A Scholar's Education (Guide)

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A Scholar's Education (Guide)
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 Bismarck.Squah
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Game: FFXI
user: Squah
Posts: 106
By Bismarck.Squah 2016-02-15 20:18:09
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Okay, did some more tests, this time on Apex Crabs in Dho Gates. Thanks to Dachan for coming GEO to make sure my helixes don't suck

First up - Helix

Initial Damage - 19261

% health before Initial hit - 92%
% after - 80%
tocks - 73%, 67%, 61%, 55%, 48%, 42% (avg 6.3333)
Modus Veritas stuck @ 42%
tocks after modus - 36%, 29%, 23%, 17%, 11%, 4% (6.3333 avg)

mathy bits

Assumed helix cap at 9999 per tock

9999/19261 = 0.52
Initial damage showed 12%. Actual value must be between 12.0 and 12.99.
6.333/12.0 = 0.52775
6.333/12.99 = 0.4875

0.52 ratio of assumed cap falls between the range of 0.4875 and 0.52775.

Helix tocks cap, likely at 9999. Modus Veritas does not exceed the cap, and will only bring helix up to cap if it was not already there.

Since Modus halves duration, it is only worth using if the helix did under 5,000.


Okay. So what about Kaustra? I don't have pixie +1, hope it does enough damage...

Noctohelix closing SC for 4905.
Kaustra initial damage - 37,243 (yay!)
Expected tick damage of Kaustra - 37,243/3 = 12,414
(87-62)/3 = 8.33% per tick expected if uncapped.

Enemy HP before Kaustra - 87%
After - 62%
ticks - 56%, 47% (helix tock must have been included), 40%, 34%, 25%, 18%, 12%, 3%


Actual - subtracting 3%~ ((4905/9999)*6.333%) for the helix to close gravitation gives 62%, 56%, 50%, 43%, 37%, 31%, 24%, 18%, 12% (6.25% average per tick)

Expected value of 8.33, actual of 6.25~

6.25/8.33 = 0.75
9999/12414 = 0.805


Conclusion: Safe bet that Kaustra caps at 9,999 per tick as well.

I ran a few tests for each and two for Kaustra, and each had the same results.
[+]
 Bahamut.Tychefm
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By Bahamut.Tychefm 2016-02-15 20:42:49
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Thx for doing the dirty work and well... guess destroying some illutions
[+]
 Asura.Toralin
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user: toralin
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By Asura.Toralin 2016-02-16 08:50:26
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So sad.... thanks for doing the ground work
 Bahamut.Tychefm
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By Bahamut.Tychefm 2016-02-16 09:12:08
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Random fact:

The +Accuracy of the reforged Tupsimati now shows up on the /checkparam when it wouldn't before.
[+]
 Asura.Sechs
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By Asura.Sechs 2016-02-16 09:17:04
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Was it ever tested if that +acc stat of mage RME was really effective or if SE's claim "trust us, it works even if it doesn't show!" was just *** and they fixed it now?
 Fenrir.Jinjo
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By Fenrir.Jinjo 2016-02-16 09:47:58
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If anyone was conjecturing, the Helix damage was indeed 'ninja' capped during the Modus Veritas patch.

It used to be able to do at least 99k damage. I don't have any screenshots of that, but you can probably still find the video of a bunch of us one-shotting a Yovra (which has over 10k HP) if you youtube.

Maybe if we bother them they'll change it back..
 Carbuncle.Rasalgethi
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By Carbuncle.Rasalgethi 2016-02-21 08:52:04
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I just unlocked Helix II spells, what the real difference compared to Helix 1? juste 100 *** more damage? I hope that not only that! lol

Anyone have infos on Helix II and the differences compared to 1?
 Cerberus.Midgitis
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By Cerberus.Midgitis 2016-02-21 08:55:08
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The main difference is that helix 2 are not overwritten by helix 1 so if you get a good burst on one, you can continue to make sc that require light or dark elements without losing your helix damage.

Also can actually burst noctohelix II with pixie hairpin +1 when closing a dark sc with noctohelix.

Outside of that not much difference.
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 Carbuncle.Rasalgethi
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By Carbuncle.Rasalgethi 2016-02-21 09:12:46
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Cerberus.Midgitis said: »
The main difference is that helix 2 are not overwritten by helix 1 so if you get a good burst on one, you can continue to make sc that require light or dark elements without losing your helix damage.

Also can actually burst noctohelix II with pixie hairpin +1 when closing a dark sc with noctohelix.

Outside of that not much difference.

Thanks for infos, well it is not revolutionary :/
Durations are the same and cap per /tic too? (9999 per tic)
 Bahamut.Tychefm
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By Bahamut.Tychefm 2016-02-21 10:42:21
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JP blog also confirming the 10kish cap:

http://vanafratello.seesaa.net/article/434030109.html
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By FaeQueenCory 2016-02-21 13:02:52
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Asura.Sechs said: »
Was it ever tested if that +acc stat of mage RME was really effective or if SE's claim "trust us, it works even if it doesn't show!" was just *** and they fixed it now?
If I remember, there was anecdotal evidence for it. Namely parsing would yield higher results as expected, as well as "it feels more accurate"....
But nothing from after /checkparam. Which was were the discrepancy was noticed.
(I'm figuring it's a sort of acc buff similar to WSacc, which they changed to regular acc in the "121"s.)
 Leviathan.Imwthstupd
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By Leviathan.Imwthstupd 2016-02-29 18:50:24
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looking for a way to have GS use arbatel loafers when klimaform is up but normal nuke feet if it's down. i have a buff rule but it doesn't seem to work.
edit ok got klim to work but still not sure about obis,
would also love to find a way to get obis to work with weather but i'm not sure how to do this. Any help would be greatly appreciated.
Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
--[[
Custom commands:
Shorthand versions for each strategem type that uses the version appropriate for
the current Arts.
Light Arts Dark Arts
gs c scholar light Light Arts/Addendum
gs c scholar dark Dark Arts/Addendum
gs c scholar cost Penury Parsimony
gs c scholar speed Celerity Alacrity
gs c scholar aoe Accession Manifestation
gs c scholar power Rapture Ebullience
gs c scholar duration Perpetuance
gs c scholar accuracy Altruism Focalization
gs c scholar enmity Tranquility Equanimity
gs c scholar skillchain Immanence
gs c scholar addendum Addendum: White Addendum: Black
--]]
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
info.addendumNukes = S{"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",
"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
update_active_strategems()
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('None', 'Normal')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'Stun')
info.low_nukes = S{"Stone", "Water", "Aero", "Fire", "Blizzard", "Thunder"}
info.mid_nukes = S{"Stone II", "Water II", "Aero II", "Fire II", "Blizzard II", "Thunder II",
"Stone III", "Water III", "Aero III", "Fire III", "Blizzard III", "Thunder III",
"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",}
info.high_nukes = S{"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}

    send_command('bind ^` input /ma Stun <t>')
	send_command('bind !` input /ma Sandstorm <me>')
	send_command('bind ^, input /ma Sneak <me>')
	send_command('bind ^. input /ma Invisible <me>')
	send_command('bind ^; input /ja sublimation <me>')
	send_command('bind ^F1 input /ja Enmity Douse <t>')
	send_command('bind ^a input /ma aquaveil <me>')
	send_command('bind ^s input /ma Stone II <t>') 
	send_command('bind !a input /ma Stoneskin <me>')
	send_command('bind !i input /ma klimaform <me>')
    send_command('bind ^h input /ma hailstorm <me>')
select_default_macro_book()
end
function user_unload()
send_command('unbind ^`')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
-- Precast sets to enhance JAs
sets.precast.JA['Tabula Rasa'] = {legs="Pedagogy Pants"}
-- Fast cast sets for spells
sets.precast.FC = {  ammo="Incantor Stone",
    head="merlinic hood",
    body={ name="Artsieq Jubbah", augments={'MP+16','Mag. Acc.+13','MND+3',}},
    hands="repartie gloves",
    legs="Psycloth Lappas", 
    feet="Regal Pumps +1",
    waist="Witful Belt",
    right_ear="Loquac. Earring",
    left_ear="Gifted Earring",
    left_ring="Prolix Ring",
    right_ring="veneficium ring",
    back="Swith Cape",}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {ammo="impatiens", head="umuthi hat",right_ring="veneficium ring", waist="Siegel Sash"})
sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {neck="Stoicheion Medal", left_ear="barkarole earring",})
sets.precast.Stoneskin= set_combine(sets.precast.FC,{ammo="impatiens", head="umuthi hat",right_ring="veneficium ring", waist="Siegel Sash"})

sets.precast.FC.Cure = set_combine(sets.precast.FC, {   main={ name="Tamaxchi", augments={'Mag. Acc.+30','Enmity-10',}},
    sub={ name="Genbu's Shield", augments={'"Cure" potency +2%','"Cure" spellcasting time -8%',}},
    ammo="Impatiens",
    head={ name="Gende. Caubeen", augments={'Phys. dmg. taken -2%','"Cure" spellcasting time -2%',}},
    body={ name="Artsieq Jubbah", augments={'MP+16','Mag. Acc.+13','MND+3',}},
    hands="Bokwus Gloves",
    legs={ name="Psycloth Lappas", augments={'MP+25','Mag. Acc.+4','"Fast Cast"+2',}},
    feet="Regal Pumps +1",
    neck="Twilight Torque",
    waist="Witful Belt",
    left_ear="Loquac. Earring",
    right_ear="Gifted Earring",
    left_ring="Prolix Ring",
   right_ring="veneficium ring",
    back="Pahtli Cape",})
sets.precast.FC.Curaga = sets.precast.FC.Cure
sets.precast.FC.Impact = set_combine(sets.precast.FC['Elemental Magic'], {head=empty,body="Twilight Cloak"})
-- Midcast Sets
sets.midcast.FastRecast = {ammo="Incantor Stone",
 head="merlinic hood",
    body={ name="Artsieq Jubbah", augments={'MP+16','Mag. Acc.+13','MND+3',}},
    hands="repartie gloves",
    legs="Psycloth Lappas", 
    feet="Regal Pumps +1",
    waist="Witful Belt",
    right_ear="Loquac. Earring",
    left_ear="Gifted Earring",
    left_ring="Prolix Ring",
    right_ring="veneficium ring",
    back="Swith Cape",}

sets.midcast.Cure = {   main={ name="Tamaxchi", augments={'Mag. Acc.+30','Enmity-10',}},
    sub={ name="Genbu's Shield", augments={'"Cure" potency +2%','"Cure" spellcasting time -8%',}},
    ammo="Impatiens",
    head={ name="Gende. Caubeen", augments={'Phys. dmg. taken -2%','"Cure" spellcasting time -2%',}},
    body="Heka's Kalasiris",
    hands="Bokwus Gloves",
    legs={ name="Psycloth Lappas", augments={'MP+25','Mag. Acc.+4','"Fast Cast"+2',}},
    feet="Regal Pumps +1",
    neck="Imbodla Necklace",
    waist="Bishop's Sash",
    left_ear="Beatific Earring",
    right_ear="Lifestorm Earring",
    left_ring="Ephedra Ring",
    right_ring="Sirona's Ring",
    back="Pahtli Cape",}

sets.midcast.CureWithLightWeather = { main={ name="Tamaxchi", augments={'Mag. Acc.+30','"Mag.Atk.Bns."+10',}},
    sub={ name="Genbu's Shield", augments={'"Cure" potency +2%','"Cure" spellcasting time -6%',}},
    ammo="Hedgehog Bomb",
    head={ name="Paean Mitra", augments={'"Cure" spellcasting time -9%',}},
    body={ name="Gendewitha Bliaut", augments={'Phys. dmg. taken -4%','Song recast delay -2',}},
    hands="Bokwus Gloves",
    legs="Artsieq Hose",
    feet="Rubeus Boots",
    neck="Colossus's Torque",
    waist="Bishop's Sash",
    left_ear="Healing Earring",
    right_ear="Beatific Earring",
    left_ring="Ephedra Ring",
    right_ring="Sirona's Ring",
    back="Pahtli Cape",}

sets.midcast.Curaga = sets.midcast.Cure
sets.midcast.Regen = {main="Bolelabunga",sub="genbu's shield",head="Savant's Bonnet +2", back="bookworm's cape",}
sets.midcast.Cursna = {
neck="Malison Medallion",
hands="Hieros Mittens",ring1="Ephedra Ring",
feet="Gendewitha Galoshes"}

sets.midcast['Enhancing Magic'] = {ammo="Savant's Treatise",
head="umuthi hat",neck="Colossus's Torque",left_ear="andoaa earring",
body="Manasa Chasuble",hands="Ayao's Gages",
waist="Olympus Sash",legs="Portent Pants"}

sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {head="umuthi hat",waist="Siegel Sash", left_ear="earthcry earring",})
sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {feet="Pedagogy Loafers"})
sets.midcast.Protect = set_combine(sets.precast.FC, {   main="seveneyes", ammo="Clarus Stone",
    head="nares cap",
    body="Vanya Robe", 
    hands="Serpentes Cuffs",
    legs="Psycloth Lappas", 
    feet="umbani boots",
    neck="Twilight Torque",
    waist="austerity belt",
    left_ear="Gifted Earring",
    right_ear="Gwati Earring",
left_ring="Sheltered Ring",
    right_ring="Paguroidea Ring",
    back="Shadow Mantle",})
sets.midcast.Protectra = sets.midcast.Protect
sets.midcast.Shell = {main="seveneyes",ammo="Clarus Stone",
    head="nares cap",
    body="Vanya Robe", 
    hands="Serpentes Cuffs",
    legs="Psycloth Lappas", 
    feet="Regal Pumps +1",
    neck="Twilight Torque",
    waist="austerity belt",
    left_ear="Gifted Earring",
    right_ear="Gwati Earring",
left_ring="Sheltered Ring",
    right_ring="Paguroidea Ring",
    back="Shadow Mantle",}
sets.midcast.Shellra = sets.midcast.Shell
-- Custom spell classes
sets.midcast.MndEnfeebles = { main="akademos",  
  sub="niobid strap",
    range="aureole",
   head="merlinic hood",
body="vanya robe",
    hands="amalric gages",
    legs="psycloth lappas",
    feet="helios boots",
    neck="Imbodla Necklace",
waist="refoccilation stone",
    left_ear="bakarole Earring",
    right_ear="gwati Earring",
    left_ring="angha Ring",
    right_ring="Sangoma Ring",
    back="bookworm's Cape",}


sets.midcast.IntEnfeebles = {  main="akademos",  
 sub="niobid strap",
    range="aureole",
 head="merlinic hood",
 body="vanya robe",
       hands="amalric gages", 
	 legs="psycloth lappas",
   feet="helios boots",
    neck="Imbodla Necklace",
    waist="refoccilation stone",
    left_ear="bakarole Earring",
    right_ear="gwati Earring",
    left_ring="angha Ring",
    right_ring="Sangoma Ring",
    back="bookworm's Cape",}


sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles
sets.midcast['Dark Magic'] = { main="akademos",   
sub="niobid strap",
range="aureole",
    head="Striga Crown",
	body="vanya robe",
     hands="amalric gages",
    legs="psycloth lappas",
  feet="umbani boots",
    neck="Dark Torque",
	waist="refoccilation stone",
  left_ear="barkarole Earring",
    right_ear="Friomisi Earring",
    left_ring="angha Ring",
    right_ring="Sangoma Ring",
    back="Bookworm's Cape",}


sets.midcast.Kaustra = { main="akademos",  
   sub="niobid strap",
    range="aureole",    
 head="merlinic hood",
    hands="amalric gages",
       legs="merlinic shalwar",
  feet="umbani boots",
    neck="Eddy Necklace",
  waist="refoccilation stone",
  left_ear="barkarole Earring",
    right_ear="Friomisi Earring",
    left_ring="Strendu Ring",
    right_ring={ name="Diamond Ring", augments={'INT+3','Spell interruption rate down -2%','Ice resistance+3',}},
    back="Bookworm's Cape",}


sets.midcast.Drain = { main="akademos",  
 sub="niobid strap",
    ammo="Memoria Sachet",
 head="merlinic hood",
  body="vanya robe",
    hands="helios gloves",
 legs="merlinic shalwar",
    feet="helios boots",
    neck="Dark Torque",
    waist="Fucho-no-Obi",
   left_ear="barkarole Earring",
    right_ear="Friomisi Earring",
    left_ring="archon Ring",
    right_ring="Sangoma Ring",
    back="Bookworm's Cape",}

sets.midcast.Aspir = sets.midcast.Drain
sets.midcast.Stun = {  main="akademos",
    sub="niobid strap",
    ammo="Impatiens",
  head="merlinic hood",
  body="vanya robe",
     hands="amalric gages",
    legs="merlinic shalwar",
     feet="helios boots",
    neck="Dark Torque",
    waist="Ovate Rope",
    left_ear="bakarole Earring",
    right_ear="Psystorm Earring",
    left_ring="Mediator's Ring",
    right_ring="Sangoma Ring",
    back="Bookworm's Cape",}

sets.midcast.Stun.Resistant = set_combine(sets.midcast.Stun, {main="baqil staff"})
-- Elemental Magic sets are default for handling low-tier nukes.
sets.midcast['Elemental Magic'] = {   main="akademos", 
sub="niobid strap",
   ammo="Dosis Tathlum",
  head="merlinic hood",
    body="arbatel gown",
       hands="amalric gages",
    legs="merlinic shalwar",
    feet="umbani boots",
  neck="eddy necklace",
   waist="refoccilation stone",
    left_ear="Barkaro. Earring",
    right_ear="Friomisi Earring",
    left_ring="Shiva Ring",
    right_ring="Acumen Ring",
    back="Bookworm's Cape", 
}

sets.midcast['Elemental Magic'].Resistant =  {main="akademos", 
sub="niobid strap",
 ammo="Dosis Tathlum",
   head="merlinic hood",
    body="arbatel gown",
   hands="amalric gages",
      legs="merlinic shalwar",
     feet="helios boots",
  neck="mizukage-no-kubikazari",
   waist="refoccilation stone",
    left_ear="Barkaro. Earring",
    right_ear="Friomisi Earring",
    left_ring="Shiva Ring",
    right_ring="Acumen Ring",
    back={ name="Bookworm's Cape", augments={'INT+2','MND+2','Helix eff. dur. +14','"Regen" potency+1',}},
}

-- Custom refinements for certain nuke tiers
sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'], { main="akademos",
 sub="niobid strap",
 ammo="Dosis Tathlum",
 head="merlinic hood",
    body="arbatel gown",
      hands="amalric gages",
    legs="merlinic shalwar",
   feet="helios boots",
neck="eddy necklace",
  waist="refoccilation stone",
    left_ear="Barkaro. Earring",
    right_ear="Friomisi Earring",
    left_ring="Shiva Ring",
    right_ring="Acumen Ring",
    back="Bookworm's Cape", 
})
sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'].Resistant, {
 ammo="Dosis Tathlum",
 head="merlinic hood",
 body="arbatel gown",
   hands="amalric gages",
    legs="merlinic shalwar",
  feet="helios boots",
    neck="mizukage-no-kubikazari",
   waist="refoccilation stone",
    left_ear="Barkaro. Earring",
    right_ear="Friomisi Earring",
    left_ring="Shiva Ring",
    right_ring="Acumen Ring",
    back={ name="Bookworm's Cape", augments={'INT+2','MND+2','Helix eff. dur. +14','"Regen" potency+1',}},
})
sets.midcast.Impact = {main="akademos", sub="Mephitis Grip",ammo="Dosis Tathlum",
head=empty,neck="Eddy Necklace",ear1="Psystorm Earring",ear2="Lifestorm Earring",
body="Twilight Cloak",   hands="amalric gages",   legs="merlinic shalwar",ring1="diamond Ring",ring2="Sangoma Ring",
back="Toro Cape",waist="Demonry Sash",legs="Hagondes Pants",  feet="helios boots",}

-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {    main="Chatoyant Staff",
sub="niobid strap",
    ammo="clarus stone",
    head={ name="Wivre Hairpin", augments={'"Refresh"+1','Earth resistance+6','Ice resistance+10',}},
    body={ name="Artsieq Jubbah", augments={'MP+28','Mag. Acc.+19','MND+7',}},
    hands="Serpentes Cuffs",
    legs="Assiduity Pants",
    feet="Chelona Boots",
    neck="Twilight Torque",
    waist="Austerity Belt +1",
    left_ear="Antivenom Earring",
    right_ear="Cassie Earring",
    left_ring="Defending Ring",
    right_ring="Paguroidea Ring",
    back="Repulse Mantle",}

-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle.Town = {   main="akademos",  
sub="niobid strap",
 ammo="homiliary",
    head="auspex coif",
      body="Artsieq Jubbah", 
    hands="Serpentes Cuffs",
    legs="Assiduity Pants",
    feet="Serpentes Sabots",
    neck="Twilight Torque",
    waist="Fucho-no-Obi",
   right_ear="Gwati Earring",
   left_ear="Gifted Earring",
    left_ring={ name="Dark Ring", augments={'Phys. dmg. taken -6%','Breath dmg. taken -3%',}},
    right_ring="Paguroidea Ring",
    back="Shadow Mantle",}
sets.idle.Field = { main="akademos",  
sub="niobid strap",
    ammo="homiliary",
    head="auspex coif",
    body="Artsieq Jubbah", 
    hands="Serpentes Cuffs",
    legs="Assiduity Pants",
    feet="Serpentes Sabots",
    neck="Twilight Torque",
    waist="Fucho-no-Obi",
   right_ear="Gwati Earring",
   left_ear="Gifted Earring",
    left_ring={ name="Dark Ring", augments={'Phys. dmg. taken -6%','Breath dmg. taken -3%',}},
    right_ring="Paguroidea Ring",
    back="Shadow Mantle",}

sets.idle.Field.PDT = { main={ name="Tamaxchi", augments={'Mag. Acc.+30','"Mag.Atk.Bns."+10',}},
    sub={ name="Genbu's Shield", augments={'"Cure" potency +2%','"Cure" spellcasting time -6%',}},
 ammo="homiliary",
    head={ name="Wivre Hairpin", augments={'"Refresh"+1','Earth resistance+6','Ice resistance+10',}},
    body={ name="Artsieq Jubbah", augments={'MP+28','Mag. Acc.+19','MND+7',}},
    hands="Serpentes Cuffs",
    legs="Assiduity Pants",
    feet={ name="Iaso Boots", augments={'"Cure" spellcasting time -6%',}},
    neck="Twilight Torque",
    waist="Fucho-no-Obi",
    left_ear="Colossus's Earring",
    right_ear="Ethereal Earring",
    left_ring="Defending Ring",
    right_ring="Paguroidea Ring",
    back="Repulse Mantle",}

sets.idle.Field.Stun = {     main="akademos",  
    sub="niobid strap",
    ammo="Incantor Stone",
    head="merlinic hood",
    body="Vanya Robe", 
    hands="Repartie Gloves",
    legs="Psycloth Lappas", 
    feet="Regal Pumps +1",
    neck="Imbodla Necklace",
    waist="Witful Belt",
    left_ear="Barkaro. Earring",
    right_ear="Gwati Earring",
    left_ring="Angha Ring",
    right_ring="Prolix Ring",
    back="Swith Cape"}

sets.idle.Weak = {}
-- Defense sets
sets.defense.PDT = {}
sets.defense.MDT = {}
sets.Kiting = {feet="desert boots"}
sets.latent_refresh = {waist="Fucho-no-obi"}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged = {

waist="olseni belt",}
-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Ebullience'] = {head="Savant's Bonnet +2"}
sets.buff['Rapture'] = {head="Savant's Bonnet +2"}
sets.buff['Perpetuance'] = {hands="Savant's Bracers +2"}
sets.buff['Immanence'] = {hands="Savant's Bracers +2"}
sets.buff['Penury'] = {legs="arbatel Pants"}
sets.buff['Parsimony'] = {legs="arbatel pants"}
sets.buff['Celerity'] = {feet="argute Loafers"}
sets.buff['Alacrity'] = {feet="argute Loafers"}
sets.buff['Klimaform'] = {feet="arbatel loafers"}
sets.buff.FullSublimation = {}
sets.buff.PDTSublimation = {}
sets.buff['Sandstorm'] = {feet="Desert Boots"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Run after the general midcast() is done.
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
if buff == "Sublimation: Activated" then
handle_equipping_gear(player.status)
end
end
-- Handle notifications of general user state change.

-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if default_spell_map == 'Cure' or default_spell_map == 'Curaga' then
if world.weather_element == 'Light' then
return 'CureWithLightWeather'
end
elseif spell.skill == 'Enfeebling Magic' then
if spell.type == 'WhiteMagic' then
return 'MndEnfeebles'
else
return 'IntEnfeebles'
end
elseif spell.skill == 'Elemental Magic' then
if info.low_nukes:contains(spell.english) then
return 'LowTierNuke'
elseif info.mid_nukes:contains(spell.english) then
return 'MidTierNuke'
elseif info.high_nukes:contains(spell.english) then
return 'HighTierNuke'
end
end
end
end
function customize_idle_set(idleSet)
if state.Buff['Sublimation: Activated'] then
if state.IdleMode.value == 'Normal' then
idleSet = set_combine(idleSet, sets.buff.FullSublimation)
elseif state.IdleMode.value == 'PDT' then
idleSet = set_combine(idleSet, sets.buff.PDTSublimation)
end
end
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
if cmdParams[1] == 'user' and not (buffactive['light arts'] or buffactive['dark arts'] or
buffactive['addendum: white'] or buffactive['addendum: black']) then
if state.IdleMode.value == 'Stun' then
send_command('@input /ja "Dark Arts" <me>')
else
send_command('@input /ja "Light Arts" <me>')
end
end
update_active_strategems()
update_sublimation()
end
-- Function to display the current relevant user state when doing an update.
-- Return true if display was handled, and you don't want the default info shown.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for direct player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'scholar' then
handle_strategems(cmdParams)
eventArgs.handled = true
end
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Reset the state vars tracking strategems.
function update_active_strategems()
state.Buff['Ebullience'] = buffactive['Ebullience'] or false
state.Buff['Rapture'] = buffactive['Rapture'] or false
state.Buff['Perpetuance'] = buffactive['Perpetuance'] or false
state.Buff['Immanence'] = buffactive['Immanence'] or false
state.Buff['Penury'] = buffactive['Penury'] or false
state.Buff['Parsimony'] = buffactive['Parsimony'] or false
state.Buff['Celerity'] = buffactive['Celerity'] or false
state.Buff['Alacrity'] = buffactive['Alacrity'] or false
state.Buff['Klimaform'] = buffactive['Klimaform'] or false
end
function update_sublimation()
state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
end
-- Equip sets appropriate to the active buffs, relative to the spell being cast.
function apply_grimoire_bonuses(spell, action, spellMap)
if state.Buff.Perpetuance and spell.type =='WhiteMagic' and spell.skill == 'Enhancing Magic' then
equip(sets.buff['Perpetuance'])
end
if state.Buff.Rapture and (spellMap == 'Cure' or spellMap == 'Curaga') then
equip(sets.buff['Rapture'])
end
if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then
if state.Buff.Ebullience and spell.english ~= 'Impact' then
equip(sets.buff['Ebullience'])
end
if state.Buff.Immanence then
equip(sets.buff['Immanence'])
end
if state.Buff.Klimaform and spell.element == world.weather_element then
equip(sets.buff['Klimaform'])
end
end
if state.Buff.Penury then equip(sets.buff['Penury']) end
if state.Buff.Parsimony then equip(sets.buff['Parsimony']) end
if state.Buff.Celerity then equip(sets.buff['Celerity']) end
if state.Buff.Alacrity then equip(sets.buff['Alacrity']) end

end

-- General handling of strategems in an Arts-agnostic way.
-- Format: gs c scholar <strategem>
function handle_strategems(cmdParams)
-- cmdParams[1] == 'scholar'
-- cmdParams[2] == strategem to use
if not cmdParams[2] then
add_to_chat(123,'Error: No strategem command given.')
return
end
local strategem = cmdParams[2]:lower()
if strategem == 'light' then
if buffactive['light arts'] then
send_command('input /ja "Addendum: White" <me>')
elseif buffactive['addendum: white'] then
add_to_chat(122,'Error: Addendum: White is already active.')
else
send_command('input /ja "Light Arts" <me>')
end
elseif strategem == 'dark' then
if buffactive['dark arts'] then
send_command('input /ja "Addendum: Black" <me>')
elseif buffactive['addendum: black'] then
add_to_chat(122,'Error: Addendum: Black is already active.')
else
send_command('input /ja "Dark Arts" <me>')
end
elseif buffactive['light arts'] or buffactive['addendum: white'] then
if strategem == 'cost' then
send_command('input /ja Penury <me>')
elseif strategem == 'speed' then
send_command('input /ja Celerity <me>')
elseif strategem == 'aoe' then
send_command('input /ja Accession <me>')
elseif strategem == 'power' then
send_command('input /ja Rapture <me>')
elseif strategem == 'duration' then
send_command('input /ja Perpetuance <me>')
elseif strategem == 'accuracy' then
send_command('input /ja Altruism <me>')
elseif strategem == 'enmity' then
send_command('input /ja Tranquility <me>')
elseif strategem == 'skillchain' then
add_to_chat(122,'Error: Light Arts does not have a skillchain strategem.')
elseif strategem == 'addendum' then
send_command('input /ja "Addendum: White" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
elseif buffactive['dark arts'] or buffactive['addendum: black'] then
if strategem == 'cost' then
send_command('input /ja Parsimony <me>')
elseif strategem == 'speed' then
send_command('input /ja Alacrity <me>')
elseif strategem == 'aoe' then
send_command('input /ja Manifestation <me>')
elseif strategem == 'power' then
send_command('input /ja Ebullience <me>')
elseif strategem == 'duration' then
add_to_chat(122,'Error: Dark Arts does not have a duration strategem.')
elseif strategem == 'accuracy' then
send_command('input /ja Focalization <me>')
elseif strategem == 'enmity' then
send_command('input /ja Equanimity <me>')
elseif strategem == 'skillchain' then
send_command('input /ja Immanence <me>')
elseif strategem == 'addendum' then
send_command('input /ja "Addendum: Black" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
else
add_to_chat(123,'No arts has been activated yet.')
end
end
-- Gets the current number of available strategems based on the recast remaining
-- and the level of the sch.
function get_current_strategem_count()
-- returns recast in seconds.
local allRecasts = windower.ffxi.get_ability_recasts()
local stratsRecast = allRecasts[231]
local maxStrategems = (player.main_job_level + 10) / 20
local fullRechargeTime = 4*60
local currentCharges = math.floor(maxStrategems - maxStrategems * stratsRecast / fullRechargeTime)
return currentCharges
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
set_macro_page(1, 8)
end
 Bismarck.Speedyjim
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user: speedyjim
Posts: 516
By Bismarck.Speedyjim 2016-02-29 21:04:58
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Put this in job_post_midcast section
Code
if spell.element == world.day_element or spell.element == world.weather_element then
        equip ({waist="Hachirin-no-Obi"})
    end
 Quetzalcoatl.Hartless
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user: Ollette07
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By Quetzalcoatl.Hartless 2016-02-29 23:18:32
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Quote:
edit ok got klim to work

If you don't mind explaining, how did you get the Klimaform rule to work? I'm using the same lua as you but regardless of the day/weather ect it always equips my Merlinic Crackows.
 Bismarck.Speedyjim
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user: speedyjim
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By Bismarck.Speedyjim 2016-02-29 23:25:34
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I had the same issue, this line had an "or" in it when it should say "and", as it is in his file; line 601
Code
if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then

This should allow line 608 to work
Code
if state.Buff.Klimaform and spell.element == world.weather_element then
equip(sets.buff['Klimaform'])
end
 Quetzalcoatl.Hartless
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user: Ollette07
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By Quetzalcoatl.Hartless 2016-02-29 23:45:15
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Bismarck.Speedyjim said: »
I had the same issue, this line had an "or" in it when it should say "and", as it is in his file; line 601
Code
if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then

This should allow line 608 to work
Code
if state.Buff.Klimaform and spell.element == world.weather_element then
equip(sets.buff['Klimaform'])
end

You sir, just made my night! I had replaced Merlinic with Arbatel in all of my nuking sets just as a work around and it made me crazy every time I seen a nuke go off with Klimaform down. Thanks!
 Bismarck.Speedyjim
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user: speedyjim
Posts: 516
By Bismarck.Speedyjim 2016-03-01 00:23:05
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You're welcome!
 Asura.Patb
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user: Patbee
Posts: 86
By Asura.Patb 2016-03-01 07:07:11
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In the GS shown above, it doesn't look like there is anything that handles putting you into a mode for bursts? How is everyone handling the spells when we are magic bursting vs when we aren't?

Also, and this may just be an issue with Organizer itself. But when using that GS posted above, it is only pulling like 60% of the items in the gearswap itself, only showing as 43 items matched. This is the only script I've noticed this with.
 Seraph.Jacaut
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user: Jacaut
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By Seraph.Jacaut 2016-03-01 07:33:56
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soooo thinking about gearing sch and wondering where I should start.... like what sets to prioritize. should be able to start off in alluvion gear and work up from there.

*edited auto correct. ..*
 Leviathan.Imwthstupd
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By Leviathan.Imwthstupd 2016-03-01 07:40:51
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I actually just use the resist build and toggle into that. I nuke in full magacc to begin with. I tried using a BLM lua that already had a burst toggle but needed to much work around. So that was my work around.
 Caitsith.Mahayaya
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By Caitsith.Mahayaya 2016-03-01 08:15:36
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What's the longest a Helix II can last for taking into account gear options, Dark Arts, and with/without Rasa? Seems to last a bit longer than Bio II.
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By BlaTheTaru 2016-03-01 08:54:28
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Seraph.Jacaut said: »
soooo thinking about gearing sch and wondering where I should start.... like what sets to prioritize. should be able to start off in alluvion gear and work up from there.

*edited auto correct. ..*

Depends on what you want to do with sch. If you're wanting to do solos like hiep you'll need about 20 different sets and be Asian. If you're just wanting to know what you need to really get started then for the love of god make a fast cast and a nuking set. Nothing is worse IMO than someone that takes longer to close a skill chain than it does the blm to cast a tier six spell.
[+]
 Seraph.Jacaut
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user: Jacaut
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By Seraph.Jacaut 2016-03-01 09:10:59
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BlaTheTaru said: »
Seraph.Jacaut said: »
soooo thinking about gearing sch and wondering where I should start.... like what sets to prioritize. should be able to start off in alluvion gear and work up from there.

*edited auto correct. ..*

Depends on what you want to do with sch. If you're wanting to do solos like hiep you'll need about 20 different sets and be Asian. If you're just wanting to know what you need to really get started then for the love of god make a fast cast and a nuking set. Nothing is worse IMO than someone that takes longer to close a skill chain than it does the blm to cast a tier six spell.
lol thanks yeah I was leaning more towards the nuking aspect I just haven't played a mage job since aht urghan era.... I got a few merlinc and helios should I be more focused in Macc or a balance amount of macc/mab? jse from Ruan is on the top of my list to get ls told me.
 Bismarck.Snprphnx
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By Bismarck.Snprphnx 2016-03-01 09:22:13
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Caitsith.Mahayaya said: »
What's the longest a Helix II can last for taking into account gear options, Dark Arts, and with/without Rasa? Seems to last a bit longer than Bio II.

90 secs Base duration
168 secs duration with Dart Arts active
+3 secs per Dark Arts Job Point (60 secs total)
+20 secs for max augment on Bookworms Cape
==========
Max 248 secs (~23-24 tocks)

Not sure if Tabula Rasa adds duration
[+]
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By BlaTheTaru 2016-03-01 10:10:28
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Seraph.Jacaut said: »
BlaTheTaru said: »
Seraph.Jacaut said: »
soooo thinking about gearing sch and wondering where I should start.... like what sets to prioritize. should be able to start off in alluvion gear and work up from there.

*edited auto correct. ..*

Depends on what you want to do with sch. If you're wanting to do solos like hiep you'll need about 20 different sets and be Asian. If you're just wanting to know what you need to really get started then for the love of god make a fast cast and a nuking set. Nothing is worse IMO than someone that takes longer to close a skill chain than it does the blm to cast a tier six spell.
lol thanks yeah I was leaning more towards the nuking aspect I just haven't played a mage job since aht urghan era.... I got a few merlinc and helios should I be more focused in Macc or a balance amount of macc/mab? jse from Ruan is on the top of my list to get ls told me.

If you're trying to focus on either macc or mab I'd focus more on macc hands down. If you don't get enough macc you'll be one of those people landing 99999 magic bursts in apex parties but then will hit a 500 tier 5 on high level mobs. See a lot of those. Also can't stress Fast Cast enough. Cap it as soon as possible.
 Seraph.Jacaut
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By Seraph.Jacaut 2016-03-01 10:23:22
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cool luckily Ive collected a good chunk of crap on my mule I'll just have to sift through it Thanks I'm sure I'll be back once I get it started.
 Caitsith.Mahayaya
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By Caitsith.Mahayaya 2016-03-01 11:23:17
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Bismarck.Snprphnx said: »
Caitsith.Mahayaya said: »
What's the longest a Helix II can last for taking into account gear options, Dark Arts, and with/without Rasa? Seems to last a bit longer than Bio II.

90 secs Base duration
168 secs duration with Dart Arts active
+3 secs per Dark Arts Job Point (60 secs total)
+20 secs for max augment on Bookworms Cape
==========
Max 248 secs (~23-24 tocks)

Not sure if Tabula Rasa adds duration

Cool, thanks. Forgot about the boost from job points. Just shy of unweak if you die right after casting unresisted. Unless Arise of course.
 Sylph.Staleyx
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By Sylph.Staleyx 2016-03-03 11:57:49
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Looking for everyone's input here if applicable. In your opinion where is the best zone/mobs to solo for xp/cp on sch? At the moment im jumping from reisy tigers to woh gates acuexs.

Thank you
 Asura.Isiolia
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By Asura.Isiolia 2016-03-03 13:13:03
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Sylph.Staleyx said: »
Looking for everyone's input here if applicable. In your opinion where is the best zone/mobs to solo for xp/cp on sch? At the moment im jumping from reisy tigers to woh gates acuexs.

Thank you

Best is likely quite subjective, and dependent on where other players are going/etc.

That said, where I wound up grinding a lot of my SCH's JPs was in Moh Gates map 2, around I-8. If you look on the map, there's a short tunnel connecting the rooms at I-7 and I-8. Near the mouth of it in I-8, there are a decent number of Acuex spawns. In the tunnel, there are a couple of Umbrils, and the I-7 room has Umbrils and Dullahans. So you can clear the Acuex, kill the Umbrils, and pull however many additional Umbrils/Dullahans you need to bridge the gap to Acuex respawns in order to maintain chain.

The room NE of that, J-6/7 also holds sufficient Umbril/Dullahan spawns to work.

I found few people tended to make their way there, plus you can pretty happily stick to fire spells.
 Phoenix.Libbien
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By Phoenix.Libbien 2016-03-04 18:10:15
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If anyone could help explain something to me, I've been comparing nuke/burst sets to some friends and despite my gear seemingly being ahead (by both of our admission), I'm bursting for less, same NM, same pop so same day etc etc. We were taking turns bursting cryohelix II on the t1 bird in Reisen and he was killing me lol. I'm not sure if we're just overlooking some major difference or something, but here is my set for bursting cryohelix II (hope I did this right, never posted an item set before)...

http://www.ffxiah.com/item-sets/342336

Akademos Path C
Merlinic Hood is macc15 matk28 burst10
Merlinic Jubbah is int10 macc18 matk32
Amalric Gages Path D
Merlinic Shalwar is int7 macc30 matk36
Cape is int+4 helix+17

I have an okay'ish pair of merlinic pants with burst aug (macc30 matk18 burst10) but I liked the tradeoff using static earring and locus ring with this pair vs my burst pants and shiva+1 ring + friomisi earring. For some standout differences, he was using wretched body (just got back from break so no merlinic body yet), ghastly tathlum, comparable merlinic augs on head/legs. Buffs being the same and me being capped jp's and he's not quite at 2100 yet and with more vorseals I just can't explain what I'm missing other than he's a cheating little taru (jk if you read this ^^) I also tested to make sure my stuff was swapping in properly so its not a GS issue. Any thoughts and/or just obvious improvements beyond the endless fight with Oseem to max augs? Any help/guidance is appreciated.
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