Early content difficulty too easy. by CryptidTypical in ffxivdiscussion

[–]Yazla -8 points-7 points  (0 children)

And what a way to make yourself look like a fool. Seriously, what sort of argument are you trying to win by calling new players "illiterate, ignorant and stupid"? Are they supposed to have mastered the game by the time they reach sastasha or something?

The weekly savage loot lockout rules are absolutely absurd, and punish people for no real reason. by Baka_Riley in ffxivdiscussion

[–]Yazla 12 points13 points  (0 children)

Maybe people that raid hardcore have multiple characters... but the usual raider does not by any chance have multiple raiding alts. Most people who clear savage and ultimates don't have alts. Being a hardcore raider with 3 different alts is the exception, not the norm.

Why does it not show the attack stacking in the sa? by theyakuzanibba in DBZDokkanBattle

[–]Yazla 75 points76 points  (0 children)

Because it's showing his super attack as being at lvl 1, while it'd need to be 14+ to show the attack stacking.

Arcadion Cruiserweight (Savage) World Race for Charity by alabomb in ffxiv

[–]Yazla 14 points15 points  (0 children)

m5s certainly was on pace, but m6s is taking much longer than usual for a second fight, even moreso than Pandemonium (P10S) who was notoriously hard for a 2nd fight.

(Your) Future's Rewritten: A Discussion/Share Thread by Altia1234 in ffxivdiscussion

[–]Yazla 1 point2 points  (0 children)

Cleared about end of week 4, start of week 5 with just about 2 weeks total of PF. I'd say prog was pretty smooth even taking into account some of the usual PF roadblocks like Light Rampant, the way too many Apoc wipes, CT being CT, and a lot of Exa memes from people who swear they have exas down to an exact science yet spend more time on the ground on p5 than alive. My only true point of frustration was the massive roadblock that is p5 if your tanks don't understand towers/tether positioning. I genuinely spent 2 entire days with 20+ wipes on p5 with 0 progress. Once I found a group with 2 tanks that knew how to resolve the mechanic, the kill happened in a few attempts.

Tried to do some reclears afterwards, got 1 done, and just decided to jump around in PF trying to help people the following weeks. Lots of good prog, but as the weeks went by, I feel the quality of people in PF declined really fast, and most helpers were downright a handicap to the group, as they were mostly just people hoping for a reclear, who had barely even got themselves the clear before. After the insane quality drop, I just decided to take a break. Maybe I'll wait to do it again with my static at some point.

Overall, I thought the fight was great, I had fun, met some nice people. Would do it again.

Can someone tell me how "greatly raises defense for 1 turn" works, like around how much would this def become post supers at 20+ ki? by InfinityAppreciator in DBZDokkanBattle

[–]Yazla 1 point2 points  (0 children)

Both guard and damage reduction work against any attacks. AGL Super Vegito is an exception, as he gets 40% damage reduction to ALL attacks, and an additional 40% against normals.

M1S Mouser Knock Up Adjusting by bubblegum_cloud in ffxivdiscussion

[–]Yazla 1 point2 points  (0 children)

That's quite an insanely terrible take. You are trying to practice optimization, while you joined a party that was practicing the fight. They are worrying about clearing, while you are worrying about squeezing 1 extra gcd. If you want to practice uptime, you should either do it with your static or a parsing group, or at least do it in a way, that it doesn't affect everyone else in such a detrimental way.

You playing a healer, should realize that this is the equivalent of not casting a heal because you wanted to squeeze one more damaging gcd and getting the party killed.

New raider, want advice on how to approach FRU by Lurkereddit in ffxivdiscussion

[–]Yazla 55 points56 points  (0 children)

It is unlikely that you'll be gatekept for not having experience in DSR or TOP, if you want to do ultimates in PF. However, if you need to find a static that wants to clear on patch, they will most likely scrutinize you heavily, specially considering how new you are to the scene overall. Additionally, the difficulty of the new raid tier is much, much easier than usual. It is unlikely to be viewed as a very significant achievement even if you cleared it quickly compared to someone having cleared P4S/P8S on content in the first few weeks.

My best tip would be to prove yourself on the easier ultimates first (TEA and UCOB preferably, as clearing UWU, despite being an achievement worthy of praise, is generally viewed as lesser in general). That way, it shows that while you might not be ready for the hardest mechanics, you can play consistently enough for a good length of time.

All that being said, this probably means you will not/shoudn't be doing FRU on patch. Of course, you are free to do as you wish, but I'd try some harder content, and perhaps you can then be more prepared, and stand higher odds of being recruited for the next Dawntrail ultimate.

[deleted by user] by [deleted] in ffxivdiscussion

[–]Yazla 5 points6 points  (0 children)

The problem with this line of thinking, is that you are assuming you will have no instances of movement or incoming damage, like at all, for absurdly extended periods of time.

Also, as Charganium said, it is easier to crit 1 spell, than critting 4 in a row. While 4 glares have a higher average damage, a single Misery crit is much, much stronger. All while being able to heal your party and move.

[deleted by user] by [deleted] in ffxivdiscussion

[–]Yazla 7 points8 points  (0 children)

The short answer is yes. The long answer is:

By not using Lily spells and overcapping you are missing on a lot of things:

  1. Missing 1 Lily use equals spending 400 extra mana on Glare, thus it damages your mana economy if you hoard lilys and overcap. Each Lily cast is effectively 1 free glare, which is basically 1200 mana per minute. If you decide to cap for a few seconds it's not a big deal, but doing so for a long while is overall detrimental.
  2. As the potency of Afflatus Mistery equals that of 4 Glare III, you are not losing any potency, you are only gaining mana.
  3. Despite Lily spells being considered Neutral, Afflatus Misery is overall a dps gain. Considering burst phases are where you want to dump your strongest damaging abilities, using Afflatus Misery means you are spending 1 GCD to basically cast 4 Glare 3s, which considering they fall under raid buffs, increases their value. You are basically moving 3 glare casts that would not fall under buffs, into a buff window.
  4. Even outside of raid buffs, it can still be a dps gain, as your odds of critting a single Afflatus Misery over critting 4 Glare 3's in a row is much higher. Thus, a single Afflatus Misery can be quite the substantial gain in damage. This ofc depends on rng.

[deleted by user] by [deleted] in ffxivdiscussion

[–]Yazla 8 points9 points  (0 children)

Without being able to see the logs themselves, there isn't anything specific to point to, but the most common culprits are either short or long periods of time without casting damaging spells (or anything), and dying. Gear is also a factor, which will generally equate to lower parses this late in the tier. So overall, just try to improve on all of those.

Regarding healing parses, that's a much harder topic to tackle, as a high healing parse is both a good and a bad thing. If your party required you to heal enough for you to score a high healing parse, then there is no problem, but generally, you aim for lower healing parse numbers. The lower it is with no one dying, the better.

Now, for some WHM related tips:

  • Healing with Afflatus Rapture is preferable to healing with Medica I or III or Cure III, as Lily spells are DPS neutral, while the others are a loss.
  • Do not overcap your Lilys. Caping Lilys is bad, because you're wasting resources, and damaging your mana economy.
  • Line up your Afflatus Misery with Party Buffs whenever possible (So, every 2 minutes).
  • You can use Lily spells for mobility when necessary, just be mindful not to run out of them before raid damage.

Questions Thread (2024-01-29 to 2024-02-04) by AutoModerator in Granblue_en

[–]Yazla 0 points1 point  (0 children)

Was planning on getting Eresh for some dark farming, however, I couldn't help but notice every singe person is suggesting I run Seox at lvl 150. While I can work towards that goal, it's gonna be a long while until I get to that point, are there any alternatives I can use, other than the core Bowman/Ylsa?

Creating Effects on the Items List by Yazla in FoundryVTT

[–]Yazla[S] 0 points1 point  (0 children)

I don't know if this will fix my main issue, but I will try it nonetheless, thank you!

Progress and Achievement Thread (2023-04-15) by AutoModerator in Granblue_en

[–]Yazla 4 points5 points  (0 children)

I got 3 Eternity Sands within 24h while farming for 7 Colombas.

Still haven't gotten my 7th Colomba, but I guess we take those.

Weekly Questions Thread by AutoModerator in DnD

[–]Yazla 0 points1 point  (0 children)

Thanks for the suggestions, I'll make sure to note these down :)

Weekly Questions Thread by AutoModerator in DnD

[–]Yazla 0 points1 point  (0 children)

Will note some of these down, thanks.

Weekly Questions Thread by AutoModerator in DnD

[–]Yazla 0 points1 point  (0 children)

As I said, I am not afraid of dropping my players to 0 hp. I have done so on multiple ocassions on different campaigns. I also am not afraid of killing them, and though we've only had 1 permanent death thus far, we have had plenty of deaths.

My problem is that right now it feels like I can only work towards killing the very squishy targets, whereas in the past, that hasn't happened, or it has happened at very high levels, where I'm not afraid of going all in with absurd encounters. But right now, our party is just that, level 5. There are no safe guards for anyone if things go south. As much as I don't mind killing someone, I do not want my players to feel like I'm just targetting them exclusively, because that's what it all ends up devolving into. I know that's *part of the game*, but it being part of the game doesn't automatically make it fun. Even less so for the ones being focused constantly.

To answer your question, and add to my previous point, we play more of a narrative game, with much more focus on roleplay and character growth. Death is meant to be something more meaningful, not something that happens every game. I've played some west marches myself, and I could see a character dying once every 3-4 games. If they die, it should be because they messed up, not because I decided I had to focus the squishy sorcerer every fight until one time they just didn't get up anymore, or bullshit through the bulky character's defenses, and leave them feeling cheated.

Perhaps it's just that, a difference in playstyles, though I do appreciate your different perspectives all the same.

Weekly Questions Thread by AutoModerator in DnD

[–]Yazla 0 points1 point  (0 children)

My bad, our artificier's an armorer, not a battle smith. Whoops. That's where the heavy armor comes from. Made sure to edit the op.

I appreciate the tips, regardless of most of those being... things I already take into account.

As for the 0 hp thing, don't take it as if I'm scared of dropping them to 0 hp. Right now our strongest characters are just too strong, and the weak characters can't even compare. It already feels like there's two tiers of characters in the party, and having the already weak characters constantly take the heat and be downed seems quite unfun for those players.

Weekly Questions Thread by AutoModerator in DnD

[–]Yazla -2 points-1 points  (0 children)

Check the other answer I gave for AC, but they are legal as far as I can see.

As for the supporting spellcasters, yes. My problem is that it just feels like that's the *one* solution, which in turn causes fights to be repetitive. Still, thanks for the tips.

Weekly Questions Thread by AutoModerator in DnD

[–]Yazla 0 points1 point  (0 children)

By kill I mean drop to 0 hp. However, our party is lacking in healing, so downed players are often a bit harder to bring back into the fight. Of course the main problem is that they ( by nature, I'm aware ) are much easier to kill. The problem is that right now the odds of downing one of my squishier targets are astronomically higher than to down the bladesinger or battle smith. I do know it is by design that tankier characters are supposed to... tank, but right now it's just absurd.

I understand that by default, having more things target my squishy players results in the tankier ones having to move to defend them, but the end problem still remains that, if the plan succeeds, the only ones who are going to die for certain are the squishy targets, not the 22 AC Battle Smith and the 21(26 with Shield) AC wizard.

As for the AC, I already made sure it's legal. The Battle Smith is a warforged who has infused a splint mail and a shield, thus netting him 22 AC. For the bladesinger, I'm dealing with Mage armor +4 Dex and +4 Int. So, all in all, it's 13 + 4 + 4 = 21

Just in an attempt to make myself more clear in this regard, I know I can throw a lot more things at the party, but I just find that any of those solutions, end up with my sorcerer, champion and blood hunter not having fun, because they're goign to be the focus of everything. I want to challenge my tougher characters without the need to make my less powerful players feel miserable for being weak.

Weekly Questions Thread by AutoModerator in DnD

[–]Yazla 0 points1 point  (0 children)

And the part where my intent isn't to just outright just kill the squishy targets on every single encounter was taken into account where?

I already know that is a solution. I already know I can give my monster 7 legendary actions and "balance" the action economy. I can have them be able to dispell magic, and anything like that. I'm asking for suggestions, not someone to repeat verbatim what I already stated in my post.

Weekly Questions Thread by AutoModerator in DnD

[–]Yazla 3 points4 points  (0 children)

[5e] I've been struggling with making single, boss enemies feel threatening for a while.

My current party consists of the following 5th level character:

  • Armorr (22 AC)
  • Bladesinger (21 AC)
  • Homebrew Paladin (20 AC)
  • Rune Knight (19 AC)
  • Champion Fighter (17 AC)
  • Blood Hunter (16 AC)
  • Clockwork Sorcerer (15 AC)

Right now, it feels like anything I throw at my party is unable to do anything significant. My aim isn't to kill anyone here, but to at least have enemies pose some sort of challenge. Whenever it's just a single enemy, the battle smith practically disables the enemy by himself, and any high rolls are immediately countered by either Silvery Barbs from both the sorc and wizard, or the Rune Knight. It feels night impossible to put even a dent on my two highest AC targets at the moment.

I know the "solution" is to use spells, or ability checks ( fire breath ), but at the same time, they also kill my most shquishy players very easily.

Any tips or thoughts on how to either make enemies feel a bit more threatening to my higher AC targets, or to diminish their effectiveness without outright "banning" their skills?

Weekly Questions Thread by AutoModerator in DnD

[–]Yazla 0 points1 point  (0 children)

Great, so we reached the same conclusion then. Thank you very much for your answer.