Bubble Trouble: A Geomancer Guide

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Bubble Trouble: A Geomancer Guide
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 Sylph.Chocobro
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Serveur: Sylph
Game: FFXI
user: Bilix
Posts: 82
By Sylph.Chocobro 2016-01-20 08:39:35
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Asura.Sechs said: »
Woot, even without recasting them?
Both Indicolure and Geocolure? That's different from all other tests I heard before but it's... nice I guess? :D

If you're looking at stats change in the equip menu, they sometimes aren't the best at reflecting the change.
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Posts: 128
By Numquam 2016-01-31 03:34:39
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Been poking around, but anyone have a decent .lua for GEO and what's the updated MBing set looking like today.
 Odin.Lygre
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Serveur: Odin
Game: FFXI
user: Dylaudid
Posts: 89
By Odin.Lygre 2016-01-31 12:42:41
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Code
function get_sets()
    mote_include_version = 2
	include('organizer-lib')
    include('Mote-Include.lua')
end

function job_setup()
    indi_timer = ''
    indi_duration = 324
    state.OffenseMode:options('None', 'Normal')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal', 'PDT')

    state.MagicBurst = M(false, 'Magic Burst')

    gear.default.weaponskill_waist = "Fotia Belt"

    select_default_macro_book()

	custom_timers = {}
end

-------------------------------------------------------------------------------

function init_gear_sets()

--------------------------[Job Ability sets]------------------------------

    sets.precast.JA.Bolster = {body="Bagua Tunic +1"}
    sets.precast.JA['Life Cycle'] = {body="Geomancy Tunic +1"}
	sets.precast.JA['Full Circle'] = {head="Azimuth hood +1",hands="Bagua Mitaines +1"}
	sets.precast.JA['Radial Arcana'] = {feet="Bagua sandals +1"}

--------------------------[Fast Cast sets]------------------------------

    sets.precast.FC = {main="Solstice",sub="Genmei shield",range=empty,ammo="Sapience orb",
        head=gear.FC_head,neck="Voltsurge torque",ear1="Enchanter earring +1",ear2="Loquacious Earring",
        body="Anhur Robe",hands="Helios gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
        back="Lifestream Cape",waist="Witful Belt",legs="Geomancy Pants +1",feet=gear.MB_feet }

    sets.precast.FC.Stun = {main="Solstice",sub="Genmei shield",range=empty,ammo="Sapience orb",
		head=gear.FC_head,neck="Voltsurge torque",ear1="Enchanter earring +1",ear2="Loquacious earring",
		body="Shango Robe",hands="Helios gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
		back="Lifestream Cape",waist="Witful Belt",legs="Geomancy pants +1",feet=gear.MB_feet }

    sets.precast.FC.Cure = set_combine(sets.precast.FC, {main="Tamaxchi",sub="Genbu's shield",
		body="Heka's Kalasiris",
		back="Pahtli Cape",legs="Doyen pants",feet="Vanya clogs"})

    sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {ear2="Barkarole earring",
		hands="Bagua Mitaines +1"})

--------------------------[Weaponskill sets]------------------------------

    sets.precast.WS = {
        head="Befouled crown",neck="Fotia gorget",ear1="Zennaroi Earring",ear2="Brutal Earring",
        body="Onca Suit",hands=empty,ring1="Rajas Ring",ring2="Petrov Ring",
        back="Refraction cape",waist="Fotia Belt",legs=empty,feet=empty }


    sets.precast.WS['Flash Nova'] = {range=empty,ammo="Dosis Tathlum",
        head=gear.nuke_head,neck="Fotia gorget",ear1="Friomisi Earring",ear2="Moonshade Earring",
        body="Amalric doublet",hands="Helios gloves",ring1="Shiva Ring +1",ring2="Weatherspoon Ring",
        back="Toro Cape",waist="Fotia Belt",legs=gear.MB_legs,feet=gear.nuke_feet }

    sets.precast.WS['Starlight'] = {ear2="Moonshade Earring"}

    sets.precast.WS['Moonlight'] = {ear2="Moonshade Earring"}

--------------------------[Midcast sets]------------------------------

    sets.midcast.FastRecast = {main="Solstice",sub="Genmei shield",range=empty,ammo="Sapience orb",
        head=gear.FC_head,neck="Voltsurge torque",ear1="loquacious earring",ear2="Enchanter earring +1",
        body="Shango robe",hands="Helios gloves",ring1="Prolix ring",ring2="Weatherspoon ring",
        back="Swith cape +1",waist="Ninurta's sash",legs="Geomancy Pants +1",feet=gear.nuke_feet }

    sets.midcast.Stun = {main="Solstice",sub="Genmei shield",range=empty,ammo="Sapience orb",
		head=gear.FC_head,neck="Voltsurge torque",ear1="Enchanter earring +1",ear2="Loquacious earring",
		body="Shango Robe",hands="Helios gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
		back="Lifestream Cape",waist="Witful Belt",legs="Geomancy pants +1",feet=gear.MB_feet }

--------------------------[Geomancy sets]------------------------------

    sets.midcast.Geomancy = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
		head="Azimuth hood +1",neck="Incanter's Torque",ear1="Gifted Earring",ear2="Calamitous earring",
		body="Azimuth Coat +1",hands="Geomancy mitaines +1",
		back="Lifestream Cape",waist="Pythia sash +1",legs="Azimuth tights +1",feet="Azimuth gaiters +1"}

    sets.midcast.Geomancy.Indi = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
		head="Azimuth Hood +1",neck="Incanter's torque",ear1="Gifted Earring",ear2="Calamitous earring",
		body="Azimuth Coat +1",hands="Geomancy mitaines +1",
		back="Lifestream Cape",waist="Pythia sash +1",legs="Bagua pants +1",feet="Azimuth gaiters +1"}

--------------------------[Some White Magic sets]------------------------------

    sets.midcast.Cure = {main="Tamaxchi",sub="Genmei shield",
        head="Telchine cap",neck="Incanter's torque",ear1="Gifted earring",ear2="Beatific earring",
		body="Heka's kalasiris",hands="Telchine gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
        back="Swith Cape +1",waist="Pythia sash +1",legs="Geomancy Pants +1",feet="Vanya clogs"}
    
    sets.midcast.Curaga = sets.midcast.Cure

    sets.midcast['Enhancing Magic'] = {
        head="Telchine Cap",neck="Incanter's Torque",ear1="Andoaa earring",
        body="Telchine Chas.",hands="Telchine gloves",
        back="Fi follet cape",waist="Olympus Sash",legs="Telchine Braconi",feet="Telchine Pigaches"}
	
    sets.midcast.Regen = set_combine(sets.midcast['Enhancing Magic'], {main="Bolelabunga",sub="Genmei shield"})
	
    sets.midcast.Haste = set_combine(sets.midcast['Enhancing Magic'], 
		{ammo="Sapience orb",
		neck="Voltsurge torque",ear1="Enchanter earring +1",ear2="Loquacious earring",
		ring1="Prolix ring",
		back="Swith cape +1",waist="Ninurta's sash"})

    sets.midcast.Refresh = set_combine(sets.midcast['Enhancing Magic'],{head="Amalric coif"})

    sets.midcast.Aquaveil = set_combine(sets.midcast['Enhancing Magic'],
		{head="Amalric coif",
		waist="Emphatikos Rope"})	

    sets.midcast.Protectra = {ring1="Sheltered Ring"}

    sets.midcast.Shellra = {ring1="Sheltered Ring"}

--------------------------[Black Magic sets & Magic burst set]------------------------------

    sets.midcast['Dark Magic'] = {main="Rubicundity",sub="Genmei shield",range=empty,ammo="Pemphredo tathlum",
        head="Bagua galero +1",neck="Incanter's Torque",ear1="Barkarole Earring",ear2="Gwati Earring",
        body="Shango robe",hands="Amalric gages",ring1="Evanescence Ring",ring2="Archon Ring",
        back="Perimede Cape",waist="Fucho-no-obi",legs="Azimuth tights +1",feet=gear.DA_feet }

    sets.midcast['Drain'] = set_combine(sets.midcast['Dark Magic'], {head="Pixie Hairpin +1", legs=gear.DA_legs })

    sets.midcast['Aspir'] = sets.midcast['Drain']

    sets.midcast['Enfeebling Magic'] = {main="Solstice",sub="Genmei shield", ammo="Pemphredo tathlum",
    	head=gear.nuke_head, neck="Incanter's torque", ear1="Gwati earring", ear2="Enchanter earring +1",
		body="Shango Robe", hands="Helios gloves", ring1="Weatherspoon Ring", ring2="Sangoma Ring",
		back="Lifestream cape", waist="Rumination sash", legs="Psycloth lappas", feet="Bagua sandals +1" }

    sets.midcast['Elemental Magic'] = {main="Solstice",sub="Genmei shield",range=empty,ammo="Pemphredo tathlum",
        head=gear.nuke_head,neck="Saevus pendant +1",ear1="Barkarole Earring",ear2="Friomisi Earring",
        body=gear.nuke_body,hands="Amalric gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
        back="Toro Cape",waist="Refoccilation Stone",legs=gear.nuke_legs,feet=gear.nuke_feet }

    sets.midcast['Elemental Magic'].Resistant = {main="Solstice",sub="Genmei shield",range=empty,ammo="Pemphredo tathlum",
        head=gear.nuke_head,neck="Sanctity Necklace",ear1="Barkarole Earring",ear2="Friomisi Earring",
        body=gear.nuke_body,hands="Amalric gages",ring1="Weatherspoon Ring",ring2="Shiva Ring +1",
        back="Toro Cape",waist="Eschan Stone",legs=gear.nuke_legs,feet=gear.nuke_feet }

	sets.midcast.Impact = {main="Solstice",sub="Genmei shield",range=empty,ammo="Pemphredo Tathlum",
        head=empty,neck="Sanctity necklace",ear1="Barkarole Earring",ear2="Gwati Earring",
        body="Twilight Cloak",hands="Amalric gages",ring1="Shiva Ring +1",ring2="Archon Ring",
        back="Toro cape",waist="Eschan Stone",legs=gear.nuke_legs,feet=gear.nuke_feet }

	sets.magic_burst = {main="Solstice", sub="Genmei shield",
		head=gear.MB_head,neck="Mizukage-no-Kubikazari",
		hands="Amalric gages", ring1="Mujin Band",
		back="Seshaw cape",legs=gear.MB_legs,feet=gear.MB_feet }

--------------------------[Idle sets]------------------------------

    sets.resting = {main="Bolelabunga",sub="Genmei shield",range="Dunna",ammo=empty,
        head="Befouled Crown",neck="Loricate Torque",ear1="Sanare Earring",ear2="Infused Earring",
        body="Geomancy tunic +1",hands="Bagua Mitaines +1",ring1="Shneddick Ring",ring2="Defending Ring",
        back="Solemnity Cape",waist="Witful Belt",legs="Assiduity Pants +1",feet="Azimuth gaiters +1"}

    sets.idle = {main="Bolelabunga",sub="Genmei shield",range="Dunna",ammo=empty,
        head="Befouled Crown",neck="Sanctity Necklace",ear1="Sanare Earring",ear2="Genmei Earring",
        body="Geomancy tunic +1",hands="Bagua Mitaines +1",ring1="Defending Ring",ring2=gear.DarkRing.PDT,
        back="Solemnity Cape",waist="Slipor sash",legs="Assiduity Pants +1",feet="Azimuth gaiters +1"}

    sets.idle.PDT = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
        head="Befouled crown",neck="Loricate Torque",ear1="Sanare Earring",ear2="Genmei Earring",
        body="Vrikodara jupon",hands="Geomancy Mitaines +1",ring1="Defending Ring",ring2=gear.DarkRing.PDT,
        back="Solemnity Cape",waist="Slipor sash",legs="Assiduity pants +1",feet="Azimuth gaiters +1"}

    sets.idle.Town = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
        head="Azimuth Hood +1",neck="Loricate Torque",ear1="Sanare Earring",ear2="Infused Earring",
        body="Azimuth coat +1",hands="Bagua Mitaines +1",ring1=gear.DarkRing.PDT,ring2="Defending Ring",
        back="Solemnity Cape",waist="Slipor Sash",legs="Assiduity Pants +1",feet="Herald's gaiters"}

    sets.idle.Weak = {main="Bolelabunga",sub="Genmei shield",range="Dunna",ammo=empty,
        head="Befouled crown",neck="Loricate Torque",ear1="Sanare Earring",ear2="Genmei Earring",
        body="Vrikodara jupon",hands="Geomancy Mitaines +1",ring1="Defending Ring",ring2=gear.DarkRing.PDT,
        back="Solemnity cape",waist="Slipor sash",legs="Doyen Pants",feet="Azimuth gaiters +1"}

-------------------------[When Luopan is present]-----------------------------------    

    sets.idle.Pet = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
        head="Azimuth Hood +1",neck="Loricate Torque",ear1="Handler's Earring",ear2="Handler's Earring +1",
        body="Amalric doublet",hands="Geomancy Mitaines +1",ring1="Defending Ring",ring2=gear.DarkRing.PDT,
        back="Lifestream cape",waist="Isa Belt",legs="Assiduity Pants +1",feet="Bagua Sandals +1"}

    sets.idle.PDT.Pet = set_combine(sets.idle.Pet, 
		{body="Vrikodara jupon",
		legs="Psycloth lappas"})

--------------------------[When Indicolure spell is active]------------------------------    

    sets.idle.Indi = set_combine(sets.idle, {neck="Loricate torque"})
    sets.idle.Pet.Indi = set_combine(sets.idle.Pet, {})
    sets.idle.PDT.Indi = set_combine(sets.idle.PDT, {})
    sets.idle.PDT.Pet.Indi = set_combine(sets.idle.PDT.Pet, {feet="Azimuth gaiters +1"})

--------------------------[Defense Sets]------------------------------    

    sets.defense.PDT = {main="Mafic Cudgel",sub="Genmei shield",range="Dunna",ammo=empty,
        head="Befouled crown",neck="Loricate Torque",ear1="Sanare Earring",ear2="Genmei Earring",
        body="Onca Suit",hands=empty,ring1="Defending Ring",ring2=gear.DarkRing.PDT,
        back="Solemnity cape",waist="Slipor Sash",legs=empty,feet=empty }

    sets.defense.MDT = {main="Bolelabunga",sub="Genmei shield",range="Dunna",ammo=empty,
        head="Befouled crown",neck="Loricate Torque",ear1="Sanare Earring",ear2="Zennaroi Earring",
        body="Onca Suit",hands=empty,ring1="Defending Ring",ring2="Archon Ring",
        back="Solemnity cape",waist="Slipor Sash",legs=empty,feet=empty }

--------------------------[Misc. sets]------------------------------    

    sets.Kiting = {feet="Herald's gaiters"}

    sets.latent_refresh = {waist="Fucho-no-obi"}

--------------------------[Engaged set(s)]------------------------------    

    sets.engaged = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
        head="Befouled crown",neck="Lissome necklace",ear1="Zennaroi Earring",ear2="Brutal Earring",
        body="Onca Suit",hands=empty,ring1="Defending Ring",ring2="Rajas Ring",
        back="Solemnity Cape",waist="Eschan Stone",legs=empty,feet=empty }

end

--------------------------[Job functions]------------------------------    

--------------------------[Standard events]------------------------------    

function job_precast(spell, action, spellMap, eventArgs)
if spell.english == "Impact" then
                                equip(set_combine(sets.precast.FC,{head=empty,body="Twilight Cloak"}))
					end
end
function job_post_midcast(spell, action, spellMap, eventArts)
	if spell.skill == 'Elemental Magic' and state.MagicBurst.value then
        equip(sets.magic_burst)
    end
end
function job_aftercast(spell, action, spellMap, eventArgs)
    if not spell.interrupted then
        if spell.english:startswith('Indi') then
            if not classes.CustomIdleGroups:contains('Indi') then
                classes.CustomIdleGroups:append('Indi')
            end
            send_command('@timers d "'..indi_timer..'"')
            indi_timer = spell.english
            send_command('@timers c "'..indi_timer..'" '..indi_duration..' down spells/00136.png')
    elseif spell.skill == 'Enhancing Magic' then
            adjust_timers(spell, spellMap)
        elseif spell.english == 'Sleep' or spell.english == 'Sleepga' then
            send_command('@timers c "'..spell.english..' ['..spell.target.name..']" 60 down spells/00220.png')
        elseif spell.english == 'Sleep II' or spell.english == 'Sleepga II' then
            send_command('@timers c "'..spell.english..' ['..spell.target.name..']" 90 down spells/00220.png')
        end
	if spell.skill == 'Elemental Magic' then
            ---state.MagicBurst:reset()
        end
    elseif not player.indi then
        classes.CustomIdleGroups:clear()
    end
end

function job_buff_change(buff, gain)
    if player.indi and not classes.CustomIdleGroups:contains('Indi')then
        classes.CustomIdleGroups:append('Indi')
        handle_equipping_gear(player.status)
    elseif classes.CustomIdleGroups:contains('Indi') and not player.indi then
        classes.CustomIdleGroups:clear()
        handle_equipping_gear(player.status)
    end
end

function job_state_change(stateField, newValue, oldValue)
    if stateField == 'Offense Mode' then
        if newValue == 'Normal' then
            disable('main','sub','range','ammo')
        else
            enable('main','sub','range','ammo')
        end
    end
end

--------------------------[Maps Indi- spells and enfeebles]------------------------------    

function job_get_spell_map(spell, default_spell_map)
    if spell.action_type == 'Magic' then
        if spell.skill == 'Enfeebling Magic' then
            if spell.type == 'WhiteMagic' then
                return 'MndEnfeebles'
            else
                return 'IntEnfeebles'
            end
        elseif spell.skill == 'Geomancy' then
            if spell.english:startswith('Indi') then
                return 'Indi'
            end
        end
    end
end

-----------------------------------------------------------------------------------   

function customize_idle_set(idleSet)
    if player.mpp < 51 then
        idleSet = set_combine(idleSet, sets.latent_refresh)
    end
    return idleSet
end

function job_update(cmdParams, eventArgs)
    classes.CustomIdleGroups:clear()
    if player.indi then
        classes.CustomIdleGroups:append('Indi')
    end
end

function display_current_job_state(eventArgs)
    display_current_caster_state()
    eventArgs.handled = true
end

-------------------------------------------------------------------------------    

function select_default_macro_book()
    set_macro_page(1, 6)
end

--------------------------[Custom Buff timers]------------------------------    

function adjust_timers(spell, spellMap)

    local current_time = os.time()
    local temp_timer_list = {}
    local dur = calculate_duration(spell, spellName, spellMap)

         custom_timers[spell.name] = nil
         send_command('timers delete "'..spell.name..' ['..spell.target.name..']"')
         custom_timers[spell.name] = current_time + dur
         send_command('timers create "'..spell.name..' ['..spell.target.name..']" '..dur..' down')
end

function calculate_duration(spell, spellName, spellMap)
    local mult = 1.00

	if player.equipment.Head == 'Telchine Cap' then mult = mult + 0.09 end
	if player.equipment.Body == 'Telchine Chas.' then mult = mult + 0.09 end
	if player.equipment.Hands == 'Telchine Gloves' then mult = mult + 0.09 end
	if player.equipment.Legs == 'Telchine Braconi' then mult = mult + 0.09 end
	if player.equipment.Feet == 'Telchine Pigaches' then mult = mult + 0.08 end
	
	if player.equipment.Feet == 'Estq. Houseaux +2' then mult = mult + 0.20 end
	if player.equipment.Legs == 'Futhark Trousers' then mult = mult + 0.10 end
	if player.equipment.Legs == 'Futhark Trousers +1' then mult = mult + 0.20 end
	if player.equipment.Hands == 'Atrophy Gloves' then mult = mult + 0.15 end
	if player.equipment.Hands == 'Atrophy Gloves +1' then mult = mult + 0.16 end
	if player.equipment.Back == 'Estoqueur\'s Cape' then mult = mult + 0.10 end
	if player.equipment.Hands == 'Dynasty Mitts' then mult = mult + 0.05 end
	if player.equipment.Body == 'Shabti Cuirass' then mult = mult + 0.09 end
	if player.equipment.Body == 'Shabti Cuirass +1' then mult = mult + 0.10 end
	if player.equipment.Feet == 'Leth. Houseaux' then mult = mult + 0.25 end
	if player.equipment.Feet == 'Leth. Houseaux +1' then mult = mult + 0.30 end
	if player.equipment.Head == 'Erilaz Galea' then mult = mult + 0.10 end
	if player.equipment.Head == 'Erilaz Galea +1' then mult = mult + 0.15 end

	local base = 0

	if spell.name == 'Haste' then base = base + 180 end
	if spell.name == 'Stoneskin' then base = base + 300 end
	if spell.name:startswith("Bar") then base = base + 480 end
	if spell.name == 'Blink' then base = base + 300 end
	if spell.name == 'Aquaveil' then base = base + 600 end
	if string.find(spell.english,'storm') then base = base + 180 end
	if spell.name == 'Auspice' then base = base + 180 end
	if spell.name:startswith("Boost") then base = base + 300 end
	if spell.name == 'Phalanx' then base = base + 180 end
	if spell.name:startswith("Protect") then base = base + 1800 end
	if spell.name:startswith("Shell") then base = base + 1800 end
	if spell.name:startswith("Refresh") then base = base + 150 end
	if spell.name:startswith("Regen") then 
		base = base + 60
		if buffactive['Light arts'] and player.main_job == 'SCH' then
			base = base*2+60
		-----the *2 here is the additional 60sec from Light Arts job points maxed
		-----+48 is from light arts, +12 more from telchine chas.
		elseif player.main_job == 'WHM' then
			base = base + 60
			if player.equipment.Hands == 'Ebers Mitts' then 
				base = base +  20
			elseif player.equipment.Hands == 'Ebers Mitts +1' then 
				base = base + 22
			end
			if player.equipment.Legs == 'Theo. Pantaloons' or player.equipment.Legs == 'Theo. Pant. +1' then
				base = base + 18
			end
		end
	end
	if spell.name == 'Adloquium' then base = base + 180 end
	if spell.name:startswith("Animus") then base = base + 180 end
	if spell.name == 'Crusade' then base = base + 300 end
	if spell.name == 'Embrava' then base = base + 90 end
	if spell.name:startswith("En") then base = base + 180 end
	if spell.name:startswith("Flurry") then base = base + 180 end
	if spell.name == 'Foil' then base = base + 30 end
	if spell.name:startswith("Gain") then base = base + 180 end
	if spell.name == 'Reprisal' then base = base + 60 end
	if spell.name:startswith("Temper") then base = base + 180 end
	if string.find(spell.english,'Spikes') then base = base + 180 end

	if buffactive['Perpetuance'] then
		if player.equipment.Hands == 'Arbatel Bracers' then
			mult = mult*2.5
		elseif player.equipment.Hands == 'Arbatel Bracers +1' then
			mult = mult*2.55
		else
			mult = mult*2
		end
	end

	if buffactive['Composure'] then
		if spell.target.type == 'SELF' then
			mult = mult*3
		else
			mult = mult
		end
	end			
			

    local totalDuration = math.floor(mult*base)

	--print(totalDuration)


    return totalDuration

end

function reset_timers()

    for i,v in pairs(custom_timers) do

        send_command('timers delete "'..i..'"')

    end

    custom_timers = {}

end
[+]
Offline
Posts: 128
By Numquam 2016-02-02 08:17:42
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Thank you!
 Asura.Darvamos
VIP
Offline
Serveur: Asura
Game: FFXI
user: Demmis
Posts: 234
By Asura.Darvamos 2016-02-10 00:31:40
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Rank 7 Dunna: MP+12,MACC +6, FC +1. Dumped 51 Plutons to get to Rank 7 with 290 RP left to next Rank.
[+]
 Ragnarok.Garota
Offline
Serveur: Ragnarok
Game: FFXI
user: Garota
Posts: 251
By Ragnarok.Garota 2016-02-10 01:12:47
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Fenrir.Ramzus said: »
20MP/10MAcc/3FC for capped Dunna. Save your time/gil.
 Asura.Sechs
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By Asura.Sechs 2016-02-15 02:03:10
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Ok, since I'm dumb and asked in the SCH forum instead of here.
Comparing legs options for debuffs:

Psycloth Lappas vs Merlinic legs.

At which +macc augment threshold does Merlinic start being better than Psycloth?
Guess the question should be split in two considering the low MND and extremely high INT values on Merlinic.
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By Asura.Cicion 2016-02-15 02:09:29
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If enfeeb skill pushes potency of frazzle1 distract1 higher
id go with psycloth for me.
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By Asura.Sechs 2016-02-15 02:46:39
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Are there some more detailed data on tiers for Frazzle and Distract? (Tier 1 versions)
I only found SE's official data but that doesn't really say a lot.

How do you calculate if +X enfeebling magic skill pushes you up a tier or not?

Regardless to that, Frazzle and Distract are an "exception" in that even if they're black magic debuffs, their potency is affected by MND instead of INT. So I'm not sure if the additional amount of INT on Merlinic does anything for Frazzle/Distract.
It certainly doesn't affect the potency, but maybe it affects the macc?
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By Asura.Sechs 2016-02-15 06:39:14
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Cici according to some further read I had around it seems that Tier 1 Frazzle/Distract are autocapped in potency for the Enf skill part.
Which means adding more enf skill won't increase the max potency of the enf skill part.

Of course enf skill would still convert into macc, but I'm posting this to say that your point is moot, no gear with enf skill is gonna push the potency higher.

The only chance you get to raise the potency (to a max of 10) is raising your MND.
Every 10 points of MND that you're higher than your target's MND, you're gonna get one additional -meva or -eva, up to a cap of -10 when you're 100 MND above the target's MND.
But Skill caps at 125 for Distract and 135 for Frazzle.
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By Sylph.Chocobro 2016-02-29 08:46:46
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JP dev post clears up the inconsistency of the Acumen and Fend numbers they posted. Unfortunately, the reality is that they aren't % gains after all:

Acumen: +15 MAB at 900 skill, +3 for each +Geomancy

Fend: +20 MDB at 900 skill, +4 for each +Geomancy


Source: http://forum.square-enix.com/ffxi/threads/353-%E6%95%99%E3%81%88%E3%81%A6%EF%BC%81%E9%96%8B%E7%99%BA%E3%81%95%E3%82%93%EF%BC%81?p=573236#post573236
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By dustinfoley 2016-02-29 09:12:13
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Kinda easy to tell though honestly. 30 MAB vs +30% mab...
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By Siren.Blackroses 2016-03-02 14:08:47
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Hello, I was wondering what are/is the best options in terms of nuking atm for get?

Are the sets in this guide still up to date, or is there better than nibiru/culminus?

Thanks!
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By Sylph.Chocobro 2016-03-03 10:28:11
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Solstice is a little bit better, especially if you need some more magic accuracy. Max augmented Rubicundaty will have slightly less MAB, but a lot more MAcc. A Grioavolr with good augments will beat out club and shield, unless you have upgraded idris.

In terms of other gear, it's pretty much amalric + merlinic. Pemphredo tathlum will be better than Dosis.
[+]
 Siren.Blnasty
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By Siren.Blnasty 2016-03-07 15:29:54
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Thanks for the .lua lygre, just one noob question. What's the toggle to change between bursting and reg nukes. I've tried every combination of alt, ctrl, F9-f12 with no luck so far.
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By Lakshmi.Ashtopcat 2016-03-07 15:50:21
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if it's the same as the blm one i use it's alt ` (button to the left of 1), failing that can add your own keybind
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By Siren.Kyte 2016-03-07 16:56:01
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Without double checking the resource, I'm pretty sure the one in question uses the windows key rather than alt.
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By Inudesu 2016-03-07 17:04:05
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Sylph.Chocobro said: »
Solstice is a little bit better, especially if you need some more magic accuracy. Max augmented Rubicundaty will have slightly less MAB, but a lot more MAcc. A Grioavolr with good augments will beat out club and shield, unless you have upgraded idris.

In terms of other gear, it's pretty much amalric + merlinic. Pemphredo tathlum will be better than Dosis.


Are there pieces of almaric that are better than merlinic or is it a case of having both sets because of varying macc and mab?
 Bismarck.Dekusutaa
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By Bismarck.Dekusutaa 2016-03-07 20:39:08
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Quick question, do i need to equip skill gear at all times to maintain potency for my indi/geo spells?
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By Sylph.Parshias 2016-03-07 20:42:37
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Bismarck.Dekusutaa said: »
Quick question, do i need to equip skill gear at all times to maintain potency for my indi/geo spells?

Nope.
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By Bismarck.Dekusutaa 2016-03-07 21:47:08
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Thanks, so it works like any spell, can swap in for casting then swap out?
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By Shiva.Applesmash 2016-03-07 22:22:45
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yes
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By Asura.Sechs 2016-03-08 02:11:00
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lolDDgeo opinion needed.
What would you offhand between these weapons when dualwielding?
1) Nehushtan (Accuracy+14, DA+3, DMG+24)
2) Nehushtan (Accuracy+15, DA+3, STR+15 DEX+15)
3) Divinity -1 (one step close to perf augs)

In my opinion the perfect OH is probably Gada with Melee augments, but I'm asking about these three for the time being.
I'm thinking that if you can afford the slightly inferior accuracy (you should honestly, if you need THAT much more accuracy then it's kinda likely you won't be able to melee on GEO to begin with) then Divinity's stats and att boosts are gonna be better than the rest.

But I'm saying this just on a hunch, if someone has more reliable and unbiased opinions I'll be glad to listen to them.
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By Ragnarok.Rydal 2016-03-08 11:45:41
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Hey so fully augmented Dunna isn't completely useless!

ItemSet 342319

With no other augments, this set reaches 61/80 FC if subbing RDM (if I did my math correctly). Add +10 from the Helios pieces and better possible augments from Merlinic pieces, you could cap FC with your bell in hand and get a magic accuracy boost. I mean, worth 300 plutons/boulders/beitetsu? Maybe not compared to some of the other JSE, but the magic accuracy helps and it saves a slot in your inventory for a FC ammo piece. Right? :D
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By Sylph.Chocobro 2016-03-08 11:52:15
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Merlinic will be better than nq amalric in pretty much every way if you get a strong augment on them. Gloves are the exception since the merlinic gloves are a smn piece and amalric gloves have a fantastic path D augment, as well as magic burst that breaks cap. There's other things like amalric pants probably being better for pure damage, but if you're getting full sets of merlinic, the content level your in is so high, you'll barely ever need a low accuracy nuking set.

Once you get good Merlinic gear, you still have options for amalric. Can go path c on them for good and easy aspir/dark skill pieces. Or keep them as is for BLU nuking.
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By Bismarck.Squah 2016-03-08 12:02:02
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With max Merlinic augs, you hit 65% base without /RDM with club/shield, Merlinic head/body/hands/feet and the 11% legs. You don't even need rings, waist, back, earrings or ammo.
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By Lakshmi.Kyosukerob 2016-03-10 22:01:20
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Nearly ninja'd a nerf in next update, link here. Much disappoint.
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By Sylph.Chocobro 2016-03-17 09:49:51
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Yeah. I'm likely to replace Acumen with INT after the next update for high content.
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By Asura.Inudesu 2016-03-28 09:25:14
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What's the ideal adoulin reward ring? So many choices that seen useful for a career geo
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By Asura.Ladyofhonor 2016-03-28 09:27:28
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Asura.Inudesu said: »
What's the ideal adoulin reward ring? So many choices that seen useful for a career geo

We can cap geomancy skill rather easily (I can cast my spells in full Empyrean+1 now at 900 skill) so the geomancy skill ring is useless. I also don't find the refresh ring to be that good either.

I would go with weatherspoon no contest. Chose it, happy with it, wouldn't really see the point in anything else.
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