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!! Weaknesses.

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!! Weaknesses. Empty !! Weaknesses.

Post  Ryx Thu Nov 04, 2010 5:14 pm

For referrences purposes, this is the current understanding of Monster !! weaknesses in Abyssea.

To start off with: All !!s must be done while the mob is idling. It cannot be casting or using a TP move, or in the immediate aftermath of one of them. You cannot trigger an !! while it is still suffering from another !!.

Red !! Weakness (Key Items)
Results in all possible key item drops: Atma, Abyssite, & Key Items for advancing in tiers.
Terrorizes the mob, allowing for a brief period of zerging, if desired.

Dagger : Cyclone / Energy Drain
Sword : Red Lotus Blade / Seraph Blade
Great Sword : Freezebite
Scythe : Shadow of Death
Polearm : Raiden Thrust
Katana : Blade: Ei
Great Katana : Tachi: Jinpu / Tachi: Koki
Club : Seraph Strike
Staff : Earth Crusher / Sunburst

Those 13 elemental weapon skills are the only recorded weapon skills to work, as far as I know. Now I'm not saying these are the only things that will work, set in stone, but by testing all of them every time, we should (almost) never go without a Red !!, assuming every WS is timed properly.


Yellow !! Weaknesses (General item Treasure Hunter)
Results in increased yields for all item types, but most notably non-armor drops (See: AF3 seals).
Inflicts silence on the mob, rendering it unable to cast spells for its duration.
Yellow !!s are based on the elemental day of the week the mob was claimed on.
When testing for yellow, take note of the day the mob was claimed on. The trigger will be from the list of that day, the day before, or the day after. (Ex: Thundersday claim, test Ice, Thunder, & Light-based spells).

The list of spells is:
Lightsday: Holy, Banish 2, Banish 3, Banishga 2, Flash, Dark Threnody, Radiant Breath, 1000 Needles
Darksday: Bio 2, Aspir, Dispel , Drain, Kurayami:Ni, Light Threnody, Death Ray, Eyes On Me
Firesday: Fire 3, Fire 4, Firaga 3, Flare, Katon:Ni, Ice Threnody, Heat Breath, Firespit
Earthsday: Stone 3, Stone 4, Stonega 3, Quake, Doton:Ni, Lightning Threnody, Magnetite Cloud, Seedspray
Watersday: Water 3, Water 4, Waterga 3, Flood, Suiton:Ni, Fire Threnody, Maelstrom, Regurgitation
Windsday: Aero 3, Aero 4, Aeroga 3, Tornado, Huton:Ni, Earth Threnody, Hecatomb Wave, Mysterious Light
Icesday: Blizzard 3, Blizzard 4, Blizzaga 3, Freeze, Hyoton:Ni, Wind Threnody, Frost Breath, Ice Break
Lightningsday: Thuder 3, Thunder 4, Thundaga 3, Burst, Raiton:Ni, Water Threnody, Mind blast, Blitzstrahl

That said, it's important to have a black mage, bard, ninja, and blue mage when trying to milk !!s. /nin could maybe work, but you need a ninja anyways for Red !!, so just make them do it.


Blue !! Weaknesses (Armor drops)
Increases drops of Armor & Weapons, useable equipment.
Inflicts Amnesia on the monster, rendering it unable to use TP moves for the duration.
Triggered by physical weapon skills, based on the time of day the monster was claimed.

6:00-14:00 - Piercing
Dagger: Shadowstitch(70), Dancing Edge(200), Shark Bite(225), Evisceration(230)
Polearm: Skewer(200), Wheeling Thrust(225), Impulse Drive(240)
Archery: Sidewinder(175), Blast Arrow(200), Arching Arrow(225), Empyreal Arrow(250)
Crossbow: Slug Shot(175), Blast Shot(200), Heavy Shot(225), Detonator(250)

14:00-22:00 - Slashing
Sword: Vorpal Blade(200), Swift Blade(225), Savage Blade(240)
G.sword: Spinning Slash(225), Ground Strike(250)
Axe: Mistral Axe(225), Decimation(240)
G.axe: Full Break(225), Steel Cyclone(240)
Scythe: Cross Reaper (225), Spiral Hell(240)
Katana: Blade: Ten(225), Blade: Ku(250)
G.katana: Tachi: Gekko(225), Tachi: Kasha(250)

22:00-6:00 - Blunt
H2h: Raging Fists(125), Spinning Attack(150), Howling Fist(200), Dragon Kick(225), Asuran Fists(250)
Club: Skullbreaker(150), True Strike(175), Judgement(200), Hexa Strike(220), Black Halo(230)
Staff: Heavy Swing(5), Shell Crusher(175), Full Swing(200), Spirit Taker(215), Retribution(230)

This can be controlled, by watching time of spawn or time of claim. To put a small summary:
Morning (6~14) Piercing: Can be covered by Dragoon, Ranger, and either Thief or Dancer.
Evening (14~22) Slashing: Requires Paladin, Samurai, Ninja, Dark Knight, and Warrior.
Night (22~6) Blunt: Can *almost* be done exclusively by a prepared Monk. Staff can be handled by any job with, club does require white mage for the Hexa strike trigger, but can be done by numerous jobs otherwise.



This information can be found on BlueGartr, and is collected from numerous sources, including Japanese reportings. Tho there are other factors in play, such as Beastmaster pets & Summoners, the triggers listed above can be employed to great degrees of success, with proper execution. This is not the writing in stone, but a set of guidelines to work from.

Ryx

Posts : 4
Join date : 2010-10-23
Location : Hawaii

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Post  Rinkydink Fri Nov 05, 2010 2:56 am

Ryx wrote:For referrences purposes, this is the current understanding of Monster !! weaknesses in Abyssea.

To start off with: All !!s must be done while the mob is idling. It cannot be casting or using a TP move, or in the immediate aftermath of one of them. You cannot trigger an !! while it is still suffering from another !!.


Please also note that with Ironclads. Their normal moves count as a TP move and thus !!@s cannto be obtained when they're doing this.

Rinkydink

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http://eventus.guildwork.com

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Post  Selleck Fri Nov 05, 2010 3:53 am

Rinkydink wrote:
Ryx wrote:For referrences purposes, this is the current understanding of Monster !! weaknesses in Abyssea.

To start off with: All !!s must be done while the mob is idling. It cannot be casting or using a TP move, or in the immediate aftermath of one of them. You cannot trigger an !! while it is still suffering from another !!.


Please also note that with Ironclads. Their normal moves count as a TP move and thus !!@s cannto be obtained when they're doing this.


Wait wut..???

Selleck

Posts : 156
Join date : 2010-04-01

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Post  Ryx Fri Nov 05, 2010 11:12 am

Rinkydink wrote:Please also note that with Ironclads. Their normal moves count as a TP move and thus !!@s cannto be obtained when they're doing this.

This is a family trait of the Ironclad observers. That's a special detail to mention, most specifically against the Ironclad Pulverizer, but also true for the others. Their "Normal" melee attacks count as TP moves, hence the reason they'll stop & do them, even if you're not in range, will hit anyone that is, and take multiple shadows with what appears to be a "Single attack".

Ryx

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Join date : 2010-10-23
Location : Hawaii

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