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Why, for the love of god, is everyone still a bunch of morons when it comes to partying with a thief?
Let me give you a little look into my average party settups and the Dynamics that follow.
Party 1:
Location: Labrynth of Onzozo.
Members: Pld/War, Whm/Blm, Rdm/Blm, Blm/whm, Rng/Nin, Thf/Nin.
Skillchain: Distortion
Magic Burst: Blizzaga II, Blizzard II.
Dynamics:
What does Happen:
Ranger Pulls, Thief Primes SATA, Paladin Vokes.
Now this is just Dumb... The paladin has just wasted the 'SA' Part of my SATA. And has thus Gimped me out of about 200 damage, that could have in turn been 200 Damage that went to Hate on the Paladin.
Solution Suggested by the Paladin: SATA off the Ranger.
I have to say, every time I hear this, I want to cry. Does no one understand what SATA does? I mean where have you guys been the last 30+ levels? Does no one ever Party with a thief? Do they Not know that SATA will pretty much lock Hate on the Ranger, and make the Paladin Burn almost all their MP just to hold Hate?
On top of that, the First SATA is always best used with a Skillchain at start.
In Short the Typical group wants the following:
-150 damage of a bare TA. or 350 Damage worth of hate on a Major Damage dealer in the group.
-Hate recovery through excess use of MP and Job abilities.
-Skillchain Halfway, or towards the end of a fight.
-MP Lost of healing Non-Tank members of the party.
-Damage lost on members holding back on attacks.
-Enfeebles lost due to RDM taking up healing slack.
-Buffs lost due to Mages being taxed on healing.
-Damage lost due to lack of enfeebles.
A good settup:
1) Positioning:
-Mages In back.
-Ranger out pulling.
-Thief Spotting Ranger for links and adds.
-Paladin away from mages, setting up to follow mob.
2)Dynamics:
Ranger Pulls, Thief locks onto the mob, and follows it, Paladin locks on mob and follows it, Ranger runs to mages and stops, targets mob, and checks line up, Mages stand by. Ranger Uses Sidewinder, Thief Uses Dancing Edge, Distortion ensues, Paladin vokes, Black and Red mages Burst, Battle begins, Enfeebs, Buffs, and melee continue.
Benefits:
-500-700 Damage worth of hate onTank..
-Hate locked through use of minimal MP and Job abilities.
-Skillchain at start, allowing for TP gain, Hate transfer, and Bursts to happen while all spell timers are fresh.
-MP Loss minimal, Healer can concentrate on tank, and Buffs.
-Higher hate level on tank allows for more damage from Ranger and Black Mage.
-Enfeebles Delivered at start, allowing more efficient attacks.
-Buffs passed out with little fear of group mortality.
-Damage increase due to enfeebles.
-Faster fights and less MP used due to proper use of a thief.
Gripe:
Skillchain:
Know your mob, and know how to efficiently use your Skillchains, to not only maximize your Damage, but your MP use as well.
Example:
Torama Weak to Earth.
SC: #1
Distortion skillchain(Ranger/Thief): Sidewinder(700)>>Dancing Edge(600)>>Distortion(30-120)>>Blizzaga II(700)+Blizzard II(300).
Total: 2,430-2,520 Damage.
MP Used: 252
DMG/MP: 9.64 to 10
Hate to Tank: 630-720
Hate spread: -20»+70(Rng) -20»+70(Blm) -420»-330(Rdm)
SC: #2
Distortion skillchain(Samurai/Thief): Tachi: Empi(150)>>Dancing Edge(600)>>Disortion(30-120)>>Blizzaga II(700)+Blizzard II(300).
Total: 1,780-1,870
MP Used: 252
DMG/MP: 7.06 to 7.42
Hate to tank: 630-720
Hate Spread: -570»-480(Sam) -20»+70(Blm) -420»-330(Rdm)
SC: #3
Scission Skillchain(Samurai/Thief)60-62: Tachi: Yakukaze(250)>>Dancing Edge(600)>>Scission(150-350)>>Stone III(450)+Stone II(250)
Total: 1,600-1,800
MP Used: 135
DMG/MP: 11.85 to 13.33
Hate to tank: 750-950
Hate Spread: -700»-500(Sam) -500»-300(Blm) -600»-400(Rdm)
SC: #4
Scission Skillchain(Samurai/Thief)63: Tachi: Yakukaze(250)>>Dancing Edge(600)>>Scission(150-350)>>Stonaga III(900)+Stone II(250)
Total: 2,050-2,250
MP Used: 303
DMG/MP: 6.77 to 7.43
Hate to tank: 750-950
Hate Spread: -700»-500(Sam) -50»+150(Blm) -600»-400(Rdm)
I know I am starting to stray form a Game, and inching towards Rocket Science, But this is good stuff to know. If your Thief is your 'Hate Traffic Controller' you might want to know their oppinion on such things.
Now if you look at SC: #1 you can see that the Hate table on the mob is Fragile, but, when you factor in the Paladin's Abilities such as Provoke, Flash, and what not, you can see it it easy to recover from the Initial attacks.
In SC: #4 there is an interesting Phenomenon. Not only will the Hate be Relatively Fragile, But your MP to Damage Ratio is a little Skewed. In this case as well, although not shown, at 63 the Sckillchain Partners are doing a considerable amount More damage that what is shown. So a Stonaga III would not only upset the hate table, but it would kill the Mob a little too fast making TP Generation an issue.
The Best Route is SC: #3. You have all party members in the green as far as the Hate table is concerned, and that allows for more damage, with continued Spell casting. Spreading out the Damage to coincide with the tanks abilities to draw hate.
The Job Ability Hide:
KK, this is very important:
Hide Only works on sight only Mobs!
Stop telling me to use hide on a bad link. If I fuck up, I will kill myself to ensure the group lives. In the example of Toramas, I can not hide from them AFTER they aggro. They are Sight Agressive mobs, but after they have aggroed they switch to Scent Tracking mobs.
Hide Does NOT work on sound Agressive monsters!
Here is a very short list of exp mobs, and mobs that are in the vacinity of exp mobs, that hide works on:
Goblins
Bombs
Great Birds (Peryton Type)
Cocktarice
Yagudo
Tonberries
That is it. If I am pulling a Torama, and a Goblin aggros, I Cannot Hide!
If I am out pulling a Torama, and Aggro a Goblin, yes, then I can hide.
Information on a Thief's job trait: Assassin:
To understand Assassin, and it's impact on Trick attack one must understand Sneak attack first.
Sneak attack is an attack that when armed and used behind the mob will allow the thief to deal a Critical hit that has an attack bonus derived from the Thief's Dexterity.
Trick Attack (normal) is an attack that when armed and used while a group member is between the Thief and the monster will deal a regular attack that has an attack bonus derived from the Thief's Agility, a normal Trick attack is not a Critical hit. As well as being an enhanced attack, Trick attack takes all the damage and adds it to the person that is between the Thief and the Monster's Hate Table. In other words, If I attack for 100 damage using trick attack, and there is a Paladin between me and the mob, the paladin receives 100 damage worth of hate, and I get no hate what so ever.
Trick Attack (Assassin) is an attack that when armed and used while a group member is between the Thief and the Monster will deal a Critical hit(Like Sneak Attack) that has an Attack bonus derived from Agility.
What does this mean?
Well... What it has always meant:
Stop moving around God Damnit!!!
I swear, it absolutely boggles my mind. Why the fuck does everyone in this game move so god damn much? It's not like hitting the mob from another angle will deal more damage. Strangely, People only start to move when I do... Just please, stop moving...
On the same note, when settign up for SATA, Puller, or Voker, who ever is taking the hate for the settup, DO NOT MOVE, let the Tank and the Thief set up. The mob will move if you do, it will not move if we do. Let us worry about positioning.
Buffers: White & Red Mages, And Summoners, please Listen:
There is a Phnomenon We experience, it has a couple of names: Spell lag, or Splag, Spell Shock, Spell Stunned.... Etc.
Well there is this funny thing about FFXI and that is if you are stationary and have a Spell cast on you, you are pretty much Stunned until the spell has run it's coarse... there is a catch though. If you are engaging the mob, your attacks will go off, but your Special moves will not. Generally it is in the best interest to Haste everyone.
When a thief, tank, Primary Voker, or in some cases a puller(Rng) are set up I am already primed for SATA, and hit Ctrl+A to engage the mob and immediately do a weaponskill for chain. Dancing Edge Stacked ontop of SATA is brutal. But.. When I get a spell cast on me while I am engaging the mob I am stunned from doing my weapon skill, but my Character will still use the SATA, wasting my weaponskill.. Right after the Spell fades, I use my weponskill for nearly 1/5 it's potential Damage, and the Resulting chain is also reduced by a factor of 5. What I suggest is this, and you should get no problems, and a lot of love:
Wait for SATA, or SATA+Weaponskill to go off before you cast ANY spell on the Thief, this also includes Bar spells, Curaga, Protect and Shell, Haste, Cure, Regen, etc... After the mob is turned, and locked on the tank, you can pretty much go Apesh*t.
Basically in the log a botched, or Spellstunned series of events will look like this:
(Ranger) Torama (Found it) TP = 168%
(White Mage) MP = 642/778 83%/30%
Phraust uses Sneak Attack.
Phraust uses Trick Attack.
(Phraust) (Thief)(Dancing Edge) 174%
Ranger readies Slug Shot.
White Mage starts casting Haste on Phraust.
Ranger uses Slug Shot, the Torama receives 780 points of Damage.
Black Mage starts casting Blizzaga II on the Torama.
[Hit Ctrl+A]
White Mage casts Hatse.
[stunned]
Phraust scores a critical hit!
The Torama receives 350 points of damage.
Phraust receives the effect of Haste.
[unstunned]
Phraust readies Dancing Edge.
Phraust uses Dancing Edge, the Torama receives 150 points of damage.
Skillchain: Distortion.
The Torama recieves 23 points of damage.
Black Mage casts Blizzaga II the Torama receives 400 points of Damage.
If done correctly it should look like this
Same Scenario)
(Ranger) Torama (Found it) TP = 168%
(White Mage) MP = 642/778 83%/30%
Phraust uses Sneak Attack.
Phraust uses Trick Attack.
(Phraust) (Thief)(Dancing Edge) 174%
Ranger readies Slug Shot.
Ranger uses Slug Shot, the Torama receives 780 points of Damage.
[Hit Ctrl+A]
Black Mage starts casting Blizzaga II on the Torama.
Phraust readies Dancing Edge.
Phraust uses Dancing Edge, the Torama receives 666 points of damage.
Skillchain: Distortion.
The Torama receives 130 points of damage.
Black Mage casts Blizzaga II.
Magic Burst! The Torama recieves 702 Points of Damage!
White Mage starts casting Hatse on Phraust.
White Mage casts Haste.
Phraust recieves the effect of Apesh*t.
Treasure Hunter I & II:
Flat out, you people, Generally, are dipshits... Plain and simple, just fucking Dipshits.
First off you people treat thieves like absolute crap until you need your Genkai 1 Paper then you suddenly have a need for them... Then you have the Audacity to give said thief shit that thief TH II "Is Broken" or "Doesn't work on Rare, or Rare/Ex Drops.".
Here is How Treasure Hunter works, as a general statement:
Treasure Hunter Affects All Drops.
WHat Treasure hunter does is makes the chances of receiving drops better. The more drops you receive, the better your chances are at attaining the Item you are looking for.
For Example, and Strictly for Arguement's sake, think of Treasure hunter like this:
you want a key, you kill a Lich, No treasure hunter means you will have a 1 in 10 chance of getting an Item. the chance of that Item being a Paper is 1 in 10 on top of that. So in essence the chance of getting a paper is 1 in 100.
With Treasure hunter I, for argument's sake, adds a bonus that allows the Drop rate to alter to maybe 1 in 8, but the chance for a paper is still 1 in 10. In the end Treasure Hunter I ups the Chances of getting the paper by 20%, to a 1 in 80.
Finally, Treasure hunter II, for Arguments sake, adds an additional bonus to the drop rate that stacks attop Treasure Hunter I. Where Treasure Hunter I added a +2 to the drop ratio, Treasure Hunter adds another +2, making the drop rate of any item 1 in 6, the chance of getting a paper being 1 in 10, makes the total chance of getting paper 1 in 60. Basically upping your chances from Treasure Hunter I by 25%, or No treasure hunter by 40%
With a Thief Knife: Your Chances go up +1
With Assassin's Armlets: Your Chances Increase another +1
In the end, again for arguments sake, you end up with the following: Threasure hunter I (+2), Treasure hunter II (+2), Thief Knife (+1), Assassin's Armlets (+1). Chances of getting an Item From a Lich: 1 in 4. Chances of that Item being a Paper: 1 in 10, total Chances of gettign Paper: 1 in 40. Chances Improve from Just Treasure Hunter II by 33%, from Treasure Hunter I by 50%, and from No Treasure Hunter by 60%.
Now that over simplified explainantion is the best way I can explain why things function the way they do.
My best time was going out for Genkai Mold and having a dipshit Paladin in the same breath say these two things:
"Man your Treasure Hunter Must be broken... No Mold."
"Fuck I came here empty now I got like a million Mushrooms in my Inventory. lol"
Gee... I wonder why you have a bazillion Mushrooms...
Other commets that really piss me off:
"Thieves are like Uber money makers! You have a lot of Gil, can I have some?"
Ok chief, Just because I can make money doesn't mean I don't use it.
"Thief is a really cheap job."
I use to get pissed when people said this, but after examining enough thieves at my level I can see why people think that... I personally have all the best equiptment for my job aside form a Scorpion Harness +1 and a Pair of Sniper's Rings +1. Other thieves I have seen maybe, just maybe, have roughly 2,000,000g in equiptment. In contrast, I have close to 25,000,000g in equiptment. SO no, I have no fucking money. And please stop thinking because I have exceptional gear that I am rich.... And for the love of god, even if I was, what makes you think i would give you any of my Hard earned Gil over to you for doing nothing?
"Thieves don't need Haste, they are fast enough."
Look at our Skillchain partners.... Look at our Weaponskills post 60. The more TP we get, the more damage we can do. It is in your best interest to always Haste everyone that willl be doing damage. If Haste adds 10% speed to the person receiving the effect, and you haste your whole group, you just made your whole group 10% faster and thus more efficient. Which translates into 1 hour less grind for every 10 hours of grinding.
"Don't Steal/Mug, it takes out of our Treasure pool."
Bull-Fucking-Shit... I Mugged Cargo Crab Colin for 800 gil, and received 1,875 Gill on the kill, I killed Cargo Crab colin without mugging, and Received 1,875 gil...
"Give the Theif the last strike on the mob so Tresure Hunter works."
Treasure Hunter is a Passive trait... It works anyway you cut it... Tested and Proven Numerous times that the deathblow/drop corrolation is Bullshit..
KK well that ends my long ass post on my gripes... I highly doubt anyone would read it all the way...
Let me give you a little look into my average party settups and the Dynamics that follow.
Party 1:
Location: Labrynth of Onzozo.
Members: Pld/War, Whm/Blm, Rdm/Blm, Blm/whm, Rng/Nin, Thf/Nin.
Skillchain: Distortion
Magic Burst: Blizzaga II, Blizzard II.
Dynamics:
What does Happen:
Ranger Pulls, Thief Primes SATA, Paladin Vokes.
Now this is just Dumb... The paladin has just wasted the 'SA' Part of my SATA. And has thus Gimped me out of about 200 damage, that could have in turn been 200 Damage that went to Hate on the Paladin.
Solution Suggested by the Paladin: SATA off the Ranger.
I have to say, every time I hear this, I want to cry. Does no one understand what SATA does? I mean where have you guys been the last 30+ levels? Does no one ever Party with a thief? Do they Not know that SATA will pretty much lock Hate on the Ranger, and make the Paladin Burn almost all their MP just to hold Hate?
On top of that, the First SATA is always best used with a Skillchain at start.
In Short the Typical group wants the following:
-150 damage of a bare TA. or 350 Damage worth of hate on a Major Damage dealer in the group.
-Hate recovery through excess use of MP and Job abilities.
-Skillchain Halfway, or towards the end of a fight.
-MP Lost of healing Non-Tank members of the party.
-Damage lost on members holding back on attacks.
-Enfeebles lost due to RDM taking up healing slack.
-Buffs lost due to Mages being taxed on healing.
-Damage lost due to lack of enfeebles.
A good settup:
1) Positioning:
-Mages In back.
-Ranger out pulling.
-Thief Spotting Ranger for links and adds.
-Paladin away from mages, setting up to follow mob.
2)Dynamics:
Ranger Pulls, Thief locks onto the mob, and follows it, Paladin locks on mob and follows it, Ranger runs to mages and stops, targets mob, and checks line up, Mages stand by. Ranger Uses Sidewinder, Thief Uses Dancing Edge, Distortion ensues, Paladin vokes, Black and Red mages Burst, Battle begins, Enfeebs, Buffs, and melee continue.
Benefits:
-500-700 Damage worth of hate onTank..
-Hate locked through use of minimal MP and Job abilities.
-Skillchain at start, allowing for TP gain, Hate transfer, and Bursts to happen while all spell timers are fresh.
-MP Loss minimal, Healer can concentrate on tank, and Buffs.
-Higher hate level on tank allows for more damage from Ranger and Black Mage.
-Enfeebles Delivered at start, allowing more efficient attacks.
-Buffs passed out with little fear of group mortality.
-Damage increase due to enfeebles.
-Faster fights and less MP used due to proper use of a thief.
Gripe:
Skillchain:
Know your mob, and know how to efficiently use your Skillchains, to not only maximize your Damage, but your MP use as well.
Example:
Torama Weak to Earth.
SC: #1
Distortion skillchain(Ranger/Thief): Sidewinder(700)>>Dancing Edge(600)>>Distortion(30-120)>>Blizzaga II(700)+Blizzard II(300).
Total: 2,430-2,520 Damage.
MP Used: 252
DMG/MP: 9.64 to 10
Hate to Tank: 630-720
Hate spread: -20»+70(Rng) -20»+70(Blm) -420»-330(Rdm)
SC: #2
Distortion skillchain(Samurai/Thief): Tachi: Empi(150)>>Dancing Edge(600)>>Disortion(30-120)>>Blizzaga II(700)+Blizzard II(300).
Total: 1,780-1,870
MP Used: 252
DMG/MP: 7.06 to 7.42
Hate to tank: 630-720
Hate Spread: -570»-480(Sam) -20»+70(Blm) -420»-330(Rdm)
SC: #3
Scission Skillchain(Samurai/Thief)60-62: Tachi: Yakukaze(250)>>Dancing Edge(600)>>Scission(150-350)>>Stone III(450)+Stone II(250)
Total: 1,600-1,800
MP Used: 135
DMG/MP: 11.85 to 13.33
Hate to tank: 750-950
Hate Spread: -700»-500(Sam) -500»-300(Blm) -600»-400(Rdm)
SC: #4
Scission Skillchain(Samurai/Thief)63: Tachi: Yakukaze(250)>>Dancing Edge(600)>>Scission(150-350)>>Stonaga III(900)+Stone II(250)
Total: 2,050-2,250
MP Used: 303
DMG/MP: 6.77 to 7.43
Hate to tank: 750-950
Hate Spread: -700»-500(Sam) -50»+150(Blm) -600»-400(Rdm)
I know I am starting to stray form a Game, and inching towards Rocket Science, But this is good stuff to know. If your Thief is your 'Hate Traffic Controller' you might want to know their oppinion on such things.
Now if you look at SC: #1 you can see that the Hate table on the mob is Fragile, but, when you factor in the Paladin's Abilities such as Provoke, Flash, and what not, you can see it it easy to recover from the Initial attacks.
In SC: #4 there is an interesting Phenomenon. Not only will the Hate be Relatively Fragile, But your MP to Damage Ratio is a little Skewed. In this case as well, although not shown, at 63 the Sckillchain Partners are doing a considerable amount More damage that what is shown. So a Stonaga III would not only upset the hate table, but it would kill the Mob a little too fast making TP Generation an issue.
The Best Route is SC: #3. You have all party members in the green as far as the Hate table is concerned, and that allows for more damage, with continued Spell casting. Spreading out the Damage to coincide with the tanks abilities to draw hate.
The Job Ability Hide:
KK, this is very important:
Hide Only works on sight only Mobs!
Stop telling me to use hide on a bad link. If I fuck up, I will kill myself to ensure the group lives. In the example of Toramas, I can not hide from them AFTER they aggro. They are Sight Agressive mobs, but after they have aggroed they switch to Scent Tracking mobs.
Hide Does NOT work on sound Agressive monsters!
Here is a very short list of exp mobs, and mobs that are in the vacinity of exp mobs, that hide works on:
Goblins
Bombs
Great Birds (Peryton Type)
Cocktarice
Yagudo
Tonberries
That is it. If I am pulling a Torama, and a Goblin aggros, I Cannot Hide!
If I am out pulling a Torama, and Aggro a Goblin, yes, then I can hide.
Information on a Thief's job trait: Assassin:
To understand Assassin, and it's impact on Trick attack one must understand Sneak attack first.
Sneak attack is an attack that when armed and used behind the mob will allow the thief to deal a Critical hit that has an attack bonus derived from the Thief's Dexterity.
Trick Attack (normal) is an attack that when armed and used while a group member is between the Thief and the monster will deal a regular attack that has an attack bonus derived from the Thief's Agility, a normal Trick attack is not a Critical hit. As well as being an enhanced attack, Trick attack takes all the damage and adds it to the person that is between the Thief and the Monster's Hate Table. In other words, If I attack for 100 damage using trick attack, and there is a Paladin between me and the mob, the paladin receives 100 damage worth of hate, and I get no hate what so ever.
Trick Attack (Assassin) is an attack that when armed and used while a group member is between the Thief and the Monster will deal a Critical hit(Like Sneak Attack) that has an Attack bonus derived from Agility.
What does this mean?
Well... What it has always meant:
Stop moving around God Damnit!!!
I swear, it absolutely boggles my mind. Why the fuck does everyone in this game move so god damn much? It's not like hitting the mob from another angle will deal more damage. Strangely, People only start to move when I do... Just please, stop moving...
On the same note, when settign up for SATA, Puller, or Voker, who ever is taking the hate for the settup, DO NOT MOVE, let the Tank and the Thief set up. The mob will move if you do, it will not move if we do. Let us worry about positioning.
Buffers: White & Red Mages, And Summoners, please Listen:
There is a Phnomenon We experience, it has a couple of names: Spell lag, or Splag, Spell Shock, Spell Stunned.... Etc.
Well there is this funny thing about FFXI and that is if you are stationary and have a Spell cast on you, you are pretty much Stunned until the spell has run it's coarse... there is a catch though. If you are engaging the mob, your attacks will go off, but your Special moves will not. Generally it is in the best interest to Haste everyone.
When a thief, tank, Primary Voker, or in some cases a puller(Rng) are set up I am already primed for SATA, and hit Ctrl+A to engage the mob and immediately do a weaponskill for chain. Dancing Edge Stacked ontop of SATA is brutal. But.. When I get a spell cast on me while I am engaging the mob I am stunned from doing my weapon skill, but my Character will still use the SATA, wasting my weaponskill.. Right after the Spell fades, I use my weponskill for nearly 1/5 it's potential Damage, and the Resulting chain is also reduced by a factor of 5. What I suggest is this, and you should get no problems, and a lot of love:
Wait for SATA, or SATA+Weaponskill to go off before you cast ANY spell on the Thief, this also includes Bar spells, Curaga, Protect and Shell, Haste, Cure, Regen, etc... After the mob is turned, and locked on the tank, you can pretty much go Apesh*t.
Basically in the log a botched, or Spellstunned series of events will look like this:
(Ranger) Torama (Found it) TP = 168%
(White Mage) MP = 642/778 83%/30%
Phraust uses Sneak Attack.
Phraust uses Trick Attack.
(Phraust) (Thief)(Dancing Edge) 174%
Ranger readies Slug Shot.
White Mage starts casting Haste on Phraust.
Ranger uses Slug Shot, the Torama receives 780 points of Damage.
Black Mage starts casting Blizzaga II on the Torama.
[Hit Ctrl+A]
White Mage casts Hatse.
[stunned]
Phraust scores a critical hit!
The Torama receives 350 points of damage.
Phraust receives the effect of Haste.
[unstunned]
Phraust readies Dancing Edge.
Phraust uses Dancing Edge, the Torama receives 150 points of damage.
Skillchain: Distortion.
The Torama recieves 23 points of damage.
Black Mage casts Blizzaga II the Torama receives 400 points of Damage.
If done correctly it should look like this
(Ranger) Torama (Found it) TP = 168%
(White Mage) MP = 642/778 83%/30%
Phraust uses Sneak Attack.
Phraust uses Trick Attack.
(Phraust) (Thief)(Dancing Edge) 174%
Ranger readies Slug Shot.
Ranger uses Slug Shot, the Torama receives 780 points of Damage.
[Hit Ctrl+A]
Black Mage starts casting Blizzaga II on the Torama.
Phraust readies Dancing Edge.
Phraust uses Dancing Edge, the Torama receives 666 points of damage.
Skillchain: Distortion.
The Torama receives 130 points of damage.
Black Mage casts Blizzaga II.
Magic Burst! The Torama recieves 702 Points of Damage!
White Mage starts casting Hatse on Phraust.
White Mage casts Haste.
Phraust recieves the effect of Apesh*t.
Treasure Hunter I & II:
Flat out, you people, Generally, are dipshits... Plain and simple, just fucking Dipshits.
First off you people treat thieves like absolute crap until you need your Genkai 1 Paper then you suddenly have a need for them... Then you have the Audacity to give said thief shit that thief TH II "Is Broken" or "Doesn't work on Rare, or Rare/Ex Drops.".
Here is How Treasure Hunter works, as a general statement:
Treasure Hunter Affects All Drops.
WHat Treasure hunter does is makes the chances of receiving drops better. The more drops you receive, the better your chances are at attaining the Item you are looking for.
For Example, and Strictly for Arguement's sake, think of Treasure hunter like this:
you want a key, you kill a Lich, No treasure hunter means you will have a 1 in 10 chance of getting an Item. the chance of that Item being a Paper is 1 in 10 on top of that. So in essence the chance of getting a paper is 1 in 100.
With Treasure hunter I, for argument's sake, adds a bonus that allows the Drop rate to alter to maybe 1 in 8, but the chance for a paper is still 1 in 10. In the end Treasure Hunter I ups the Chances of getting the paper by 20%, to a 1 in 80.
Finally, Treasure hunter II, for Arguments sake, adds an additional bonus to the drop rate that stacks attop Treasure Hunter I. Where Treasure Hunter I added a +2 to the drop ratio, Treasure Hunter adds another +2, making the drop rate of any item 1 in 6, the chance of getting a paper being 1 in 10, makes the total chance of getting paper 1 in 60. Basically upping your chances from Treasure Hunter I by 25%, or No treasure hunter by 40%
With a Thief Knife: Your Chances go up +1
With Assassin's Armlets: Your Chances Increase another +1
In the end, again for arguments sake, you end up with the following: Threasure hunter I (+2), Treasure hunter II (+2), Thief Knife (+1), Assassin's Armlets (+1). Chances of getting an Item From a Lich: 1 in 4. Chances of that Item being a Paper: 1 in 10, total Chances of gettign Paper: 1 in 40. Chances Improve from Just Treasure Hunter II by 33%, from Treasure Hunter I by 50%, and from No Treasure Hunter by 60%.
Now that over simplified explainantion is the best way I can explain why things function the way they do.
My best time was going out for Genkai Mold and having a dipshit Paladin in the same breath say these two things:
"Man your Treasure Hunter Must be broken... No Mold."
"Fuck I came here empty now I got like a million Mushrooms in my Inventory. lol"
Gee... I wonder why you have a bazillion Mushrooms...
Other commets that really piss me off:
"Thieves are like Uber money makers! You have a lot of Gil, can I have some?"
Ok chief, Just because I can make money doesn't mean I don't use it.
"Thief is a really cheap job."
I use to get pissed when people said this, but after examining enough thieves at my level I can see why people think that... I personally have all the best equiptment for my job aside form a Scorpion Harness +1 and a Pair of Sniper's Rings +1. Other thieves I have seen maybe, just maybe, have roughly 2,000,000g in equiptment. In contrast, I have close to 25,000,000g in equiptment. SO no, I have no fucking money. And please stop thinking because I have exceptional gear that I am rich.... And for the love of god, even if I was, what makes you think i would give you any of my Hard earned Gil over to you for doing nothing?
"Thieves don't need Haste, they are fast enough."
Look at our Skillchain partners.... Look at our Weaponskills post 60. The more TP we get, the more damage we can do. It is in your best interest to always Haste everyone that willl be doing damage. If Haste adds 10% speed to the person receiving the effect, and you haste your whole group, you just made your whole group 10% faster and thus more efficient. Which translates into 1 hour less grind for every 10 hours of grinding.
"Don't Steal/Mug, it takes out of our Treasure pool."
Bull-Fucking-Shit... I Mugged Cargo Crab Colin for 800 gil, and received 1,875 Gill on the kill, I killed Cargo Crab colin without mugging, and Received 1,875 gil...
"Give the Theif the last strike on the mob so Tresure Hunter works."
Treasure Hunter is a Passive trait... It works anyway you cut it... Tested and Proven Numerous times that the deathblow/drop corrolation is Bullshit..
KK well that ends my long ass post on my gripes... I highly doubt anyone would read it all the way...