Not many people on to try higher difficulties but super easy win on E using RUN and BLU.
Dashing Subligar, Repulse Mantle, Vocane Ring +1. Won't get knocked back very far or at all. BLU can TP the gajiggers she poops and WS Lilith til she dies.
September 2019 Version Update |
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September 2019 Version Update
Not many people on to try higher difficulties but super easy win on E using RUN and BLU.
Dashing Subligar, Repulse Mantle, Vocane Ring +1. Won't get knocked back very far or at all. BLU can TP the gajiggers she poops and WS Lilith til she dies. Offline
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Bismarck.Ringoko said: » Not many people on to try higher difficulties but super easy win on E using RUN and BLU. Dashing Subligar, Repulse Mantle, Vocane Ring +1. Won't get knocked back very far or at all. BLU can TP the gajiggers she poops and WS Lilith til she dies. You dispelled dread spikes on BLU? tyalangan said: » Bismarck.Ringoko said: » Not many people on to try higher difficulties but super easy win on E using RUN and BLU. Dashing Subligar, Repulse Mantle, Vocane Ring +1. Won't get knocked back very far or at all. BLU can TP the gajiggers she poops and WS Lilith til she dies. You dispelled dread spikes on BLU? Didn't need to, I had my back turned on RUN, BLU would tp on the middle fetters and run back to WS Lilith. SimonSes said: » Asura.Weinberg said: » Shichishito said: » is "Physical damage limit +4%" 4% more max damage you can deal or receive? This is not true. tyalangan said: » Bismarck.Ringoko said: » Not many people on to try higher difficulties but super easy win on E using RUN and BLU. Dashing Subligar, Repulse Mantle, Vocane Ring +1. Won't get knocked back very far or at all. BLU can TP the gajiggers she poops and WS Lilith til she dies. You dispelled dread spikes on BLU? She resisted alot from Blank Gaze. Only a couple got through dispelling buffs she stole with absorb attri Just so you people are aware, the currently is a specific thread for Lady Lilith new BC.
Maybe it's better to move the ongoing discussion there. Makes it easier for current and future reference. ^^ Asura.Eiryl said: » I will, I still ain't gonna do it. Ain't done cait sith nor alex even once. "I take pride is sucking" YouTube Video Placeholder Ok, this fight is horsecrap. But luckily they hardly have any HP at all and you can buff out the nose to survive the stuff that would normally instantly flatten your DDs. Phase 1 - Lady Lilith. The most deadly and where you want to blow your load. RUN - Valiance(Lux), One for All, SP1, SP2. This all helps survive Dread Spikes. WHM - Asylum. Helps survive Dread Spikes and prevents knockback/charm. GEO - Bolster Fury and Attunement. Helps with DPS and Dread Spikes. BRD - SV Dark Carol, SV DD songs. Helps survive Dread Spikes. SAM - SP2 is AMAZING for this. All of their TP moves are AoE so it charges fast. COR - SAM and Chaos. Phase 2 - Lilith Ascendant. Doesn't seem to do anything dangerous, but you need to kill fast before too many fetters are up. Absorbs Light, so we had to do Shoha/Reso/Savage. Any guesses about the “Light elemental damage+50” on Daybreak? Is that the same thing as affinity?
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Asura.Whitte said: » Any guesses about the “Light elemental damage+50” on Daybreak? Is that the same thing as affinity? Ok, it might be worded differently actually still I think on 99% it is affinity. Actually affinity is worded differently on many items, so it would fit the trend lol kishr said: » Code _addon.name = 'anchor' _addon.version = '1.0.3' _addon.command = 'anchor' _addon.author = 'Seth VanHeulen (Acacia@Odin)' -- bit manipulation helper functions function bit(p) return 2 ^ p end function checkbit(x, p) return x % (p + p) >= p end function clearbit(x, p) return checkbit(x, p) and x - p or x end function string.clearbits(s, p, c) if c and c > 1 then s = s:clearbits(p + 1, c - 1) end local b = math.floor(p / 8) return s:sub(1, b) .. string.char(clearbit(s:byte(b + 1), bit(p % 8))) .. s:sub(b + 2) end function string.checkbit(s, p) return checkbit(s:byte(math.floor(p / 8) + 1), bit(p % 8)) end -- event callback functions function check_incoming_chunk(id, original, modified, injected, blocked) if id == 0x28 then local category = math.floor((original:byte(11) % 64) / 4) if category == 11 then local new = original local position = 150 for target = 1,original:byte(10) do new = new:clearbits(position + 60, 3) local next_position = position + 123 if original:checkbit(position + 121) then next_position = next_position + 37 end if original:checkbit(position + 122) then next_position = next_position + 34 end position = next_position end return new end end end -- register event callbacks windower.register_event('incoming chunk', check_incoming_chunk) Save it as anchor.Lua , put it folder under same name, and load it. Removes knock back and bind. Hmmm ... that cleary a cheat... Asura.Veikur said: » Digest is up. YouTube Video Placeholder Ragnarok.Ejiin said: » YouTube Video Placeholder Asura.Whitte said: » Any guesses about the “Light elemental damage+50” on Daybreak? Is that the same thing as affinity? If it were and rng could wear. Then amazing. But its trash lol. RDM tp set just got Amazing 674 meva 31 DT 50 STP They'll never cap their attack. But still cool with pdl Asura.Outlawbruce said: » They'll never cap their attack. But still cool with pdl But, correct me if I'm wrong, PDL does absolutely nothing unless you already are at the att cap. What PDL does (I think?) is basically "raise" the att cap, meaning that adding for instance another +200 attack would produce zero results if you're at cap, would instead produce a difference if you have a certain amount of PDL. This is how I thought PDL worked at least? Asura.Sechs said: » Asura.Outlawbruce said: » They'll never cap their attack. But still cool with pdl But, correct me if I'm wrong, PDL does absolutely nothing unless you already are at the att cap. What PDL does (I think?) is basically "raise" the att cap, meaning that adding for instance another +200 attack would produce zero results if you're at cap, would instead produce a difference if you have a certain amount of PDL. This is how I thought PDL worked at least? That would make sense. I guess what I was trying to say was rdm will never get hyperhyper buffed like DD will. I've already seen a rdm with r15 almace do work I couldn't believe. This new gear will just be absurd. @Eijin what bubbles/geo buffs did you use?
untargetable but can you dmg them with aoe if they are in range?
Asura.Outlawbruce said: » Asura.Sechs said: » Asura.Outlawbruce said: » They'll never cap their attack. But still cool with pdl But, correct me if I'm wrong, PDL does absolutely nothing unless you already are at the att cap. What PDL does (I think?) is basically "raise" the att cap, meaning that adding for instance another +200 attack would produce zero results if you're at cap, would instead produce a difference if you have a certain amount of PDL. This is how I thought PDL worked at least? That would make sense. I guess what I was trying to say was rdm will never get hyperhyper buffed like DD will. I've already seen a rdm with r15 almace do work I couldn't believe. This new gear will just be absurd. When you use Crocea Mors the split White Damage / WS damage is much different compared to what you have otherwise. Furthermore, supposing you're fighting something where you can use stuff like Sanguine Blade, your overall damage will be mostly coming from magic stuff (Sanguine Blade and Enspell), which means that attack won't really be all that relevant as a source of damage in the overall % of your final DPS. tl;dr while this new set will be very good for RDM in general, it's gonna be particularly good for Crocea Mors RDMs. Asura.Psylo said: » kishr said: » Code _addon.name = 'anchor' _addon.version = '1.0.3' _addon.command = 'anchor' _addon.author = 'Seth VanHeulen (Acacia@Odin)' -- bit manipulation helper functions function bit(p) return 2 ^ p end function checkbit(x, p) return x % (p + p) >= p end function clearbit(x, p) return checkbit(x, p) and x - p or x end function string.clearbits(s, p, c) if c and c > 1 then s = s:clearbits(p + 1, c - 1) end local b = math.floor(p / 8) return s:sub(1, b) .. string.char(clearbit(s:byte(b + 1), bit(p % 8))) .. s:sub(b + 2) end function string.checkbit(s, p) return checkbit(s:byte(math.floor(p / 8) + 1), bit(p % 8)) end -- event callback functions function check_incoming_chunk(id, original, modified, injected, blocked) if id == 0x28 then local category = math.floor((original:byte(11) % 64) / 4) if category == 11 then local new = original local position = 150 for target = 1,original:byte(10) do new = new:clearbits(position + 60, 3) local next_position = position + 123 if original:checkbit(position + 121) then next_position = next_position + 37 end if original:checkbit(position + 122) then next_position = next_position + 34 end position = next_position end return new end end end -- register event callbacks windower.register_event('incoming chunk', check_incoming_chunk) Save it as anchor.Lua , put it folder under same name, and load it. Removes knock back and bind. Hmmm ... that cleary a cheat... Agreed. That is intentionally circumventing a debuff. Oh yes, the fun topic of what is cheating and what isn't cheating. If you're not playing on the vanilla client you're cheating.
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SE created a move that knocks your character back. Quite clearly, the intended effect is to have you deal with your movement. There's no debate, anchor is cheating. Whether you're ok with that or not is a personal decision, but you can't make a rational argument that it isn't.
Windower, ashita, gearswap, QoL stuff like lootwhore/treasury, it's up for discussion. As someone who refuses to shill out more for this extremely old game for wardrobes 3&4, the sending of Reisenjima gears to the same account update is one of the best things they've done this year.
It was really bad of them to make it so we couldn't send those gears over to begin with, and it only encouraged players to spend more of their money to get wardrobe 3&4 to house all the unsendable equips. It's taken far too long to get it, but I'm glad they finally figured it out. I hope this trend continues and they make more augmented gears sendable before the end of the year. Wardrobes 3&4 should always have been a free QoL update. Just noticed that Malignance Pole is the only weapon in game, atm, that is not a RMEA and breaks the 250 skill cap?
Previously that cap was 242 but it got broken by Ambuscade cape (250). Now a further step forward, 255? Wonder if it's a typo because the other 2 Lilith weapons have a "regular" 242 skill. On the topic of stackable items. I'm of course happy but I'm wondering why the *** they had to make the Kupons stackable? Who the *** has so many kupons that it's clogging their inventories? I mean seriously? Or am I being blind to some issue I completely ignored so far? Asura.Sechs said: » Just noticed that Malignance Pole is the only weapon in game, atm, that is not a RMEA and breaks the 250 skill cap? Previously that cap was 242 but it got broken by Ambuscade cape (250). Now a further step forward, 255? Wonder if it's a typo because the other 2 Lilith weapons have a "regular" 242 skill. The Japanese version also says 255. Could still be a typo, but unlikely. D286 隔412 HP+150 VIT+40 命中+40 両手棍スキル+255 受け流しスキル+255 魔命スキル+215 ウェポンスキルのダメージ+15% 被ダメージ-20% Has anyone fed or interacted with the mandy in their mog garden? What do they like?
Edit: Distilled Water strongly resonated, petting was surprisingly not worthless, poking strongly resonated. Offline
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Sylph.Funkworkz said: » Asura.Sechs said: » Just noticed that Malignance Pole is the only weapon in game, atm, that is not a RMEA and breaks the 250 skill cap? Previously that cap was 242 but it got broken by Ambuscade cape (250). Now a further step forward, 255? Wonder if it's a typo because the other 2 Lilith weapons have a "regular" 242 skill. The Japanese version also says 255. Could still be a typo, but unlikely. D286 隔412 HP+150 VIT+40 命中+40 両手棍スキル+255 受け流しスキル+255 魔命スキル+215 ウェポンスキルのダメージ+15% 被ダメージ-20% |
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