Random Question Thread (FFXI Related)

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Random Question thread (FFXI related)
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 Shiva.Thorny
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By Shiva.Thorny 2026-04-07 15:12:20
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Lakshmi.Byrth said: »
I could use the charge system to do something like Bumba V15 -> Sgili V25 -> Gogmagog V25 for ~5500 Bumba RP every cycle at the cost of 13500 segments.

Seems correct. You'd get a V21 charge (4704 RP) and a V15 amp bonus (784) and 5% V15 (9) = 5497.

If you're only concerned with Bumba RP, keep in mind that you'll also get 4656 RP back from your 2nd/third fights which can be converted to segments to cut the cost to ~8844.

I'm not entirely sure why you've selected Sgili and Gogmagog (if you want RP from them for augments, they're certainly doable). If you're just converting the RP back to segs, I'd do dealan-dhe twice. You don't have to change NMs as long as you don't kill it.

Edit: Bumba RP ratio there is around 0.62 RP/seg. An alternative is to do dealan-dhe 3x for a V25 charge then go use it on Bumba and exit afterwards. You'd spend a total of 18000 segments, get a refund of 6984, and get 7768 bumba RP (~0.71 RP/seg). If segments are more limiting than time, consider that option as well.
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By Dodik 2026-04-07 15:18:17
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Lakshmi.Byrth said: »
the system is terribly designed and we all put up with it because Nyame is amazing.

1. Is that accurate?

Yes.

For 2. - short answer is:

(What's a Sgili?) ngai x1, butterfly x2. For butterfly, one run is bst ooze, job you don't have on mule. Second run <anything except mnk> and whm on alt. For Ngai, mnk and geo. Healing trusts.

Engage at 5min to go on Ngai, just need 6% dmg. Amps on everything.

At v25 will give you some 9k RP with amps. Less depending on rank. Replace butterfly with a Gogmagog for ooze, or both, if you want RP on Gogmagog. Ooze works, then need dnc (karambit) and a tank or two.

Alt could get a few more support and tank jobs to make it more flexible.

Replace Ngai with Bumba or whatever you're targetting for RP.
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 Lakshmi.Byrth
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By Lakshmi.Byrth 2026-04-07 15:45:21
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I have 197k segments banked and won't be able to do more than 1 cycle per day due to playtime constraints. I'm more worried about playtime efficiency than segment efficiency.

Still, 1 hour of playtime for 7768 Bumba RP vs. 45 minutes of playtime for 5497 (7329/hr) is more playtime efficient and doesn't make it so I always have a charge up. Plus, I can take a break after 45 if need be. I'll probably do Thorny's proposal, perhaps mixing in the Umbril / Dullahan so I eventually upgrade their items.

Going to literally bookmark this like it's 1999 so I can come back to it whenever I have time in the morning.
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By Dodik 2026-04-07 15:56:25
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x3 charge then 1x Bumba was what I did for Bumba RP.

Just depends what else you want to RP, if at all. The more NMs you want RP on you fit in, the more efficient time wise it will be.
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By Kasaioni 2026-04-07 16:28:12
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So I've seen Ifrit's Cauldron erupt in videos on youtube, but don't think I've actually ever seen it myself in-game. Are there specific conditions needed for this to happen? Time, weather, day of the week?
Edit: I've been told it may depend on what in-game season it is, as a lot of environmental events are tied to seasons. So it would happen at certain points over a 2 real-week period as a Vana'diel year is two Earth weeks.
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 Carbuncle.Nynja
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By Carbuncle.Nynja 2026-04-07 16:57:24
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Fenrir.Brimstonefox said: »
Carbuncle.Nynja said: »
Going by memory here, ...

Never a good idea since you already responded in the original thread!

Probably worth noting for anyone else interested to go up a few posts from that and read the warnings and caveats to using code like that.

TLDR: the numbers are hardcoded if the bags/resources ever change, it will break and could potentially toss something valuable. Whatever it is will end up in recycle bin, but if you're just plowing through without noticing, it will suck.

Due to looking for a specific item in just temp bag, it should be reasonably safe, but be forewarned.
I went off memory based on how the addon worked, I didnt look at the code closely tbh.

Thats on me.
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By Carbuncle.Nynja 2026-04-07 17:12:31
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paladinepsot said: »
Fair warning for everyone, there is a potential exploit to get 6 additional trust primers per month. Do not use it. Square Enix is aware of it and it will be glaringly obvious if a player has more trust points than it is possible to get through official means.
This exploit seems to have been patched. You can still set and do the other RoEs, you wont be able to complete them.

I dont know if this is a side effect from a future change or just the spaghetti code effect.


edit: it might be a nothingburger and just a generic bug instead of a trap after short disucssions with others. Either way, be mindful of doing this.
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By Lakshmi.Byrth 2026-04-08 06:59:34
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Lakshmi.Byrth said: »
I have 197k segments banked and won't be able to do more than 1 cycle per day due to playtime constraints. I'm more worried about playtime efficiency than segment efficiency.

Still, 1 hour of playtime for 7768 Bumba RP vs. 45 minutes of playtime for 5497 (7329/hr) is more playtime efficient and doesn't make it so I always have a charge up. Plus, I can take a break after 45 if need be. I'll probably do Thorny's proposal, perhaps mixing in the Umbril / Dullahan so I eventually upgrade their items.

Going to literally bookmark this like it's 1999 so I can come back to it whenever I have time in the morning.

I geared my BST to an extent:
I have relic hands at +3 for Call Beast and Gleti's Breeches for Ready recast. 5 Beast Affinity merits. Probably Rolanberry Daifuku. My BST is ML0 and I anticipate dying on it a lot here so I'm not looking to change that. Think I have enough MAcc?

I assume I'll do something like:
* BST Purulent Ooze (mule on SMN)
* DNC Melee for a while (mule on GEO)
* MNK Melee for a while, perhaps with SPs (mule on WHM)

I'll probably start with butterfly x3 (may go THF instead of MNK for the third) and will intentionally wipe after doing 6% damage.

I know if I enter three different ones then I have to do >5% damage each time, but if I do the same one over and over how do the thresholds interact with Regen?
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By Shiva.Thorny 2026-04-08 07:02:08
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Lakshmi.Byrth said: »
if I do the same one over and over how do the thresholds interact with Regen?

It'll spawn at the interval of 5% you last cleared. If you take it to 93%, you'll go back in and it'll be 95. To earn points again and be eligible for charge, you'd have to take it to 89 (and it'll be 90 on the third run).

I don't think that dealing damage that's regenned counts for anything unless it regens over a threshold. There was a bug at some point where taking a mob 90-89 then having it use a heal TP and hitting the threshold again gave extra RP if it wasn't a complete kill. So, regen likely only works against you for the goal of charging (points awarded for crossing threshold rather than damage dealt).

Not sure on the BST m.acc. I did most of my RP with more traditional setups because I have a ton of characters. Could always burn mule RUN to 99 for rayke if you're worried about resists.

The main reason not to overweaken is because if you take it below 75 you'll get adds and regen and that could make it hard for your worst setup.
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By Felgarr 2026-04-08 07:16:29
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Lakshmi.Byrth said: »
I geared my BST to an extent:

I think this could work. (I can't comment on if your set meets the minimum threshold, because I went full throttle on my BST Ooze set before it was cool). However, be sure to engage with your pet for the Tandem Strike Bonus (Acc/M.Acc/R.Acc+50 to both master and pet, you and the pet should hit it once). Also, make sure to use a Rolanberry Daifuku as well.

Also, to mitigate lag/delay issues, I sometimes lock my Pet-MagicAccuracy set.

Another observation, I like to make so that you know Ooze was successful in landing Max HP Down:

1.) Mob's HP is 100% at the start of the fight.
2.) You/Your pet deal that first hit for Tandem Strike and see the enemy's HP drop to 99%.
3.) You execute P. Ooze and see your enemy's HP go back up to 100%. (This is how you can be certain that P. Ooze landed and can expect to see the mob's HP drop to 89% in ~60-70 seconds or so...even if the enemy absorbs the damage from P. Ooze.)
4.) Make sure you have reraise and die in a safe spot.
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By Dodik 2026-04-08 08:09:04
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Lakshmi.Byrth said: »
I geared my BST to an extent:

Enmerkar Earring is an easy-ish option. For butterfly it's fine without, for T3 maybe borderline.

The third run should stop before 75% if you do same mob to avoid adds and regen, so lowest 2nd run can take it is 84%. It will start at 85%, stop at 79%.

So first run ooze -> 2nd run starts at 90%. 2nd stop at 84, 3rd stop at 79.

And if you engage with 5min to go, you don't need to wipe. Trust tanks and healers can handle butterfly for a while.
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By Lakshmi.Byrth 2026-04-08 12:40:53
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Dodik said: »
Lakshmi.Byrth said: »
I geared my BST to an extent:

Enmerkar Earring is an easy-ish option. For butterfly it's fine without, for T3 maybe borderline.

I have Enmerkar earring, but NQ Nukumi has `Summoned Pet: Lv.+1` and 7 MAcc so I was unsure which is better.

Thanks for the advice/explanation, everyone.
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By Bismarck.Radec 2026-04-08 13:02:35
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Stick to the Nuku, Pet level +1 will provide more than 15 pet macc as seen here: https://www.ffxiah.com/forum/topic/45830/killer-instinct-the-beastmaster-compendium/172/#3683230
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By Nariont 2026-04-12 10:38:59
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How would one go about testing/verifying if a piece has -enmity on it? Was thinking of having 2 players with equal enmity, /heal near a mob to get initial aggro have the other cast cure on me, wait about 30s~ for any potential CE to fall off then have each flash near the same time, the one with the lowest enmity shouldnt pull from the other. Would that be accurate?
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By Ragnarok.Martel 2026-04-12 11:24:26
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Nariont said: »
How would one go about testing/verifying if a piece has -enmity on it? Was thinking of having 2 players with equal enmity, /heal near a mob to get initial aggro have the other cast cure on me, wait about 30s~ for any potential CE to fall off then have each flash near the same time, the one with the lowest enmity shouldn't pull from the other. Would that be accurate?
I've had inconsistent results with resting near mobs in past tests(never did work out the details) So.. I wouldn't suggest using that to get on the hate list. An action with a known CE value should suffice. Nearly all basic enfeebling spells have 1 CE now, so /whm and a simple para or slow is a reliable tag method. If both characters cast it, then they'd both be tied at 1 CE. Though aggroing the mob first to prevent the 200CE pull bonus is a good idea, unless your test could benefit form starting with an extra 200 CE.

And there's no need for careful timing. Any enmity- on the gear in question would also affect the CE from flash, So after VE drains away the mob will be on the character with the higher CE, regardless of when the flash was cast.

Actually, if you're going to use flash to test.. then there's no need to use a separate action/method to get on the hate list. Flash itself serves that purpose. <,<

If PLD can wear the test item+(and you have PLD and Atonement unlocked), you can skip down to the "If PLD" section. If they can't, can use the below method.

1:Check over both characters for any enmity+/-. Have one wear the test item.
2: Put up SS or phalanx to prevent any damage based CE loss.
3: Aggro a mob before acting on them to prevent the 200 CE pull bonus(I like Ceizak HP#1. There's aggroing bees really close.)
4: Have both characters cast flash. Mob should face the character with more CE/VE. Or in the case of a perfect tie the mob will face the character who acted more recently. If there's no enmity- on the test item, then you should have a tie after VE drains away. You can test for a tie using 0 CE actions like Protect(Nearly all enhancing magic is 0 CE). If the character that doesn't have hate casts a 0 CE spell, and the mob turns to them and stays, then you have a CE tie.

If PLD, then

1: Get 1K+ TP on one mob then Kill it(Avoid using Burtgang for this test if you have it. It complicates things.
2: Wear the test item. Verify any other enmity+/-. Will need to account for it in the math(or jstu remove it to simplify. Flash a mob. Can aggro first, or just flash. Just note it and if you didn't aggro, add 200 CE to the expected CE value.(180 for flash, or 180+200 if you didn't aggro first.)
2: Wait about 40 seconds for VE to fully drain out.(Should only take 36), but give it some buffer time.
3: Atonement mob and record damage. Can kill mob.
4: Math.

So, you take the expected CE and calculate Atonement damage. Then compare it to the observed damage. And if it's lower than expected(and your math is good. XD ) then there's enmity- present. And because this is so exact, you can figure out how much enmity- pretty easily as well.
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By Nariont 2026-04-12 11:38:09
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Thanks martel, does ilvl/non ilvl matter for this at all? Iirc the only change between the two is the CE/VE cap is raised? Thoguh think that was more tied to area than mob.
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By Ragnarok.Martel 2026-04-12 13:10:10
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Nariont said: »
Thanks martel, does ilvl/non ilvl matter for this at all? Iirc the only change between the two is the CE/VE cap is raised? Thoguh think that was more tied to area than mob.
Ok, I had a whole rant ready... then thought of a different interpretation of your comment, and now.. I need clarity before I go on on a huge tangent. lol

What, exactly, are you asking?
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By Nariont 2026-04-12 13:24:06
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Do the values change based on whether its an ilvl mob or not. I.e could I go out and do this on a level 5 or whatever goblin and get the same results as if i was doing it to a ilvl 100~ bee.

Not so much as to find the exact amounts but as to finding if there is an amount, if enmity values are equal then as you say the person with the higher enmity should grab/hold hate off the flash?

For CE/VE I thought SE only raised the caps in ilvl areas, hence why stuff like unity NMs you cap hate in very few actions.

Just to explain what im wanting to do, I was curious about if the Last Resort+1 effect is accurate on jp wiki, it states that it gives -20 enm while it's equipped under LR, so wanted to see if that is accurate, and possibly if it is just normal gear enmity or goes above that

https://wiki.ffo.jp/html/3251.html
ラストリゾート+1(装備中のみ防御力ダウン10%軽減 敵対心-20)
Last Resort +1 (Reduces Defense Drop by 10% only while equipped; Hostility -20)
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By Ragnarok.Martel 2026-04-12 13:58:09
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Nariont said: »
Do the values change based on whether its an ilvl mob or not. I.e could I go out and do this on a level 5 or whatever goblin and get the same results as if i was doing it to a ilvl 100~ bee.
For your test, no. Nothing would change based on the mob level. Mob level does factor into the damage to enmity ratio. But you aren't testing that here.

Though if you do test on a goblin, make it a non caster. Being enfeebled, even if it resists, is -80 CE. So... don't test on casters.
Nariont said: »
Not so much as to find the exact amounts but as to finding if there is an amount, if enmity values are equal then as you say the person with the higher enmity should grab/hold hate off the flash?
This is a bit confusingly phrased... I believe my test procedure should have covered these details. If the two players are truely equal in enmity(CE) then the mob will face the character who acted most recently. I also covered how to test for a CE tie in my test notes. If one character had any enmity+/- modifier, then that would change their CE/VE and the mob will face who ever has the higher value. If the higher CE character also happens to have casted most recently, then you wouldn't be able to tell which was the cause of them having the mob's attention. Using 0 CE spells can also test this. If the character that does not have hate casts one, the mob should turn to them due to VE spike, then quickly turn back to the higher CE character. If them mob stays on the the 0CE caster after the cast, then you have a CE tie.
Nariont said: »
For CE/VE I thought SE only raised the caps in ilvl areas, hence why stuff like unity NMs you cap hate in very few actions.
The CE and VE caps are global, and do not change based on... anything. ever.

The reason it's hard to hold hate on certain NMs in old areas is cause SE made those mobs level 99, to avoid dealing with level correction. And mob level is a major factor in the damage to enmity ratio. Lower level, higher enmity per point of damage. Higher level, less enmity. So damage generates wildly more CE/VE on those mobs than anything of that content level should. You can can cap CE in like 2 WS.

Zone/areas, region, etc, have never been a direct factor in enmity calcs. It just feels that way cause SE did stupid ***.
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By Nariont 2026-04-12 15:59:20
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Ragnarok.Martel said: »
This is a bit confusingly phrased... I believe my test procedure should have covered these details.

Ah I wasnt disagreeing or anything, more just restating to see if that would be accurate, though clearly not too great at that.

Ragnarok.Martel said: »
The reason it's hard to hold hate on certain NMs in old areas is cause SE made those mobs level 99, to avoid dealing with level correction. And mob level is a major factor in the damage to enmity ratio. Lower level, higher enmity per point of damage. Higher level, less enmity. So damage generates wildly mode CE/VE on those mobs than anything of that content level should. You can can cap CE in like 2 WS.

Zone/areas, region, etc, have never been a direct factor in enmity calcs. It just feels that way cause SE did stupid ***.

That's where my confusion was then, I always thought it was just the global CE/VE cap was lower for everything due to mobs being locked to 99.

Thanks again for all the details!
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By Asura.Vyre 2026-04-13 10:49:42
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Anyone know much about the Conspirator Job Ability on Thief?

I'm curious to know if you use it for the accuracy bonus, but then pull hate, do you retain the accuracy bonus, or does the former tank suddenly gain it and you lose it?
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By Asura.Eiryl 2026-04-13 10:53:03
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It's calculated at the time of the attack, no ones verified but logic says if you're the current tank during your swing you get no bonuses for that attack round

It doesn't show up in checkparam, you'd have to ballista with 3+ to test the sb and verify, never been done
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By Asura.Vyre 2026-04-15 19:12:45
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Does anyone know if Temper 1 caps at the same % cap as Temper 2? Folks sayin' Temper 2 cappin' at around 40% triple attack right? Does Temper 1 net just the same but for double attack?
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By Lakshmi.Byrth 2026-04-16 07:30:49
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If I'm out slaying Locus Colibri on PUP, there's really no reason to even have my automaton out, is there? I should just go full fail-monk?
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By Asura.Eiryl 2026-04-16 07:34:52
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I thought about this one once, It'd be nice to have a better version of koru, but I was uncertain of the RDM pup AI order of casts.

How fast will it cast haste 2?
Will it cast dia III immediately?
Will it overwrite haste 1 with haste 2? etc

Never bothered to follow up and find out

Sroda earring for 7 DA too, if no has better
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By Fenrir.Brimstonefox 2026-04-16 10:42:34
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Lakshmi.Byrth said: »
If I'm out slaying Locus Colibri on PUP, there's really no reason to even have my automaton out, is there? I should just go full fail-monk?

I'd presume it would add some value (dmg in rng mode).

But if you're getting MLs I'd assume skill ups? (although most skills cap quickly)
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By Nariont 2026-04-16 10:49:55
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Lakshmi.Byrth said: »
If I'm out slaying Locus Colibri on PUP, there's really no reason to even have my automaton out, is there? I should just go full fail-monk?

imo best way to use the puppet is as a burster, so not the best for colibri. That and a SC maker but i find even that's kind of a waste to gear for(since these devs just wont put pet haste on standard gear for some reason..)

Asura.Eiryl said: »
How fast will it cast haste 2?
Will it cast dia III immediately?
Will it overwrite haste 1 with haste 2? etc

I'd have to double check but with a light manuever it should go enhancing > enfeebling > nuke, fact it will nuke at all might be an issue given the camp but enfeeb wise it should always open with dia II. Unfortunately it does not get Dia/Bio III however so still end up worse than king/koru in that regard
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By Asura.Eiryl 2026-04-16 10:54:34
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Well half the time koru can't even get dia on the mob before it's half dead, so always opening with dia2 is still a win

It definitely has to be AB tested though to see if it was better to run rdm puppet or not and just couldn't get around to it.

Also the will it overwrite a sylvie haste 1 is good info to have
(without having to use arciela, dumping rdm trust entirely for a rdm pup)

and is the automatons phalanx better? worse? same? it can cast stoneskin on the master apparently, that's neat! So inexperienced with the RDM automaton. no one ever uses the rdm head.
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By Asura.Vyre 2026-04-16 11:01:32
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Lakshmi.Byrth said: »
If I'm out slaying Locus Colibri on PUP, there's really no reason to even have my automaton out, is there? I should just go full fail-monk?
The Ranger Puppet should perform Armor Shatterer for you, which is a a Tier IV Defense Down effect that the Colibri cannot remove or resist. It's -15% and Fusion SC, so you can make Light off of it with Dragon Kick and intersperse some multi-step Light SC with it.

In fact, it allows you to go fight Locus Ghost Crabs instead, as it will overwrite and prevent further application of Scissorguard, and then you can use multi-hour food, and kill the crabs faster and earn Conquest Points which you can transmute into Gil more readily than Imperial Standing.
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