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All for One, and More for Me: A Guide to Red Mage
Sylph.Oraen
Serveur: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2016-04-25 14:36:19
Reiki Yotai is an excellent DW option, with nice accuracy and some extra STP. Not sure how it will fare against Windbuffet for RDM specifically, but it's definitely a contender.
By Boshi 2016-04-25 14:59:21
Hetaroi ring probably beat out rajas for tp, more so if not using demersal, and would be bis ring for cdc non-acc purposed.
Pure accuracy reasons, Gazu Bracelets +1 have replaced leyline.
The belt is a good piece but again with capped magic haste it's probably best just staying carmine legs+1 with suppo.
/dnc can go chew rocks.
Most importantly:
If your first RDM Ambuscade cape is not mnd20/macc20 you're not a RDM.
Ragnarok.Rydal
Serveur: Ragnarok
Game: FFXI
Posts: 192
By Ragnarok.Rydal 2016-04-25 16:08:13
I agree that the first Ambuscade cape should be magic oriented because RDM is definitely more powerful on the magic side and the cape itself is magic leaning. A second cape would be the stats I proposed.
/dnc has its merits, but honestly, I'm thinking about going back to /nin most of the time.
Siren.Siven
Serveur: Siren
Game: FFXI
Posts: 15
By Siren.Siven 2016-04-26 07:48:17
Assuming /nin and self Haste2 but nothing else, what would be the aim for +dual wield total on all pieces? That is not the sort of thing I am good at determining. Then, what about the same setup but with another person in the party who is main DNC with haste samba up?
Serveur: Asura
Game: FFXI
Posts: 455
By Asura.Isiolia 2016-04-26 11:11:21
Assuming /nin and self Haste2 but nothing else, what would be the aim for +dual wield total on all pieces? That is not the sort of thing I am good at determining. Then, what about the same setup but with another person in the party who is main DNC with haste samba up?
Just look at the equations presented on BG Wiki.
Essentially from that:
(1 - DW%) * (1024 - magic/gear/JA values) / 1024 = percent of delay remaining
The cap for that will be 20%. It's a fraction of 1024, and 20% of that is 204.8. So, what you can do is change it around:
204.8 / (1024 - magic/gear/JA values) = (1 -DW%)
So, for your example, you'd have:
204.8 / (1024 -256 -307) (capped gear haste and Haste II)
204.8 / 461 = .44425
1 - .44425 = .55575, which you'd want to floor at two places for .55 or 55 total dual wield, 30 in gear if /NIN.
If you added main job/merited Haste Samba, then that'd be
204.8 / (1024 -256 -307 -101)
204.8 / 360 = .5688888
1 - .56888 = .43112 or 43 total dual wield, 18 in gear if /NIN.
Siren.Siven
Serveur: Siren
Game: FFXI
Posts: 15
By Siren.Siven 2016-04-27 07:43:34
Thanks. Math is very much not my forte. I can see where all those numbers came from, but if I tried to achieve that on my own I would have ended up somewhere far, far different. On an only tangentially related note: how do people feel about Emissary? Two emissaries along the refresh path seem pretty amazing for dual wielding. Not necessarily for the sole goal of TPing, but for the purpose of retaining full magical capabilities as /nin while in combat (+130 magic damage each!), especially considering that your +refresh armor is not likely to be engaged. You won't get the full accuracy benefit of an egeking offhand, but there is still some accuracy on there as well.
Ragnarok.Rydal
Serveur: Ragnarok
Game: FFXI
Posts: 192
By Ragnarok.Rydal 2016-04-27 08:25:59
Emissary is more of a magical sword from the stats. As a melee sword, I think Nibiru beats it in the accuracy department just barely if both are Path A. It's a better sword than it looks I guess.
Whether dual wielding it over clubs or subbing a mage job and using a staff/grip is worth it or not is up to you. I don't have the math to see how nuking would look like subbing nin or dnc with two emissaries would compare with subbing blm or sch with something like Grioavolr or Marin +1. Mind you, it has no INT at all on it. I only have one so I can't really test it out.
Asura.Gotenn
Serveur: Asura
Game: FFXI
Posts: 243
By Asura.Gotenn 2016-05-04 01:17:09
I'm having trouble with separating my spells in my Gearswap in order to ensure I have the right gear on when casting enhancing magic.
example:
Stoneskin I want full Enhancing magic skill, not duration.
Temper: Skill
Enspells: Skill
Haste I want Duration
Aquavail: Duration
ect.
Then I have yet another problem, I was also trying to get Gearswap to separate the difference between Refresh on myself and Refresh on others.
I want Gearswap to have Inspired boots and Gishdubar Sash when casting on myself as well as needing to have AF3 when casting on others for duration.
If anyone has done this, or has any idea how to do this, i'm stuck, I tried to make a job_post_midcast rule but it doesnt seem to be working right. Code function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
equip(sets.buff.Saboteur)
elseif spell.skill == 'Enhancing Magic' then
if buffactive.composure and spell.target.type == 'PLAYER' then
equip(sets.buff.ComposureOther)
elseif (spell.name == "Refresh" or spell.name == "Refresh II") and spell.target.type == 'SELF' then
equip(sets.midcast.RefreshSelf)
elseif spell.target.type == 'SELF' then
equip(sets.midcast.EnhancingDuration)
end
elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
equip(sets.midcast.CureSelf)
end
end
By Quendi210 2016-05-04 14:48:07
Here's what mine looks like. My default enhancing set is skill so I added an extra IF then so it only does duration on spells I specified. It's not the most efficient but it gets the job done.
Code
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Enfeebling Magic' then
if state.Buff.Stymie then
equip(sets.buff.Stymie)
elseif state.Buff.Saboteur then
equip(sets.buff.Saboteur)
end
elseif spell.skill == 'Enhancing Magic' then
if info.Duration:contains(spell.english) then
if buffactive.composure and spell.target.type == 'PLAYER' then
equip(sets.buff.ComposureOther)
else
equip(sets.midcast.EnhancingDuration)
end
end
elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
equip(sets.midcast.CureSelf)
end
end
Now for it to work you also need to put the following in your user_setup function:
info.Duration = S{"Haste", "Haste II", "Flurry", "Flurry II", "Regen", "Regen II", "Refresh", "Refresh II", "Refresh III"}
Change the spells to your liking.
By Boshi 2016-05-04 15:56:43
At lvl 99 you're gonna be capping base stoneskin at 350 without the need to stack enhancing+ gear. You can bump it up to 480 using the SS specific neck/ear/hands/legs tho.
For dw to simplify it, here is how much DW+ you need in gear to cap
/nin capped magic haste: +11
/dnc capped magic haste +21
/dnc capped magic haste and /dnc samba +16
/nin capped magic haste and /dnc samba +6
/nin capped magic haste and dnc/ samba +1
/nin Haste2 only +26
/dnc Haste2 only +36
/dnc Haste2 and /dnc samba +31
/nin Haste2 and /dnc samba +21
/nin Haste2 and dnc/ samba +16
(Assuming capped gear haste)
[+]
Asura.Gotenn
Serveur: Asura
Game: FFXI
Posts: 243
By Asura.Gotenn 2016-05-08 22:50:12
Here's what mine looks like. My default enhancing set is skill so I added an extra IF then so it only does duration on spells I specified. It's not the most efficient but it gets the job done.
Code
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Enfeebling Magic' then
if state.Buff.Stymie then
equip(sets.buff.Stymie)
elseif state.Buff.Saboteur then
equip(sets.buff.Saboteur)
end
elseif spell.skill == 'Enhancing Magic' then
if info.Duration:contains(spell.english) then
if buffactive.composure and spell.target.type == 'PLAYER' then
equip(sets.buff.ComposureOther)
else
equip(sets.midcast.EnhancingDuration)
end
end
elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
equip(sets.midcast.CureSelf)
end
end
Now for it to work you also need to put the following in your user_setup function:
info.Duration = S{"Haste", "Haste II", "Flurry", "Flurry II", "Regen", "Regen II", "Refresh", "Refresh II", "Refresh III"}
Change the spells to your liking.
No matter what I do to my gearswap, even go with one of the pre written ones, it will not put on composure gear when casting on others. I'm not sure if maybe its something wrong with another file and not my RDM.lua? I redownloaded the full gearswap by deleting the folder and turning gs back on.
I'm at a complete loss. Code -------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
include('organizer-lib')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff.Saboteur = buffactive.saboteur or false
Self_Spells = S{"Enstone","Enwater","Enaero","Enfire","Enblizzard","Enthunder","Enstone II","Enwater II","Enaero II","Enfire II","Enblizzard II","Enthunder II","Temper","Gain-STR","Gain-DEX","Gain-MND","Gain-INT","Gain-VIT","Gain-AGI","Gain-CHR","Stoneskin","Aquaveil","Phalanx"}
FC_Spells = S{"Flurry II","Haste II","Haste","Utsusemi: Ichi","Utsusemi: Ni","Refresh","Refresh II","Regen","Regen II","Firestorm","Hailstorm","Windstorm","Rainstorm","Sandstorm","Voidstorm","Aurorastorm"}
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', 'Acc')
state.HybridMode:options('Normal', 'PhysicalDef', 'MagicalDef')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'MDT')
gear.default.obi_waist = "Sekhmet Corset"
state.MagicBurst = M(false, 'Magic Burst')
select_default_macro_book()
info.Enhancing = S{"Enstone","Enwater","Enaero","Enfire","Enblizzard","Enthunder","Enstone II","Enwater II","Enaero II","Enfire II","Enblizzard II","Enthunder II","Temper","Gain-STR","Gain-DEX","Gain-MND","Gain-INT","Gain-VIT","Gain-AGI","Gain-CHR","Stoneskin","Aquaveil","Phalanx"}
info.Duration = S{"Flurry II","Haste II","Haste","Utsusemi: Ichi","Utsusemi: Ni","Refresh","Refresh II","Regen","Regen II","Firestorm","Hailstorm","Windstorm","Rainstorm","Sandstorm","Voidstorm","Aurorastorm"}
send_command('bind @F9 gs c set MagicBurst')
send_command('bind @F10 gs c set MagicBurst false')
end
function user_unload()
send_command('unbind @F9')
send_command('unbind @F10')
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['Chainspell'] = {body="Vitivation Tabard +1"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {
head="Atrophy Chapeau +1",
body="Vitivation Tabard +1",hands="Chironic Gloves",
back="Refraction Cape",legs="Osmium Cuisses",feet="Merlinic Crackows"}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
-- 80% Fast Cast (including trait) for all spells, plus 5% quick cast
-- No other FC sets necessary.
sets.precast.FC = {main="Emissary",sub="Beatific Shield +1",ammo="Impatiens",
head="Atrophy Chapeau +1",ear2="Loquacious Earring",
body="Vitivation Tabard +1",hands="Gendewitha Gages +1",ring1="Prolix Ring",ring2="Veneficium Ring",
back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Chelona Boots"}
sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty,body="Twilight Cloak"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {
head="Carmine Mask",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Emet Harness",hands="Chironic Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Atheling Mantle",waist="Windbuffet Belt +1",legs="Taeon Tights",feet={ name="Taeon Boots", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','Crit. hit damage +3%',}}}
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS,
{neck="Soil Gorget",ear1="Brutal Earring",ear2="Moonshade Earring",
ring1="Aquasoul Ring",ring2="Aquasoul Ring",waist="Soil Belt"})
sets.precast.WS['Sanguine Blade'] = {ammo="Witchstone",
head="Merlinic Hood",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Amalric Doublet",hands="Amalric Gages",ring1="Fenrir Ring",ring2="Acumen Ring",
back="Toro Cape",legs="Merlinic Shalwar",feet="Merlinic Crackows"}
-- Midcast Sets
sets.midcast.FastRecast = {ammo="Sapience Orb",
head="Atrophy Chapeau +1",ear2="Loquacious Earring",
body="Vitivation Tabard",hands="Gendewitha Gages +1",ring1="Prolix Ring",
back="Swith Cape",waist="Witful Belt",legs="Artsieq Hose",feet="Chelona Boots"}
sets.midcast.Cure = {main="Tefnut Wand",sub="Genbu's Shield",
head="Gendewitha Caubeen",neck="Weike Torque",ear1="Beatific Earring",ear2="Lifestorm Earring",
body="Gendewitha Bliaut",hands="Chironic Gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Tempered Cape",waist="Hachirin-no-Obi",legs="Merlinic Shalwar",feet="Artsieq Boots"}
sets.midcast.Curaga = sets.midcast.Cure
sets.midcast.CureSelf = {ring1="Kunaji Ring",ring2="Asklepian Ring"}
sets.midcast['Enhancing Magic'] = {
head="Befouled Crown",neck="Eddy Necklace",
body="Vitivation Tabard +1",hands="Chironic Gloves",ring1="Prolix Ring",
back="Sucellos's Cape",waist="Siegel Sash",legs="Atrophy Tights",feet="Lethargy Houseaux +1"}
sets.midcast.Enhancing_Self = set_combine(sets.midcast['Enhancing Magic'], {hands="Atrophy Gloves +1",back="Sucellos's Cape",feet="Lethargy Houseaux +1"})
sets.midcast.Refresh = {ammo="Hasty Pinion +1",
head="Befouled Crown",
body={ name="Telchine Chasuble", augments={'"Regen"+2','Enh. Mag. eff. dur. +5',}},
hands={ name="Chironic Gloves", augments={'Attack+20','"Dbl.Atk."+3','STR+10','Accuracy+15',}},
legs="Lethargy Fuseau +1",
feet="Inspirited Boots",
neck="Sanctity Necklace",
waist="Gishdubar Sash",
left_ear="Zennaroi Earring",
right_ear="Loquac. Earring",
left_ring="Veneficium Ring",
right_ring="Prolix Ring",
back="Sucellos's Cape",
}
sets.midcast.Stoneskin = {waist="Siegel Sash"}
sets.midcast['Enfeebling Magic'] = {main="Twebuliij",sub="Niobid Strap",Ranged="Aureole",
head="Merlinic Hood",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
body="Amalric Doublet",hands="Lethargy Gantherots +1",ring1="Globidonta Ring",ring2="Sangoma Ring",
back="Sucellos's Cape",waist="Demonry Sash",legs="Merlinic Shalwar",feet="Artsieq Boots"}
sets.midcast['Dia III'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Duelist's Chapeau +2"})
sets.midcast['Slow II'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Duelist's Chapeau +2"})
sets.midcast['Elemental Magic'] = {main="Marin Staff +1",sub="Niobid Strap",ammo="Dosis Tathlum",
head="Merlinic Hood",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
body="Amalric Doublet",hands="Amalric Gages",ring1="Irrwisch Ring",ring2="Acumen Ring",
back="Seshaw Cape",waist=gear.ElementalObi,legs="Merlinic Shalwar",feet="Merlinic Crackows"}
sets.magic_burst = {main="Marin Staff +1",sub="Niobid Strap",ammo="Witchstone",
head="Merlinic Hood",body="Amalric Doublet",hands="Amalric Gages",
legs="Merlinic Shalwar",feet="Merlinic Crackows",
neck="Mizukage-no-Kubikazari",waist="Hachirin-no-Obi",left_ear="Hecate's Earring",right_ear="Friomisi Earring",
left_ring="Locus Ring",right_ring="Mujin Band",back="Seshaw Cape"}
gear.default.obi_waist = "Sekhmet Corset"
sets.midcast.Impact = set_combine(sets.midcast['Elemental Magic'], {head=empty,body="Twilight Cloak"})
sets.midcast['Dark Magic'] = {main="Twebuliij",sub="Niobid Strap",ranged="Aureole",
head="Atrophy Chapeau +1",neck="Eddy Necklace",ear1="Estoqueur's Earring",ear2="Gwati Earring",
body="Vitivation Tabard +1",hands="Gendewitha Gages +1",ring1="Prolix Ring",ring2="Sangoma Ring",
back="Swith Cape",waist="Pya'ekue Belt",legs="Artsieq Hose",feet="Artsieq Boots"}
--sets.midcast.Stun = set_combine(sets.midcast['Dark Magic'], {})
sets.midcast.Drain = set_combine(sets.midcast['Dark Magic'], {ring1="Excelsis Ring", waist="Fucho-no-Obi"})
sets.midcast.Aspir = sets.midcast.Drain
-- Sets for special buff conditions on spells.
sets.buff.Enhancing_Other = set_combine(sets.midcast['Enhancing Magic'],{head="Lethargy Chappel +1",
body="Lethargy Sayon +1",hands="Lethargy Gantherots +1",
legs="Lethargy Fuseau +1",feet="Lethargy Houseaux +1"})
sets.buff.Saboteur = {hands="Lethargy Gantherots +1"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main="Emissary",sub="Beatific Shield +1",ammo="Impatiens",
head="Duelist's Chapeau +2",neck="Loricate Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
body="Amalric Doublet",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Mecistopins Mantle",waist="Flume Belt",legs="Nares Trews",feet="Serpentes Sabots"}
-- Idle sets
sets.idle = {main="Emissary",sub="Beatific Shield +1",ammo="Impatiens",
head="Duelist's Chapeau +2",neck="Loricate Torque",ear1="Bloodgem Earring",ear2="Infused Earring",
body="Amalric Doublet",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nares Trews",feet="Serpentes Sabots"}
sets.idle.Town = {main="Emissary",sub="Beatific Shield +1",ammo="Impatiens",
head="Atrophy Chapeau +1",neck="Sanctity Necklace",ear1="Infused Earring",ear2="Infused Earring",
body="Amalric Doublet",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nares Trews",feet="Serpentes Sabots"}
sets.idle.Weak = {main="Emissary",sub="Beatific Shield +1",ammo="Impatiens",
head="Duelist's Chapeau +2",neck="Sanctity Necklace",ear1="Bloodgem Earring",ear2="Infused Earring",
body="Hagondes Coat",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Shadow Mantle",waist="Flume Belt",legs="Nares Trews",feet="Serpentes Sabots"}
sets.idle.PDT = {main="Bolelabunga",sub="Genbu's Shield",ammo="Demonry Stone",
head="Gendewitha Caubeen +1",neck="Loricate Torque",ear1="Bloodgem Earring",ear2="Infused Earring",
body="Emet Harness",hands="Gendewitha Gages +1",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Shadow Mantle",waist="Flume Belt",legs="Osmium Cuisses",feet="Merlinic Crackows"}
sets.idle.MDT = {main="Bolelabunga",sub="Genbu's Shield",ammo="Demonry Stone",
head="Atrophy Chapeau +1",neck="Loricate Torque",ear1="Bloodgem Earring",ear2="Infused Earring",
body="Carmine Scale Mail",hands="Chironic Gloves",ring1="Defending Ring",ring2="Shadow Ring",
back="Reiki Cloak",waist="Flume Belt",legs="Osmium Cuisses",feet="Merlinic Crackows"}
-- Defense sets
sets.defense.PDT = {
head="Lithelimb Cap",neck="Loricate Torque",ear1="Bloodgem Earring",ear2="Infused Earring",
body="Emet Harness",hands="Gendewitha Gages +1",ring1="Patricius Ring",ring2=gear.DarkRing.physical,
back="Xucau Mantle",waist="Flume Belt",legs="Merlinic Shalwar",feet="Merlinic Crackows"}
sets.defense.MDT = {ammo="Demonry Stone",
head="Atrophy Chapeau +1",neck="Loricate Torque",ear1="Bloodgem Earring",ear2="Infused Earring",
body="Carmine Scale Mail",hands="Chironic Gloves",ring1="Vexer Ring +1",ring2="Shadow Ring",
back="Reiki Cloak",waist="Flume Belt",legs="Merlinic Shalwar",feet="Merlinic Crackows"}
sets.Kiting = {legs="Crimson Cuisses"}
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 = {
ammo="Ginsen",
head="Carmine Mask",
body="Emet Harness",
hands="Chironic Gloves",
legs={ name="Taeon Tights", augments={'Accuracy+22','"Triple Atk."+2','Weapon skill damage +2%',}},
feet={ name="Taeon Boots", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','Crit. hit damage +3%',}},
neck="Asperity Necklace",
waist="Windbuffet Belt +1",
left_ear="Trux Earring",
right_ear="Brutal Earring",
left_ring="Etana Ring",
right_ring="Patricius Ring",
back="Atheling Mantle",}
sets.engaged.Acc = {
ammo="Hasty Pinion +1",
head="Carmine Mask",
body="Emet Harness",
hands="Chironic Gloves",
legs={ name="Taeon Tights", augments={'Accuracy+22','"Triple Atk."+2','Weapon skill damage +2%',}},
feet={ name="Taeon Boots", augments={'Accuracy+20 Attack+20','"Triple Atk."+2','Crit. hit damage +3%',}},
neck="Sanctity Necklace",
waist="Olseni Belt",
left_ear="Zennaroi Earring",
right_ear="Steelflash Earring",
left_ring="Etana Ring",
right_ring="Patricius Ring",
back="Grounded Mantle",}
sets.engaged.Defense = {ammo="Demonry Stone",
head="Atrophy Chapeau +1",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
body="Atrophy Tabard +1",hands="Atrophy Gloves +1",ring1="Rajas Ring",ring2="K'ayres Ring",
back="Kayapa Cape",waist="Goading Belt",legs="Osmium Cuisses",feet="Atrophy Boots"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Run after the default midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
equip(sets.buff.Saboteur)
elseif spell.skill == 'Enhancing Magic' then
if info.Duration:contains(spell.english) then
if spell.target.type == 'SELF' then
equip(sets.midcast.Enhancing_Self)
send_command('@input /echo Enhancing Duration Self Set')
else
equip(sets.buff.Enhancing_Other)
send_command('@input /echo Enhancing Others Duration Set')
end
elseif info.Enhancing:contains(spell.english) then
equip(sets.midcast['Enhancing Magic'])
send_command('@input /echo Self Enhancing Set')
else
equip(sets.midcast.Enhancing_Self)
send_command('@input /echo Enhancing Regular Set')
end
elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
equip(sets.midcast.CureSelf)
end
end
function aftercast(spell,arg)
if spell.name == "Sleep II" or spell.name == "Sleepga II" or spell.name == "Repose" or spell.name == "Dream Flower" then
windower.send_command('wait 75;input /echo [ WARNING! '..spell.name..' : Will wear off within 0:15 ]')
windower.send_command('wait 80;input /echo [ WARNING! '..spell.name..' : Will wear off within 0:10 ]')
windower.send_command('wait 85;input /echo [ WARNING! '..spell.name..' : Will wear off within 0:05 ]')
elseif spell.name == "Sleep" or spell.name == "Sleepga" then
windower.send_command('wait 45;input /echo [ WARNING! '..spell.name..' : Will wear off within 0:15 ]')
windower.send_command('wait 50;input /echo [ WARNING! '..spell.name..' : Will wear off within 0:10 ]')
windower.send_command('wait 55;input /echo [ WARNING! '..spell.name..' : Will wear off within 0:05 ]')
end
-- Convert
if spell.name == 'Convert' then
windower.send_command('wait 2;input /ma "Cure IV" me')
end
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
if stateField == 'Offense Mode' then
if newValue == 'None' then
enable('main','sub','range')
else
disable('main','sub','range')
end
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Elemental Magic' and state.MagicBurst.value then
equip(sets.magic_burst)
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'DNC' then
set_macro_page(2, 4)
elseif player.sub_job == 'NIN' then
set_macro_page(3, 4)
elseif player.sub_job == 'THF' then
set_macro_page(4, 4)
else
set_macro_page(1, 17)
end
end
Ragnarok.Flippant
Serveur: Ragnarok
Game: FFXI
Posts: 660
By Ragnarok.Flippant 2016-05-08 23:28:40
You have a second job_post_midcast function that is overwriting the first (which doesn't have any Composure rules written in there anyway).
Also, you really shouldn't be using the aftercast function, as that will overwrite Mote's and cause issues. You should be using job_aftercast or job_post_aftercast instead.
Asura.Gotenn
Serveur: Asura
Game: FFXI
Posts: 243
By Asura.Gotenn 2016-05-08 23:40:18
Thanks for the fixes, I added the MB in from my BLM lua and didn't see that it was the same.
I did move it into the first one, and I changed my aftercast to job_post_aftercast.
I had a few things to touch up (mostly from more messing around) but that did fix my issues!
By tyalangan 2016-05-10 13:38:23
Considering two capes:
MND20:MAC20/MD20:MAB10
INT20:MAC20/MD20:MAB10
Is MND still worthwhile in adding % potency increase to Slow and Paralyze or is it easily capped (on zitah/ruaun NMs and lower) with all the 119 stat gear we have received? If the answer is 'more MND is always better' then I will do the MND cape but if not I would really like the INT for nukes and black magic enfeebles.
Slow/Paralyze/Addle are important and Distract is solely Enfeebling so MND would be my first choice if I actually needed the MND. Otherwise INT has more uses to me.
Siren.Kyte
Serveur: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2016-05-10 13:56:53
Distract/Frazzle are also MND.
[+]
By Quendi210 2016-05-10 14:10:21
Considering two capes:
MND20:MAC20/MD20:MAB10
INT20:MAC20/MD20:MAB10
Is MND still worthwhile in adding % potency increase to Slow and Paralyze or is it easily capped (on zitah/ruaun NMs and lower) with all the 119 stat gear we have received? If the answer is 'more MND is always better' then I will do the MND cape but if not I would really like the INT for nukes and black magic enfeebles.
Slow/Paralyze/Addle are important and Distract is solely Enfeebling so MND would be my first choice if I actually needed the MND. Otherwise INT has more uses to me.
For the MND cape choose something besides MAB. You'll eventually be able to make a full nuking cape. Over time I might end up making 5 RDM capes.
Ragnarok.Rydal
Serveur: Ragnarok
Game: FFXI
Posts: 192
By Ragnarok.Rydal 2016-05-10 14:10:27
With the new needle item, you can switch whenever you want. Personally, I say MND>INT although I too was tempted to go INT. What exactly is INT being used for other than nukes?
By Yandaime 2016-05-11 06:55:38
I believe you can only purchase two needles per month from talking to the npc "You can purchase two more of these..."
Also MND controls all White Magic enfeebs and INT controls all Black Magic. As for their effects, they will certainly give M-Acc for the matching stat (2 INT: 1 ACC if magic uses old calculations) and possibly some potency too for certain spells
Blind has a potency mod (lol-blind)
Bind had one if anyone remembers the bind - kite days
Distract and Frazzle maybe? I remember the devs eluding to these spells being skill based so I'm not sure if INT would effect potency but Accuracy for sure
Asura.Psylo
Serveur: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2016-05-11 07:01:17
only for nuke , made more cape, 4 is a good ^^
Nuke one: INT MACC/MDMD MAB
Enfee/cure one : MND MACC CURE POT
DD one : DEX ACC/ATT STP
WS one : DEX ACC/ATT Crit
Atm i'm too lazy to spam ambuscade ...
Ragnarok.Rydal
Serveur: Ragnarok
Game: FFXI
Posts: 192
By Ragnarok.Rydal 2016-05-11 08:32:24
Blind has a potency mod (lol-blind)
Bind had one if anyone remembers the bind - kite days
Distract and Frazzle maybe? I remember the devs eluding to these spells being skill based so I'm not sure if INT would effect potency but Accuracy for sure
Right. But other than nukes and a few Black magic enfeebles that it may or may not affect the potency of the enfeebles (Dispel? Sleep?, lolBlind, lolBind, unsure about Distract/Frazzle but enfeebling skill definitely increases potency as it goes up), INT isn't more useful than MND would, which directly affects Paralyze, Addle,and Silence, as well as our Cure spells.
Nuke one: INT MACC/MDMD MAB
Enfee/cure one : MND MACC CURE POT
DD one : DEX ACC/ATT STP
WS one : DEX ACC/ATT Crit
Atm i'm too lazy to spam ambuscade ...
Pretty much the same except I'm not making a a third for Crit and my MND cape will have either enmity -10 or FC +10 (haven't decided...) because I overcapped Cure potency in my healing set already. The Ambuscade cape would hurt my set because it'd reduce my Healing skill. At least we can fully augment up to 5 capes total this month if we did 2 last month. I'm doing 2 RDM, 1 BLU, 1 SMN, and still deciding the last cape.
Bismarck.Laurelli
Serveur: Bismarck
Game: FFXI
Posts: 889
By Bismarck.Laurelli 2016-05-11 10:01:13
At least we can fully augment up to 5 capes total this month if we did 2 last month. I'm doing 2 RDM, 1 BLU, 1 SMN, and still deciding the last cape.
How can we augment 5? I counted 2 fully augmented with hallmarks and 1 from gallantry. how can we augment the other 2?
Forget it, I reread. you counted in the ones from last month
Asura.Psylo
Serveur: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2016-05-11 10:25:58
Since i finish my murgleis III, i guess if i would made another cape for Death blossom since i get some nice nnumber, but never reach CDC one (this damn ws ... so much powerfull really)
Ragnarok.Rydal
Serveur: Ragnarok
Game: FFXI
Posts: 192
By Ragnarok.Rydal 2016-05-11 12:51:51
Since i finish my murgleis III, i guess if i would made another cape for Death blossom since i get some nice nnumber, but never reach CDC one (this damn ws ... so much powerfull really)
You use full Taeon on your TP set or mix Taeon and Carmine/+1?
Also, did you test Murgleis AMIII with Culminus yet? Does it beat out a decently augmented Grioavoir?
Asura.Psylo
Serveur: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2016-05-12 04:20:41
Atm, i use this TP set :
ItemSet 338329
But i'm working on some upgrade :
- Combat torque (since i'm around 0/20 on wol ...)
- Carmine head + 1
- RDM TP cape (ambuscade spaming boring me)
When i check my acc in reinji with only 2 vorseal ACC++ from WKR i reach (no food) 1350 acc with this set (with colada off hands on low level i use demer+1), but can't compet BLU at all (anyway who can compet blu ...)
For nuke with murgleis, i have made some quick test ( i will made a real test with number because ppl love number) but
1 - NO AM : Grioavoir WIN but murgleis+shield have more macc so less resist on huge ilevel
2 - AM2 UP : Murgleis win
Siren.Siven
Serveur: Siren
Game: FFXI
Posts: 15
By Siren.Siven 2016-05-12 08:05:05
Doesn't INT also affect the ability to land Frazzle/Distract, regardless of potency?
By Boshi 2016-05-16 15:22:51
only for nuke , made more cape, 4 is a good ^^
Nuke one: INT MACC/MDMD MAB
Enfee/cure one : MND MACC CURE POT
DD one : DEX ACC/ATT STP
WS one : DEX ACC/ATT Crit
Atm i'm too lazy to spam ambuscade ...
Could I see your cure set? i'm just curious. I play rdm/blu/thf so last month i did rdm mnd/macc, blu dex/accatt/crit, thf wsd. So This month i finished the thf wsd cape as one of my 3 but still have a 10 sap left over. Wondering if i should use it on the rdm one to finish it or something else
Just of note: with taeon feet suppo and carmine legs that puts you at dw+15. I personally use the blood feet but eassy fix could be dropping suppo for like cessance/dignitary/telos to be at dw10.
Another relatively easy upgrade now is rajas to petrov.
Asura.Psylo
Serveur: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2016-05-18 14:20:37
For cure i use this one
ItemSet 343776
So around 260 MND, healing Skill 524 (in light mode, 488 without)
cure cap and 14% cure received bonus
For my tp set, i try to avoid DA because AM3, but all set need ... always ... upgrade
Asura.Patb
Serveur: Asura
Game: FFXI
Posts: 87
By Asura.Patb 2016-05-31 15:34:42
Does anyone have any up to date sets or things I should be aiming for for enfeeble sets? int/mnd for potency and macc ones specifically. I have access to most everything, just not sure what I should be aiming for right now.
Ragnarok.Rydal
Serveur: Ragnarok
Game: FFXI
Posts: 192
By Ragnarok.Rydal 2016-05-31 15:52:30
I finally mastered RDM during the last CP campaign. I'm working on perfecting my RDM melee set right now. Currently, I'm hitting 1050~ without a full accuracy set or buffs/food, just gear. I'm torn between a lot of different things: weapons, accessories, and augments.
ItemSet 342296
This is what I'm aiming for, minus RMEA options. Here's my logic on some pieces:
-Taeon is augmented with Str/Dex+7, Acc/Atk+15-20 and DW+4-5 on head and hands and TA+2 on the body
-Suppa and Combatant's gives me +20 sword skill total to help with damage and accuracy.
-Carmine Legs+1, Suppa, and Reiki Belt gives me +18 DW, with the +8-10 above gives +26-28 which pretty much reaches the attack speed goal with /nin and Haste 2.
-Dignitary's Earring is mostly for accuracy. Replaceable by Telos and/or Cessance.
-Between Petrov, Rajas and Hetairoi, I chose two of them. Not sure if there are better options.
-Ambuscade cape augmented: DEX+20, Acc/Atk+20, Store TP+10 (not sure if DA+10 is better)
-The waist slot is an issue for me. There are so many great options. Windbuffet+1, Reiki Yotai, Sarissaphoroi Belt, Kentarch Belt+1. I use Kentarch+1 for accuracy right now, but I feel that Windbuffet or Reiki are way better.
/checkparam showed me that my accuracy offhanding Nibiru Blade Path A vs. fully augmented Egeking is not a big difference (Egeking has maybe 10 or so more accuracy, while missing an equal amount of attack). With Coladas, Nibiru Blade, Fettering Blade, Demersal+1 and Egeking at my disposal, not sure what combo is the best bang for my buck.
As far as RMEA options, is Excalibur worth the trouble? It's attack power is colossal but the aftermath isn't that great. Murgleis is great and also a goal but it's a little more far off at the moment. Almace is almost impossible for me to get right now. Sequence will be a byproduct of doing Reisenjima so I'm not looking to go out of my way to obtain it. Your results? Murgleis owners are few and far between (I know Psylo loves Murgleis AG) but feedback on how it compares to the others (main/offhanding RMEA vs Colada) would be great.
Asura.Gotenn
Serveur: Asura
Game: FFXI
Posts: 243
By Asura.Gotenn 2016-06-02 18:10:16
I have a question about the effects of Temper II.
Does it have the same effect as aftermath in that it would trigger at the end of the multihit check, since it is a spell, or does it count as gear TA?
Basically I worry that I need to drop as much DA gear as possible as not to check a DA when I could have gotten a TA much like mythic owners.
Siren.Kyte
Serveur: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2016-06-03 02:16:33
It counts as gear TA.
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