Hey all;
I first got to thinking about this looking at the Job Ability "Blade Bash" obtained via merit points for Samurai;
'Deliver an attack that can stun the target and occasionally cause Plague.'
I didn't really think much about it, until reading up on some Blue Mage abilities and their potential effectiveness in HNM end-game; in particular, "Lowing" caught my eye;
'Gives enemies within range a powerful disease that prevents recovery of HP and TP'
(It should be noted that both of these abilities apparently inflict 'Plague' status: It not only stops regeneration of, but also decays, MP and TP)
This, coupled with another post I have read: Writeup on Kirin:
From FFXIClopedia.org:
'A more modern method to defeating Kirin is generating so much damage he dies before he can summon any of his sub gods. This "speed-kill" technique most commonly requires many bards and melee jobs to two hour, and normally is successful within the first 3 minutes of the fight. Often this is unattainable without DRKs 2-houring using Kraken Clubs. Before popping Kirin all players should drink poison potions because one Sleepga can waste precious time for any jobs 2-hour. Kirin's low HP but high regen are what makes this possible. If Kirin has time to summon a sub-god this is almost always a sign of failure.'
In effect, it seems to me that quite a lot of HNM's potentially take longer to kill than they should perhaps not because they have a large HP pool, but a large HP regeneration rate. For mobs with little to no regen, you're simply looking at a pretty linear model of kill-time: up your damage, quicken your kill. Less damage, slower kill. However, with large HP regen mobs (Kirin, in this example) your kill time increases at an exponential rate the longer you take, due to giving him more time to regen HP, thus increasing the total dmg you need to deal. [A 1,000 HP mob with 500 HP / sec regen will take 1 second to kill if you can do 1,500 DPS, for example, but if you can only do 1,000 DPS, 2/3 of previous, it now takes 2 seconds- only a one second difference in this example, but DOUBLE the time, just by reducing dmg by 1/3.]
So if these effects work on HNM's, I'd be interested to see how many killtimes could be drastically reduced by using these abilities simply to cut regen; if you're killing a 500hp/sec regen, you may not be dealing a nice round figure in the chatlogs with your spell or job ability, but over the course of the fight you'd be doing enormous amounts of effective dmg to the mob, overall decreasing kill times. Any thoughts / comments / discussion on this would be great, as I'm now considering grabbing Blade Bash (against what most people are posting) just to try this out.
Edit: I am omitting a major part of these abilities; degenerating both MP and TP as well, due only to the irrelevance to this post. Both could be major factors in many fights [Faffhog, etc] and would be open to discussion for that effect as well.
I first got to thinking about this looking at the Job Ability "Blade Bash" obtained via merit points for Samurai;
'Deliver an attack that can stun the target and occasionally cause Plague.'
I didn't really think much about it, until reading up on some Blue Mage abilities and their potential effectiveness in HNM end-game; in particular, "Lowing" caught my eye;
'Gives enemies within range a powerful disease that prevents recovery of HP and TP'
(It should be noted that both of these abilities apparently inflict 'Plague' status: It not only stops regeneration of, but also decays, MP and TP)
This, coupled with another post I have read: Writeup on Kirin:
From FFXIClopedia.org:
'A more modern method to defeating Kirin is generating so much damage he dies before he can summon any of his sub gods. This "speed-kill" technique most commonly requires many bards and melee jobs to two hour, and normally is successful within the first 3 minutes of the fight. Often this is unattainable without DRKs 2-houring using Kraken Clubs. Before popping Kirin all players should drink poison potions because one Sleepga can waste precious time for any jobs 2-hour. Kirin's low HP but high regen are what makes this possible. If Kirin has time to summon a sub-god this is almost always a sign of failure.'
In effect, it seems to me that quite a lot of HNM's potentially take longer to kill than they should perhaps not because they have a large HP pool, but a large HP regeneration rate. For mobs with little to no regen, you're simply looking at a pretty linear model of kill-time: up your damage, quicken your kill. Less damage, slower kill. However, with large HP regen mobs (Kirin, in this example) your kill time increases at an exponential rate the longer you take, due to giving him more time to regen HP, thus increasing the total dmg you need to deal. [A 1,000 HP mob with 500 HP / sec regen will take 1 second to kill if you can do 1,500 DPS, for example, but if you can only do 1,000 DPS, 2/3 of previous, it now takes 2 seconds- only a one second difference in this example, but DOUBLE the time, just by reducing dmg by 1/3.]
So if these effects work on HNM's, I'd be interested to see how many killtimes could be drastically reduced by using these abilities simply to cut regen; if you're killing a 500hp/sec regen, you may not be dealing a nice round figure in the chatlogs with your spell or job ability, but over the course of the fight you'd be doing enormous amounts of effective dmg to the mob, overall decreasing kill times. Any thoughts / comments / discussion on this would be great, as I'm now considering grabbing Blade Bash (against what most people are posting) just to try this out.
Edit: I am omitting a major part of these abilities; degenerating both MP and TP as well, due only to the irrelevance to this post. Both could be major factors in many fights [Faffhog, etc] and would be open to discussion for that effect as well.
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