Tha MonkeyClan of the Angry Monkey (FFXI)
Parties 101


3: Parties 102: Advanced Concepts I
Submitted by sam on Wed, 06/30/2004 - 17:14.

Okay, so we've seen the basics of parties: The roles of party members, the essential party formula, and the basic terminology. Now you should be good to go with respect to your basic party. So let's look at some of the more advanced concepts.


Experience Rates

Often times people fall into the pattern of only wanting to fight IT mobs because of the large EXP gained from them. It can be hard to argue with 200+ EXP per fight.



The problem with looking at the EXP gained in terms of EXP/fight is that, if the mob nearly kill your party or take too long to kill there can be a lot of downtime between battles. This could mean that, even though you are getting 200+ EXP per fight, you are actually not getting that much EXP per hour.



More advanced parties tend to focus on the whole EXP/hour idea. Here, you don't focus on how much EXP is gained in a fight, but how many mobs can be chained together rapidly to get more EXP over time.



If you are getting 200 EXP per fight, each fight takes 3 minutes with a 3 minute cool down between battles, you are getting 2000 EXP per hour. However, if you are killing mobs for 100 EXP per fight that you can kill in 2 minutes with no cool down between battles, you are getting 3000 EXP per hour.



There are other variables that affect the EXP/hour. If you can kill monsters in rapid succession you get what are known as "chains" where the subsequent EXP gained from monsters killed increases. This could mean you may get 100 EXP the first battle, 150 EXP the second battle, etc. Added to the fact that you will be less likely to be killed by these lower monsters and you can see the benefits are clear.

Advanced Hate Control

Hate can be something that is very difficult to control. If you have a damage dealer that is doing too much damage then the mob will be focused on them rather than the tank. A great example of this are Galka RNGs which can do so much damage that the tank will have a hard time focusing the enemy on them.



Generally speaking, it is the responsability of both the tank to ensure the hate stays with them and of the other members to try and keep the hate away from them. Thise could mean doing less damage as a damage dealer (as a RNG, for example, try not to let your TP% get much higher than 100% before using it) or using less intensives spells as a healer (Cure I or Cure II as opposed to those higher).

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