WAR/SAM damage mitigation consists solely of two pickup parties. The parser output above is a partial record of a short (approximately 30 minutes) March 13 merit party where I was actually allowed to sub /SAM. My Seigan rate was 79/128 = .617.
Damage Taken Summary
Player Total Dmg Damage % Melee Dmg Range Dmg Abil. Dmg
WAR/SAM (me) 16069 45.15 % 13888 0 2181
BRD/NIN 4669 13.12 % 4669 0 0
DRG/NIN 2780 7.81 % 1576 0 1204
BRD/WHM 176 0.49 % 176 0 0
WAR/SAM 11527 32.39 % 9227 0 2300
WHM/SCH 372 1.05 % 372 0 0
Total 35593 100.00 % 29908 0 5685

Passive Defenses
Player Evasion Evasion % Parry Parry % Counter Counter %
WAR/SAM (me) 10 3.02 % 10 3.12 % 40 13.11 %
BRD/NIN 9 4.39 % 0 0.00 % 0 0.00 %
DRG/NIN 4 2.37 % 10 6.06 % 0 0.00 %
WAR/SAM 9 4.84 % 9 5.08 % 16 9.94 %

Active Defenses
Player Shadow Shadow % Anticipate Anticipate %
WAR/SAM (me) 0 0.00 % 166 53.38 %
BRD/NIN 164 83.67 % 0 0.00 %
DRG/NIN 134 86.45 % 0 0.00 %
BRD/WHM 3 60.00 % 0 0.00 %
WAR/SAM 0 0.00 % 85 50.60 %
This parser output summarizes defensive efficiency from a June 17 polearm-only (hey, I was curious) merit party (82 minutes) where I was also allowed to sub /SAM. My Seigan rate was 206/311 = .662, a sign of personal improvement but also an indication that I could be more efficient as I was being rather lazy with Seigan renewal. The other WAR/SAM had a Seigan rate of 101/168 = .601. In contrast, the DRG/NIN actually outparsed both of us (draw your own conclusions) and was much more efficient defensively.

Innin could've come in handy here (April 16)

Damage Summary
Player Total Dmg Damage % Melee Dmg WSkill Dmg
NIN/WAR 4454 100.00 % 2854 1600

Melee Damage
Player Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg
NIN/WAR 2854 64.08 % 87/62 58.39 % 11/43 30.64
Comments: The reaction to the upcoming (July 2009) Ninja job adjustments, particularly Innin, a new ninja ability that "lowers enmity in exchange for reduced evasion" while conferring bonuses to accuracy, critical hit rate, and ninjutsu damage "when striking your target from behind," has been mixed to put it charitably.

This combination of lower enmity (sounds like this will have the effect of lower rate of enmity increase with Innin active) and increased damage-dealing capability seems peculiar, especially since these new abilities are subject to decay per "development" team fetish. I can imagine the enmity change doesn't "decay" while the damage-dealing part does. But it could be of use in low-number activities where ninjas can still melee, provide enfeebling support, and don't have to worry about positioning, but basically concede "tanking" to a far superior DD (like monk), possibly in conjunction with thieves being unaccountable for the damage they inflict. (Oh, you call that hate control?)

The above output from an "arena-style" fight from the quest "Bonds That Never Die," is a partial picture of how feeble (my) ninja was even with sushi. Being totally outclassed by 2-handers (samurai) who ended up tanking the latter half of the fight, Innin could've helped to speed up the fight.

Okay, this is a really weak argument for Innin, but at least it's something.

An example of NW Apollyon soloing failure (May 10)

Fight #   Enemy               Start Time   End Time   Fight Length
1 Bardha 11:55 AM 11:57 AM 00:02:27
3 Mountain Buffalo 12:00 PM 12:05 PM 00:05:03
4 Mountain Buffalo 12:05 PM 12:13 PM 00:07:32
5 Apollyon Scavenger 12:15 PM 12:17 PM 00:01:40
7 Gorynich 12:20 PM 12:22 PM 00:02:14
8 Gorynich 12:22 PM 12:24 PM 00:01:32
9 Gorynich 12:26 PM 12:28 PM 00:01:42
10 Gorynich 12:31 PM 12:33 PM 00:01:54
11 Gorynich 12:36 PM 12:37 PM 00:01:38
12 Kronprinz Behemoth 12:43 PM 12:47 PM 00:04:16
13 Kronprinz Behemoth 12:50 PM 12:52 PM 00:02:26
14 Kronprinz Behemoth 12:55 PM 12:58 PM 00:02:46
15 Kaiser Behemoth 1:01 PM 1:32 PM 00:31:11

Player Spell Dmg Spell % #Spells S.Low/Hi S.Avg
- Aero IV 629 7.47 % 1 629/629 629.00
- Bio 5 0.06 % 1 5/5 5.00
- Bio II 434 5.15 % 8 16/69 54.25
- Blizzard IV 6345 75.33 % 8 770/853 793.13
- Drain 1010 11.99 % 9 35/165 112.22
Comments: This output represents a wasted opportunity to clear NW Apollyon with ease on my first legitimate attempt. You can see where I wasted a lot of time even with only two buffaloes to kill. Also, I lost valuable time by dying to Kaiser Behemoth somehow. Aspir accuracy is indeed a rate-limiting step (NW Apollyon motivated my earlier posts on Aspir), so to speak, and for some reason I managed to cast Aspir only three times in a half-hour (47, 91, 81). It seems Kaiser Behemoth can be killed in 20 minutes solo (unless the video from some jackoff hume BLM I saw was subtly sped up), so this was very disappointing to me. It's one thing to know what to do, and another to execute actually.

In later attempts, I also decided to cast three times in a "lap" around the fifth floor (Blizzard IV, Aspir, and Bio II or Drain where applicable) as opposed to the two times that others do, but this seemed counterproductive since I wasn't really inflicting damage at a faster rate with a "three-point" approach and I was exposing myself to higher risk.

Ninja, Marinara Pizza, and Temenos - Western Tower

Damage Summary
Player Total Dmg Damage % Melee Dmg WSkill Dmg Spell Dmg Other Dmg
PLD/NIN 32083 14.21 % 25625 5980 0 371
NIN/WAR (me) 79879 35.37 % 53089 26707 0 83
DRK/NIN 53584 23.73 % 28735 21994 1960 895
RDM/WHM 7327 3.24 % 0 0 7327 0
THF/NIN 51155 22.65 % 30764 19718 0 134
SC: Detonation 833 0.37 % 0 0 0 0
SC: Scission 965 0.43 % 0 0 0 0
Total 225826 100.00 % 138213 74399 9287 1483

Melee Damage
Player Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit%
PLD/NIN 25625 79.87 % 672/121 84.74 % 0/77 35.50 56 32/112 67.11 8.33 %
NIN/WAR (me) 53089 66.46 % 1069/145 88.06 % 0/90 43.69 181 32/139 78.98 16.93 %
DRK/NIN 28735 53.63 % 252/57 81.55 % 0/222 104.41 29 138/287 187.97 11.51 %
THF/NIN 30764 60.14 % 797/72 91.71 % 0/68 28.57 140 29/381 85.67 17.57 %

Weaponskill Damage
Player WSkill Dmg WSkill % Hit/Miss WS.Acc % WS.Low/Hi WS.Avg
NIN/WAR (me) 26707 33.43 % 46/0 100.00 % 159/901 580.59
- Blade: Jin 26078 97.64 % 44/0 100.00 % 268/901 592.68
- Blade: Kamu 629 2.36 % 2/0 100.00 % 159/470 314.50

Passive Defenses
Player Evasion Evasion % Parry Parry %
BRD/WHM 1 11.11 % 0 0.00 %
PLD/NIN 13 8.28 % 3 2.08 %
NIN/WAR (me) 25 11.26 % 6 3.05 %
THF/NIN 3 15.00 % 0 0.00 %

Active Defenses
Player Shadow Shadow %
PLD/NIN 76 53.90 %
NIN/WAR (me) 152 79.58 %
DRK/NIN 3 27.27 %
THF/NIN 5 29.41 %
Comments: I had a chance to do Temenos West as NIN/WAR, so I took this opportunity to see how well I could do with Marinara Pizza (+1), which is kind of a boon for 1-handed melee since it overcomes the accuracy deficit that 1-handers face compared to 2-handers and also provides an attack bonus.

Even 44+ accuracy (estimated) wasn't enough to achieve maximum hit rate, though.
Damage Summary
Player Total Dmg Damage % Melee Dmg WSkill Dmg
RDM/WHM 4133 1.07 % 0 0
WHM/SCH 1395 0.36 % 0 0
THF/NIN 62995 16.29 % 35352 26928
NIN/WAR 110655 28.61 % 78434 32156
WAR/NIN (me) 113930 29.45 % 72330 41287
PLD/NIN 49607 12.82 % 29385 19984
Diabolos 231 0.06 % 231 0
Garuda 34906 9.02 % 5926 0
Leviathan 72 0.02 % 72 0
Shiva 1615 0.42 % 166 0
SC: Detonation 2272 0.59 % 0 0
SC: Impaction 307 0.08 % 0 0
SC: Light 2034 0.53 % 0 0
SC: Reverberation 1676 0.43 % 0 0
SC: Scission 978 0.25 % 0 0
Total 386806 100.00 % 221896 120355

Melee Damage
Player Melee Dmg Melee % Hit/Miss M.Acc % M.Low/Hi M.Avg #Crit C.Low/Hi C.Avg Crit%
THF/NIN 35352 56.12 % 897/104 89.61 % 10/65 30.99 178 28/290 73.42 19.84 %
NIN/WAR 78434 70.88 % 1510/99 93.85 % 0/103 45.94 231 27/150 85.17 15.30 %
WAR/NIN (me) 72330 63.49 % 458/25 94.82 % 50/247 143.30 67 135/306 243.28 14.63 %
PLD/NIN 29385 59.24 % 797/204 79.62 % 0/88 35.23 32 42/128 76.13 4.02 %

Weaponskill Damage
Player WSkill Dmg WSkill % Hit/Miss WS.Acc % WS.Low/Hi WS.Avg
NIN/WAR 32156 29.06 % 55/0 100.00 % 220/1023 584.65
- Blade: Jin 30307 94.25 % 50/0 100.00 % 220/1023 606.14
- Blade: Kamu 1849 5.75 % 5/0 100.00 % 259/490 369.80
WAR/NIN (me) 41287 36.24 % 56/0 100.00 % 161/1615 737.27
- King's Justice 35740 86.56 % 50/0 100.00 % 161/1291 714.80

Passive Defenses
Player Evasion Evasion % Parry Parry %
RDM/WHM 1 7.14 % 0 0.00 %
THF/NIN 4 50.00 % 0 0.00 %
NIN/WAR 42 17.00 % 4 1.95 %
WAR/NIN (me) 4 5.13 % 2 2.70 %
PLD/NIN 16 11.76 % 5 4.17 %

Active Defenses
Player Shadow Shadow %
THF/NIN 3 75.00 %
NIN/WAR 165 82.09 %
WAR/NIN (me) 56 77.78 %
PLD/NIN 77 66.96 %
This other (successful) attempt to clear Temenos West involved a different NIN/WAR using Dorado Sushi. It was really annoying to see average melee and WS damage similar to mine when using Marinara +1, but this could be explained by other factors (birds have low defense, Usukane, more katana merits, more consistent application of Dia II, etc.).

Saturday, October 11, 2008

Number of quests

It's not uncommon when visiting FFXIclopedia to see in the "Latest Activity" box some asshole updating a personal checklist of maps or quests. (I myself maintain a list of incomplete quests, but not for public display.) FFXIclopedia does not distinguish between real quests that appear in the quest logs and those that could be considered quests but do not appear in the logs. In case you have some interest in knowing the number of quests available for each region, I've tallied the number of quests that appear in the quest log. (This excludes garbage like "beastman treasure" and chocobo riding.) Please correct me if my totals are wrong.

As of the Sept 2008 version update:
Jeuno:       119
Other: 62
Outlands: 48
Aht Urhgan: 64
Crystal War: 41
San d'Oria: 79
Bastok: 87
Windurst: 89

Total: 589

I will be updating these totals when new version updates come out. Not really useful, but if you ever feel like rebutting some player's claims about doing 500+ quests, you can see if he's (is it ever a she?) BS'ing by asking how many quests he's completed for each region. It doesn't take too long to count accurately, eight at a time, by scrolling with shift + right key.

Tuesday, September 9, 2008

Nonsense

Since the June update, I've been eagerly awaiting more than one "casual," cutscene-heavy quest to do for the past three months since the fare offered in June was almost non-existent. (Mythic Weapon quests and complete garbage like "The Miraculous Dale" don't even count, but Babban Ny Mheillea was amusing.) Yet the "developers" apparently forgot that key quest-related NPCs disappear during Campaign battle in Bastok Markets (S) and Windurst Waters (S) (and probably San d'Oria, too, depending on your server population's collective ineptitude at Campaign), a ridiculous oversight on their part given that they now allow campaign arbiters (providing teleportation services) and Sigil NPCs to remain during battle (not to mention some Campaign Ops NPCs whom no one cares about). Don't you bootlickers forget that back when "Wings of the Goddess" was released that SE promptly issued an update/fix allowing some quest-related NPCs (for maps) to remain even during Campaign battles. Fuck, even Diordinne sticks around during Campaign.

Obviously, disappearing NPCs in the "hometowns" wasn't a problem before Campaign was fucked with (fixing something that wasn't broken) in favor of the beastmen confederates, and maybe they think this will be moot once loser nations finally get their acts together or the initial surge of interest in the new quests dies down, but it's still puzzling they won't fix something that seems so basic given the fact that they've done it before.

Less time butchering once-orphaned "content" like adventuring fellows, where the "devs" saw fit to reinvent the wheel--same grinding shit just to make entirely cosmetic changes to our fellow's appearance--yet no ToAU availability (who cares if losers "solo" on greater colibri with their fellow?) and no free fourth armor lock. More time on quality-of-life issues, thanks.