My Hookv4 video was mostly to demonstrate the future native video recording capabilities of windower. I used Exenterator in that video because I was farming Diremites and anything would kill them.
Also, until you get a pretty solid PK set (which is pretty hard to get), Exenterator (which has an easy ideal set for the most part) stays competitive with PK. I think my PK set when I made that video was something like 4/5 Thaumas and Toci's Harness.
What is it about the new gear that benefits the Terpsichore so much more than the Twash? I kinda wondering if this has an effect on any of the other 1H mythics, particularly Vajra, since they're also on Skadi+1 and Mandalic Stab isn't total crap.
Skadi represents a minor shift away from multi-attack stacking (at least in non-Haste cap sets), which is good for Mythic AM3. Beyond that, I don't feel much has changed at all.
Vajra is a nasty case because of Mandalic Stab:
* Modifiers are really important for dagger WSs because our base damage is so low, and Mandalic Stab is pulling an impressive 30% DEX (the same as Evisceration).
* Typically dagger WSs with shitty mods (like Evisceration - 30% DEX) counter for this by having high combined fTPs (6.0 for Evisc without DA/TA). Mandalic Stab has 3 http://fTP.
* The counter to the low base weapon damage and fTP is supposed to be its large Attack bonus. However, in any situation where you want Thief to be a DD it will need plentiful attack boosts (Berserk, Minuets, Chaos Roll, etc.) like any other DD.
* Mandalic Stab's attack boost (if it works like every other attack boost) does not bypass the ratio cap. Thus, most of the time it won't benefit you at all when you're buffed.
> This weapon appears to have been designed specifically so a Thief in the outside party without buffs could still do decent WS damage on HNMs <
The idea of getting a mythic so that you can do slightly more respectable ***damage from the outside party hurts badly. THF also has no JAs that lets them more easily maintain AM3 like Dragoon (Jumps), Samurai (Meditate), or Dancer (No Foot Rise / Reverse Flourish). You run into viability issues pretty fast with mythic weapons unless you're in a merit party style event with a predictable monster supply or a zerg fight where you can start with 300TP.
Appalled at the claim that I mostly use Exenterator, I made another video of myself drunkenly soloing Apollyon II (with three characters). The mean Tauri gets one over on me when my slow reaction time is bein' slow and I don't get a sash. All is lost.
This probably isn't the best way to redeem the performance of Terpsichore, but it shows what's possible with Terpsichore when you and your support have had a lot of gin and "rice schnapps" and are all played by the same person. I actually went on to kill the demon boss as well, though Sjugy died to an awkwardly timed MS Condemnation. You do not have to kill all the monsters in this zone to kill the NM, and he doesn't seem to link with them.
Jinjo took me to Aby-Kon and excluded 5% for me while I was in the shower (although apparently Kparser works strangely on my computer). So thanks to him!
The one thing I've never really done for this thread is offer any spellcast suggestions, and I've been rewriting mine with Byrth's help in understanding some of the more advanced functions. Byrth's XML gave me an idea.
I've decided to share some of my ideas as I go along.
Background
I only really have room for one Step macro, and I had it as Box Step. So, if daze was at level 5 or something I'd have to manually input other steps! So I did this:
3.) Now go to your Windower folder and open up the Scripts folder inside, open up "init.txt" in a text editor and find the section with the binds.
Add this to the binds section:
Code
bind != input /ws "Temporal Shift"
4.) Change your step macro to /ws "Battle Dance"
5.) You can now use Alt+(Equals Key) to change your preferred step and use them all with a single macro! (You'll either have to restart windower or open the console and type "bind != input /ws "Temporal Shift" without the """ to get it working).
Functionality: By default, functions exactly as above.
/ws "Awful Eye" or //awfuleye will Toggle Step Alternation. Alternating steps default to Box and Feather, but you can change them with //yawn and //lowing respectively.
You still use steps with the same command (/ws "Battle Dance" or //battledance)
Allows you to alternate between two steps with a single macro. Good for something you'll be engaged with for several minutes and will cap out a single daze quickly.
I also want to point out that I didn't really know how to use variables or rules before I wrote this, so it may be bugged and occasionally fail to switch steps or something.
But, it seems to work pretty well on my end, so it just goes to show you how easy spellcast is to learn!
I see a sort of useability bug, in Step Alternator at the moment. It'll alternate your step to use next every time you hit your step macro, even if you fail because the (a.) step timer is down or you (b.) don't have enough TP or (c.) any other reason.
Pretty sure (b.) is a easy fix but I'm not particularly sure about (a.) and (c.)
(Step Switcher Upper is working flawlessly, just like my hair.)
I fixed it to not alternate if you're not engaged, TP is too low, or slept/amnesia'd etc., but I can't figure out the timer part yet. It's not a gigantic big deal though '-';
Change the "Battle Dance" section of the code above.
Spellcast's TP variable lags your actual TP, or more accurately, when you hit your step macro it is because you anticipate having the necessary TP by the time the ability goes off, not when you hit the macro. Spellcast will process it when you hit the macro. This is the same problem I have with WS cancel rules especially in high haste situations.
I personally just macro individual abilities because I don't like being able to blame the program for my failures, but there are many things you can automate (waltz selection is another one.)
Spellcast's TP variable lags your actual TP, or more accurately, when you hit your step macro it is because you anticipate having the necessary TP by the time the ability goes off, not when you hit the macro. Spellcast will process it when you hit the macro. This is the same problem I have with WS cancel rules especially in high haste situations.
I personally just macro individual abilities because I don't like being able to blame the program for my failures, but there are many things you can automate (waltz selection is another one.)
Interesting, I'll probably just leave it out and learn to stop being trigger happy on my steps. As it stands, I only have box macroed and select the others either through a menu or typing, so Step Switcher gives me more flexibility!
Once you get Terpsi, you will step so much less often that it is not even an issue.I only use presto steps, which means I do box, box, feather, box, box...
If I need FM for violent, I will sometimes use single steps.
I've found with Terpsi that I prefer this cycle: Presto (no sluggish daze) -> Box (1 minute) -> Presto (30 seconds) -> Box (1 minute) -> Presto (30 seconds) -> Feather (30 seconds)-> Presto (0 seconds) -> Box (1 minute...
Also, I feel that macro design is very important and affects how close to the ideal potential you will reach in practice. I set up my macros like this: Feather/Box/Presto/NFR/Violent/Wild/Subjob/TP/AE/Spectral Samba/CW5/CW3/TP/SD/RF/WS1/CF/PK/Chocobo
I mostly use the bolded choices, so I should move them closer together because I use a controller. Also, I can probably stand to eliminate the italicized options due to lack of use or better ways to address the same problem. The underlined area is where my selection seems to hover.
* "Subjob" is a subjob specific JA that I use frequently, like Berserk, Meditate, Sneak Attack, whatever. This can be automated with spellcast if you want, but I just do it manually.
* "TP" is a button that cycles through my TP set list (in one direction or the other). I'm finding that I don't actually use my Acc or PDT TP set pretty much ever, so I could probably stand to eliminate them. If I did that, I would only have Marches, Normal, and Evasion, so I could likely drop it down to one button.
* "WS1" is either Exenterator or Evisceration at the moment, but if I eliminated Aeolian Edge from the top row, I would move it to this slot. I change which WS is in this slot on the fly by duplicating the above macro set across multiple sets and moving between them using the up and down buttons. Set 1 is Evisceration, 2 is Exenterator, 3 is Evisceration, and 4 is Evisceration at the moment. There are other minor differences between the sets (like having Fan Dance and moving around some of the non-bold things).
Preliminarily, I think I will change to this for a week and see how I like it:
Feather/NFR/Box/Presto/Violent/Wild/Subjob/Subjob2/FD/Spectral
CW5/CW3/TPtoggle/SD/Samba/WS1/RF/PK/??/Chocobo
I always hate my new macro setups for a while when I change them and I'm sure this time will be no different, but logistically I think that the above macros are better for Terpsi. It opens up a second subjob specific button, puts Fan Dance into the main lineup, and moves things that I use frequently closer together while also keeping Violent Flourish closer to hand. I've been violent flourishing the ***out of ***lately.
Another thing I've been considering is using spellcast variables to control skillchaining sets somehow. I've determined that the skillchain window is 10 seconds, so you could maybe see something like:
I mean, skillchain damage mirrors against many targets these days. Charis Bangles +2 and Mujin Band add another 12% skillchain damage (1.38/1.23). Now, increasing the damage of the closing skillchain will increase both your WS and skillchain damage (so a 6% increase in WS damage would match a 12% increase in skillchain damage), but I doubt those two slots are increasing our WS damage by 6% more than Charis Bangles +2/Mujin Band.
I might still not carry Mujin band because it's Inventory +1 and not a large performance improvement, but I would like to at least work Charis hands +2 in because they're so potent and we all carry them already.
Interesting idea, Sylow, and a problem that has bugged me in the past. I tweaked your idea to work in my spellcasts, and put it in the general Mote-Rules-Include so that it's usable with any job (you can look at the code there if you're interested, though it's not anything special).
Note: You can change the trigger number if you like. Make sure to update the rules as well.
Also: "/ma Trigger" currently resolves to "/ma Trigger1", so you can use the commands without the number unless/until they actually fix that in Spellcast.
Cycle(Step) and Cycle(AltStep) rotate through the available steps, like your example.
UseAltStep determines whether or not to use the alternate step. Default is No, but you can set a different default in each job xml.
SelectStepTarget determines whether the default target is the normal <t>, or <stnpc> (which I use in Dynamis for hitting mobs I'm not engaged to). Default is No, but you can set a different default in each job xml. (eh, might change default to Yes)
And then the last command uses the currently defined step/altstep.
And set the UseAltStep and SelectStepTarget values to defaults I expect to keep (or put them in macros on my dustbin palette, as the number of bind options is pretty limited).
Actually, that gives me an idea. ... Ok, put in the ability to customize the binds for Ctrl-=, Alt-=, Ctrl--, Alt--, per job. Set variable values to either a bind value (eg: "input /ma Trigger1 Cycle(Step)"), "None" to unbind, or "Ignore" to not touch existing binds (in case you have binds on those keys already). Variables are: ClassBindCtrlEqual, ClassBindAltEqual, ClassBindCtrlDash, ClassBindAltDash. These are executed on First Run.
Oh, another possible point of failure with alternating steps: being out of range. Can make use of the WS distance limit for that, I suppose, but I didn't bother with it in my code.