100% chance is not about luck. Are you not killing them in time?
Converse with fellow players
@Fattest-Leg That's not a 100% drop chance as far as I know.
Divide Quest 31-35 is a 100% chance for a Varuna/Exegul module to drop in their respective rooms. You can get multiple modules to drop each fight if you're lucky. The only module that has never had a 100% drop chance method is Mitra modules.
@Herro-everynyan I'm a win trader? That's funny considering I did stream over half of my matches publicly on twitch at the time. All I did was no-life the hell out of pvp for the first month since it was fresh with more players than what it currently is right now. Got any proof of my win trading? I don't think you understand how much PvP I've done on both servers, stomping on NA for the first month with players that don't know any tricks compared to my years of playing got me an overall 80%+ win-rate at the time. Let me know when you've got some proof. Here is my twitch account if you want to dig through for something. https://www.twitch.tv/bearrion
Replace win trading with no-lifing and you'll get what I got at the time, but it's impossible at this point to get as high as I did with the current queue since PvP is relatively dead and some players have improved quite a bit so I'm not as impactful in a match as the first month. Report me as much as you want as I have nothing to hide, feel free to ask me anything.
Once upon a time in the JP version, Ship Infiltration(the ultimate quest if you did not know) had a way of allowing you to clip from the ship before you start the countdown of the quest to skip to Area 2. SEGA found out and warned people to not do it or there may be consequences. This is pretty much a similar situation of clipping to do something you're not intended to do. The staff seem to do things selectively, but maybe they don't know of the existence of this clipping in the first place.
As far as macro for button presses go they probably allow that now because they figured it was a mistake. Are there any new button pressing mechanics nowadays? Nope, they intentionally made it easier to deal with button mashing PAs or even got rid of the mechanic for a certain one like Messiah Time/Chronolapse.
The problem isn't necessarily just attacking Nyau. Sometimes attacking him to cancel out his latest action is better, but the occasional problem is whoever has Nyau's enemy aggression keeps running away from him instead of standing next to him while attacking. This will cause Nyau to constantly chase that individual and waste time. The same thing also happens if his attention is constantly being bounced between multiple players attacking him.
To sum it up if you are the one attacking Nyau and holding his attention just stay next to him so you don't waste time.
In JP people get kicked put of UQ even on non Veteran Mode instanced content.
They will put down the beacon, let you join the party, and the first time you die 3 times in a row and wonder why the people in the MPAZ are leaving, is all rdy too late.
There's no theorycrafting, there's no learning the meachanics on your own. The game is 8 years old. It got a rigid META and a demanding skill ceiling set in stone by players themselves. And if you don't follow it, you get 2 choice.
1- Play with premades or your Alliance 2- Fall in the META
What am I even reading? A lot of this is blatantly false. Any good intentions that you may have had is completely gone from the perspective of another individual.
Mhm, I never said Hunter didn't do damage but compared to other things it's not quite as much.
Such as? This is in the context of Persona UH solo.
The damage modifiers for Fi sub (Brave Stance) and Et sub are not that far apart. With all modifiers factored in, Fi sub (Brave) is x1.859 and Et sub is x1.874. You can also take a total of +200 base atk from the Fi as a sub tree and PP Slayer (+200 non-base atk) since you'll have enough points to cover the gap too. Whereas Et sub is only +50 base atk, but it is more pp efficient and the damage is less conditional when comparing TAJA to TACB. You'll be able to make better use of critical damage s-abilities as Et and the critical strike ring for 100% crit rate which will push sub Et a bit further ahead, but it's not as dramatic as Fi sub losing out by 20% damage or something like that.
Mastering Blaze Parry in a scenario such as this is super high DPS regardless of Fi or Et sub. Hell, Blaze Parry is so good even Fi/Hu benefits from it to the point it can out DPS all 3 Fi weapons in appropriate situations.
To keep this brief since I've grown tired of repeating myself I'll say two things.
First, please define what "demanding content" is for me. Thank you for your time and telling me the additional info at the bottom of your response.
And second I feel like using endless as a sole point for talking about general game balance is a bit much specifically because the situations you find yourself in said quests are not in "normal" content. Like it's next to impossible to dodge through all attacks in endless with say hero. But in pretty much any other content you can. Would you say that makes heros loop of "not getting hit" flawed?
This isn't to say that there's no useful information to be gleamed from using endless. I just don't think it should be the entire thing someone hinges their argument on when talking about balance (not to accuse you of doing so.)
Regardless. Thanks again for responding. As any information about the game I care to know about
I would consider demanding content to be something that has time constraints and puts pressure on you to learn your class to a high extent in order to get far. That would include soloing Urgent Quests whether it is to be able to S-rank it or being able to even achieve a clear by yourself, certain limited time quests, divide quests, endless quests, some of the ultimate quests, etc.
While it's true that there are somethings you do in endless that you will not do elsewhere, it's one of the few places where every single aspect of a class is tested and definitely does emphasize on class strengths and weaknesses. That's why quite a bit of players use that as a sort of benchmark for classes, but at the same time it's correct you shouldn't base the overall class balance on this alone. Different types of content demands different strengths, so we must take that in consideration for which scion classes still dominate overall(especially Luster) but some of the legacy classes do have their niche. Losing Hero Boost in endless is a weakness of the class compared to other scions that doesn't have to worry about getting hit and losing any damage boost. However, it has received updates that allow it to regain damage % back from a successful step counter attack to mitigate that weakness. The amount of attacks that are tossed at you as a Hero are a plus if you can manage between the chaos because it excels at counter damage which essentially means anything that even attacks you is a potential gain in power for you.
Now look at it from a legacy class perspective as Fighter where if you lose your Overload because Overload Safeguard triggered from a sneeze(in a similar situation like Hero losing Hero Boost), you're losing approximately 22-25% damage(ranges based on equipment and skilltree), your double pp recovery from Crazy Heart(quite a big deal to lose), AND you get a longer skill cooldown time. Keep in mind Fighter is currently balanced to only keep up if you have Overload on and anytime it's down it's rather lackluster in damage output. There is no way to mitigate Overload Safeguard, but Hero Boosts's demerit can be mitigated through using the strength of the class. Now if we're adding in safety nets such as Iron Will from Hunter sub that is only a 75% chance and if you've done augmenting in this game you know how often that can fail, and that is out of your control. You have Etoile sub with that hefty damage reduction, but it doesn't stop something like static damage acid rain ticks in Divide Quest or in a certain Limited-time quest, and now you've compromised DS damage if you are a DS player(most Fi players seem to be a DS player or use DS at some point). Essentially all of the higher skilled Fighters have major gripes with this class because it has too many flaws and not enough of a reward for a class meant to be "high risk and high reward" so in reality it's currently "high risk and low reward".
Now, since a majority of players pretty much play scion classes at this point and have stopped playing legacy classes or haven't played them extensively keep commenting on how "classes are balanced, just get better" this sends a message to the developers that things are okay when in reality that's not true. The minority of players that play legacy classes with their voice are drowned by the majority. I believe enough noise was recently made to make the balance team notice that Fighter is indeed in need of balance changes because of a buff to an already good solution PA for Hunter gets something, while Fighter's solution PA got nothing and it's overall inferior in just about every aspect. Just about every Fighter I saw got quite peeved at this to say the least due to constant ignoring of the class problems by the balance team.
Just to be on topic: Luster can also be considered a finalized way to play Etoile DS since they share just about the same mechanics except GS has more things added, faster paced, and definitely stronger. Opinion: Luster is also much more fun to play than Etoile DS.
"You will have players that say that you can play whatever class you want to clear just about any content which is true, but some basic classes will never compete with scion classes in some of the more demanding content in terms of damage output and clear times. This is based on players considered to be of equal caliber of their respective classes. Obviously the biggest factor will be how good the player is, but if you say that a basic class can compete with a scion class in Eternal Rondo based on effort alone then you're blatantly full of it."
Yeah, looks like @Knight-Raime didn't read that clearly. Play any class you want to but just know that there is definitely a bias towards Scion classes being overall better in demanding content, not casual content that anyone can play at their own pace.
There is a reason why Endless Quests are brought into factor while talking about actual overall game balance and just because players ignore it doesn't mean the quest doesn't exist. They may avoid the quest for reasons such as it's not appealing to them, drops aren't that worthwhile(currently worth it if you have a group that can 1 lap Rondo because of how often you'll get 8 slotted Profound weapons which are easy meseta right now), get demotivated from seeing their score after trying once and not learning the quest properly and therefore thinking it's complete shit, etc. These quests test the following of a class: Mobility, enemy tracking, the area of effect attacks and what types of range they have, PP efficiency, burst damage, consistent damage and this is especially against bosses that will actually fight back, and much more but listing every single thing is going to be a waste of time.
Scion classes definitely win overall in these categories uncontested. If you are going to argue Fighter is better than Scion classes in these departments overall and can "compete" you are clearly the ignorant one.
Since you also mentioned Fi/Et you should know that Fi/Hu has stronger double saber damage output because of a lack of modifiers from the /Et that benefit Kamaitachi which they are about to buff on the JP version for which NA/global will get AND the better super armor skill for double sabers. Fi/Et is certainly the way to go with Knuckles with how pp efficient it becomes and doesn't sacrifice damage. Twin Daggers benefit from Fi/Et and Fi/Hu(or /Lu) differently. -With /Et your twin dagger PAs will be much more PP efficient and just having the overall damage reduction without sacrificing damage either. -With /Hu(or/Lu) you have the option of making twin daggers that allows you to take hits to regenerate PP and heal it off with your attacks. In this case you will barely bother with normal attacking and just keeping on spamming PAs without worry of dying nor PP management issues. This can't be done with /Et because lifesteal would only heal you by 1 per hit done due to damage balancer, and you're going to proc Overload Safeguard if you keep trying that.
Edit: Well this post looked better in the preview. I can't be asked to deal with forum posting anymore.