Strategy 007: X-Hyper
As we all know, ‘hyper’ has been a hot topic for quite some time now. Despite that some evidence of its functionality has already been recognized, there has still be controversy on its true ‘activation’ requirements. It was originally proposed in Strategy 006 that the prerequisites were the following: (1) the accumulation three deaths, (2) expended job abilities, (3) the use of a petra shovel, and (4) being on the losing team. However, from further experimentation, not all of these clauses are true. In fact, it seems as though the requirement of three deaths has been proven otherwise. Time after time, many of us have witnessed players achieving ‘hyper’ in Diorama with only a single death. On the contrary, it is seemingly ‘more difficult’ to achieve hyper in OMs (official matches). It turns out that during the original testing, the match duration was set to one hour while standard Diorama games are either 15 or 20 minutes in length. A plausible explanation is that there is a mathematical relationship between the game duration and the number of deaths required to achieve ‘hyper’. In OMs, perhaps the three deaths rule still holds true, but in Diorama, only one death seems to be necessary to achieve ‘hyper’—at least in terms of obtaining Revitalizers.
During the original tests, I distinctly remember a number of instances, where there seemed to be a state beyond ‘hyper’. At that time, I had thought that it was merely luck, but after further testing, it appears that getting those dozens of Revitalizers was far from a fluke. There’s actually a methodology to it. These tests suggest that there are only two requirements to achieve this extreme form of ‘hyper’—or perhaps to achieve ‘hyper’ at all: (1) receive one death and (2) expend applicable job abilities. The difference between the ‘regular hyper’ and the ‘extreme hyper’ is that in order to achieve the latter, job abilities must immediately be expended after the use of a Revitalizer. I’ve recently uploaded a video that portrays the reality, authenticity, and existence of this so-called ‘extreme hyper’, dubbed ‘x-hyper’:
Revitalizers were quarried at the following relative time stamps of the video: 1:39, 2:38, 5:58, 6:48, 7:40, 8:28, 9:15, 10:41, 11:01, 12:15, 13:00, 13:23, 13:59, 16:42, 17:06, 17:39. Of course, it is easier to view these on the actual Youtube page, as the website allows for instant and exact snapping to the desired time stamps. In this test, a total of 16 Revitalizers were quarried in a 20 minute game. The ‘x-hyper’ seemed to be triggered by the immediate expenditure of applicable job abilities after each Revitalizer use. By doing this, Revitalizers can be quarried in approximate succession—usually one to three quarries after the initial Revitalizer. Such an overwhelming Revitalizer count in a short duration is rarely seen in actual play because most people tend to save their 2 hour ability and Revitalizer for a potentially significant moment later in the match. In other words, it seems illogical and absurd to blast away a job’s strongest abilities for no apparent reason. The intuition of preserving those abilities and making ‘better’ [apparent] use of them is the more realistic reason why almost all players do not achieve the ‘x-hyper’ status.
The other reason is that the ‘x-hyper’ technique is seemingly applicable to a low selection of jobs. The jobs that are more likely to achieve ‘x-hyper’ are those which have instantaneous [and useful] abilities, including the 2 hour. One example of a job that can make full use of this technique is RNG, as it has infamously powerful job abilities, as well as the capability of attacking and quarrying simultaneously. Essentially, a RNG would be quarrying much more frequently than other DD jobs—which gives it more chances to quarry Revitalizers and consequently a higher likelihood of achieving ‘hyper’ or even ‘x-hyper’. The RNG could simply waste away his job abilities after using a Revitalizer and continuing quarrying, hoping to get hold of a replacement Revitalizer.
Other jobs, such as MNK, are less subject to achieving ‘x-hyper’ because the functionality of their 2 hour abilities. Unlike Eagle Eye Shot, Hundred Fists is not instantaneous. It would probably be too much of a waste to use Hundreds Fists and immediately returning to quarrying. Besides, it is more likely that the MNK is already engaged with an enemy during the time Hundred Fists is activated, making it less convenient for the MNK to quarry.
Anyway, the bottom line is that achieving ‘x-hyper’, the technique that allows quarrying Revitalizers in succession, is no longer a mystery. The greatest concern is that this technique requires little to no skill while providing the one user the strength of an army. If they have knowledge of this, newer and less skilled players would most likely attempt to rely on this strategy rather than focusing on the fundamentals of Ballista simply because ‘x-hyper’ or even ‘hyper’ is easy to learn. Although some of the many Ballista mysteries have been defogged, instead of improving, players seem to be ‘devolving’ in skill, relying too heavily on a simple, but powerful, tactic that any amateur player can pick up in a matter of moments. Originally, dying has always had negative connotations; however, these days, it has been increasingly more acceptable because, after all, it’s a requirement to achieve ‘hyper’. Many players hardly attempt to dodge or Third Eye WSs anymore, and in many cases, they ask not to be cured for a certain duration of the game—all this for the sole purpose of having a shot at ‘hyper’. In a nutshell, the Ballista today is almost completely centered around the concept of ‘hyper’.
Well, the cat’s out of the bag now. The ‘hyper’ case has finally been cracked [in English], so go ahead and enjoy the power of ‘x-hyper’ [without forgetting the fundamentals of Ballista, of course].