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Battle Regimens and Incapacitation (10/06/2010)

Posted: Sun 2010 Nov 21 17:30 EST
by Kirakun
Battle Regimens and the incapacitation of body parts are two features designed to encourage and intensify teamwork and gameplay among party members. Given the added excitement and various benefits both of these tactics can yield, it would be remiss of players not to make use of them to the utmost!
  • Battle Regimens
    Battle Regimens are combat tactics which party members may employ against a single enemy. By coordinating and executing battle commands in a precise order, players may cause certain additional beneficial effects to occur. A Battle Regimen begins with the stacking of battle commands. All party members who wish to take part in the Battle Regimen must stack their actions in the correct order against the desired target. One of the members then initiates the Battle Regimen, and the stacked actions will be executed automatically.
    • Executing a Battle Regimen
      1. Consult with other party members to determine the best Battle Regimen to use against a specific target. The battle commands and the order in which they are to be executed should all be decided.

      2. Wait until your position in the queue comes around to switch to Battle Regimen mode and select the battle command you wish to stack.
      *A single party member cannot stack more than one action in a Battle Regimen.

      3. After all participating party members have stacked their battle commands, one of the party members selects to initiate the Battle Regimen.

      4. Once the Battle Regimen is initiated, the stacked battle commands will all be executed automatically, chaining together to create additional effects.
      * Please note that factors such as distance from the enemy may prevent stacked battle commands from being executed once the Battle Regimen is initiated. In these cases, the Battle Regimen will not end, but will instead proceed on to the next command in the queue.
    • Additional Effects
      The additional effects produced by successfully executed Battle Regimens, and the combinations that yield them, are listed below.
      Additional Effect
      Combination
      Example
      • Lowers a target’s physical defense
        • Normal attack ⇒ Normal attack
          Ex: Light Slash ⇒ Heavy Strike
      • Lowers a target’s magic defense
        • Normal attack ⇒ Magic attack
          Ex: Light Slash ⇒ Phantom Dart
      • Increases a target’s casting time/raises MP costs
        • Normal attack ⇒ Magic spell
          Ex: Light Slash ⇒ Fire
      • Lowers a target’s TP progression/raises TP costs
        • Normal attack ⇒ Weaponskill
          Ex: Light Slash ⇒ Red Lotus
      • Maintains the effectiveness of class abilities when used by different classes
        • Magic spell ⇒ Magic spell(both from same class)
        • Weaponskill ⇒ Weaponskill(both from same class)
          Ex: Trunksplitter ⇒ Brandish
      • Increases player damage
        • Weaponskill ⇒ Weaponskill ⇒ Magic spell (weaponskills from different classes, finishing spell is optional)
        • Magic spell ⇒ Magic spell ⇒ Weaponskill (spells from different classes, finishing weaponskill is optional)
          Ex: Blizzard ⇒ Scourge ⇒ Puncture
  • Damage to Body Parts
    Among the enemies found throughout Eorzea, there are those with body parts susceptible to damage. Sustaining a certain amount of damage will result in those body parts becoming incapacitated. For example, an aldgoat’s horns may be broken, or a diremite’s stinger lopped off. This is achieved through the use of specific weaponskills that automatically target these body parts whenever they are present. When the body part of an enemy is incapacitated, it will suffer the following effects:
      • Weaken the monster
      • Prevent the monster from using its special attacks
      • Influence the type of loot dropped
    • The Art of Incapacitation
      This portion will introduce some of the weaponskills capable of causing incapacitation, as well as the body parts those weaponskills target. Beyond those listed below, there are additional enemies with body parts capable of being incapacitated.

      1. Incapacitating Weaponskills
      BR1.jpg
      BR1.jpg (121.76 KiB) Viewed 1476 times
      2. Body Parts by Genus
      BR2.jpg
      BR2.jpg (188.36 KiB) Viewed 1476 times
Celeras of BG wrote: Link: HERE

Regimens rape. Ignorance on the part of the community is the only reason they don't get used. People want flash and effects to show that's something done, so they ignore everything that doesnt give a debuff-effect (which themselves are pretty good too). Nobodies noticed that Weaponskill>Weaponskill>Magic (Hey, sounds a lot like SC+MB doesnt it?) results in a +50% damage boost to the second WS, and a +100% damage to the magic. Same goes for Magic>Magic>Weaponskill.. 2nd in the chain +50%, 3rd +100%. They totally rip things apart the same way setting up that Fusion did in XI pre-30. Yeah, an effect would be nice, but that doesn't mean they aren't crazy powerful.

And as for incapaciation, knocking down the Buffalos after they do their TP-wipe is basically the entire strategy around killing them like non-noobs.

Goblin/Dodore is nothing but ScourgeII>WaterII>Quick Nock spam for the entire duration of the fight, every time we've done it. It takes off such noticeable chunks you'd be stupid not to. Is there supposed to be some kind of trick to it that makes it complicated or something?

It's also the best way to break body parts by boosting the damage of the appropriate WS's, which we typically do for for all the encounters. I don't see how double damage for the third trigger is anything less than rape. I agree it could use some kind of flashier close for effect, but double damage is double damage.