Jack Of All Trades: A Guide To Red Mage

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Jack of All Trades: A Guide to Red Mage
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Posts: 1186
By Boshi 2017-09-03 13:53:32
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Someone asked me about this so I figured I'd post it here:
The WeaponLock rule i use to disable main/sub/ranged when I'm meleeing. I see some people do it as just part of combat mode which i don't like.
Also you can adjust certain post-precast or post-midcast sets if weapon is locked.
top uses for this i could see are if you normally use main/sub for fastcast (oranyan clerisy+1 combo 10% is a big chunk) and you can have an alternate set if weapons are locked. And more importantly: cures. Since losing main/sub you really need to adjust your cure potency values in your other slots.
Code
function user_setup()
	state.WeaponLock  = M('OFF', 'ON')
	
	send_command('bind ^= gs c cycle WeaponLock')	
end


function user_unload()
    send_command('unbind ^=')
end

function init_gear_sets()
    sets.midcast.Cure = {}			
    sets.midcast.Cure.WeaponLock = set_combine(sets.midcast.Cure, {})
    sets.midcast.Cure.Self = {}
	sets.midcast.Cure.SelfWeaponLock = set_combine(sets.midcast.Cure.Self, {})
	sets.midcast.Curaga = set_combine(sets.midcast.Cure, {})
	sets.midcast.Curaga.Weaponlock = set_combine(sets.midcast.Curaga, {})
end

function job_post_midcast(spell, action, spellMap, eventArgs)
    if spellMap == 'Cure' then
		--if state.WeaponLock.value
		if state.WeaponLock.value == 'ON' and spell.target.type == 'PLAYER' then
			    equip(sets.midcast.Cure.WeaponLock)
		end
		if state.WeaponLock.value == 'ON' and spell.target.type == 'SELF' then
			    equip(sets.midcast.Cure.SelfWeaponLock)	
		end
		if state.WeaponLock.value == 'OFF' and spell.target.type == 'SELF' then
				equip(sets.midcast.Cure.Self)
		end
		if world.day_element == 'Light' or world.weather_element == 'Light' then
			equip ({waist="Hachirin-no-Obi"})
		end	
	end
	if spellMap == 'Curaga' then
		if state.WeaponLock.value == 'ON' and spell.target.type ~= 'Enemy' then
			    equip(sets.midcast.Curaga.WeaponLock)
		end
		if world.day_element == 'Light' or world.weather_element == 'Light' then
				equip ({waist="Hachirin-no-Obi"})
		end	
	end
end

-----WEAPONLOCK MODE
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
	if stateField == 'WeaponLock' then
		if newValue == 'OFF' then
			enable('main','sub','ranged')
		else
			disable('main','sub','ranged')
		end
	end
end
necroskull Necro Bump Detected! [31 days between previous and next post]
 Lakshmi.Wanobi
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Serveur: Lakshmi
Game: FFXI
user: Azian
Posts: 2
By Lakshmi.Wanobi 2017-10-04 12:35:59
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Using this lua, how do I create a resistant casting, and add a toggle to burst?

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')
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
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')
    state.HybridMode:options('Normal', 'PhysicalDef', 'MagicalDef')
    state.CastingMode:options('Normal', 'Resistant')
    state.IdleMode:options('Normal', 'PDT', 'MDT')

    gear.default.obi_waist = "Sekhmet Corset"
    
    select_default_macro_book()
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"}
    

    -- Waltz set (chr and vit)
    sets.precast.Waltz = {
        head="Atrophy Chapeau +1",
        body="Atrophy Tabard +1",hands="Yaoyotl Gloves",
        back="Refraction Cape",legs="Hagondes Pants",feet="Hagondes Sabots"}
        
    -- 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 = {ammo="Impatiens",
        head="Atrophy Chapeau +1",ear2="Loquacious Earring",
        body="Vitivation Tabard",hands="Gendewitha Gages",ring1="Prolix Ring",
        back="Swith Cape +1",waist="Witful Belt",legs="Orvail Pants +1",feet="Chelona Boots +1"}

    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="Atrophy Chapeau +1",neck="Asperity Necklace",ear1="Bladeborn Earring",ear2="Steelflash Earring",
        body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Rajas Ring",ring2="K'ayres Ring",
        back="Atheling Mantle",waist="Caudata Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}

    -- 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="Hagondes Hat",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Strendu Ring",ring2="Acumen Ring",
        back="Toro Cape",legs="Hagondes Pants",feet="Hagondes Sabots"}

    
    -- Midcast Sets
    
    sets.midcast.FastRecast = {
        head="Atrophy Chapeau +1",ear2="Loquacious Earring",
        body="Vitivation Tabard",hands="Gendewitha Gages",ring1="Prolix Ring",
        back="Swith Cape +1",waist="Witful Belt",legs="Hagondes Pants",feet="Hagondes Sabots"}

    sets.midcast.Cure = {main="Tamaxchi",sub="Genbu's Shield",
        head="Gendewitha Caubeen",neck="Colossus's Torque",ear1="Roundel Earring",ear2="Loquacious Earring",
        body="Gendewitha Bliaut",hands="Bokwus Gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
        back="Swith Cape +1",waist="Witful Belt",legs="Atrophy Tights",feet="Hagondes Sabots"}
        
    sets.midcast.Curaga = sets.midcast.Cure
    sets.midcast.CureSelf = {ring1="Kunaji Ring",ring2="Asklepian Ring"}

    sets.midcast['Enhancing Magic'] = {
        head="Atrophy Chapeau +1",neck="Colossus's Torque",
        body="Vitivation Tabard",hands="Atrophy Gloves +1",ring1="Prolix Ring",
        back="Estoqueur's Cape",waist="Olympus Sash",legs="Atrophy Tights",feet="Estoqueur's Houseaux +2"}

    sets.midcast.Refresh = {legs="Estoqueur's Fuseau +2"}

    sets.midcast.Stoneskin = {waist="Siegel Sash"}
    
    sets.midcast['Enfeebling Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Kalboron Stone",
        head="Atrophy Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Aquasoul Ring",ring2="Sangoma Ring",
        back="Refraction Cape",waist="Demonry Sash",legs="Bokwus Slops",feet="Bokwus Boots"}

    sets.midcast['Dia III'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau"})

    sets.midcast['Slow II'] = set_combine(sets.midcast['Enfeebling Magic'], {head="Vitivation Chapeau"})
    
    sets.midcast['Elemental Magic'] = {main="Lehbrailg +2",sub="Zuuxowu Grip",ammo="Dosis Tathlum",
        head="Hagondes Hat",neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Hecate's Earring",
        body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Icesoul Ring",ring2="Acumen Ring",
        back="Toro Cape",waist=gear.ElementalObi,legs="Hagondes Pants",feet="Hagondes Sabots"}
        
    sets.midcast.Impact = set_combine(sets.midcast['Elemental Magic'], {head=empty,body="Twilight Cloak"})

    sets.midcast['Dark Magic'] = {main="Lehbrailg +2",sub="Mephitis Grip",ammo="Kalboron Stone",
        head="Atrophy Chapeau +1",neck="Weike Torque",ear1="Lifestorm Earring",ear2="Psystorm Earring",
        body="Vanir Cotehardie",hands="Gendewitha Gages",ring1="Prolix Ring",ring2="Sangoma Ring",
        back="Refraction Cape",waist="Goading Belt",legs="Bokwus Slops",feet="Bokwus 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.midcast.EnhancingDuration = {hands="Atrophy Gloves +1",back="Estoqueur's Cape",feet="Estoqueur's Houseaux +2"}
        
    sets.buff.ComposureOther = {head="Estoqueur's Chappel +2",
        body="Estoqueur's Sayon +2",hands="Estoqueur's Gantherots +2",
        legs="Estoqueur's Fuseau +2",feet="Estoqueur's Houseaux +2"}

    sets.buff.Saboteur = {hands="Estoqueur's Gantherots +2"}
    

    -- Sets to return to when not performing an action.
    
    -- Resting sets
    sets.resting = {main="Chatoyant Staff",
        head="Vitivation Chapeau",neck="Wiglen Gorget",
        body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
        waist="Austerity Belt",legs="Nares Trews",feet="Chelona Boots +1"}
    

    -- Idle sets
    sets.idle = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
        head="Vitivation Chapeau",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Hagondes Coat",hands="Yaoyotl Gloves",ring1="Sheltered Ring",ring2="Paguroidea Ring",
        back="Shadow Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Hagondes Sabots"}

    sets.idle.Town = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
        head="Atrophy Chapeau +1",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Atrophy Gloves +1",ring1="Sheltered Ring",ring2="Paguroidea Ring",
        back="Shadow Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Hagondes Sabots"}
    
    sets.idle.Weak = {main="Bolelabunga",sub="Genbu's Shield",ammo="Impatiens",
        head="Vitivation Chapeau",neck="Wiglen Gorget",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
        back="Shadow Mantle",waist="Flume Belt",legs="Crimson Cuisses",feet="Hagondes Sabots"}

    sets.idle.PDT = {main="Bolelabunga",sub="Genbu's Shield",ammo="Demonry Stone",
        head="Gendewitha Caubeen +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Gendewitha Bliaut +1",hands="Gendewitha Gages",ring1="Defending Ring",ring2=gear.DarkRing.physical,
        back="Shadow Mantle",waist="Flume Belt",legs="Osmium Cuisses",feet="Gendewitha Galoshes"}

    sets.idle.MDT = {main="Bolelabunga",sub="Genbu's Shield",ammo="Demonry Stone",
        head="Gendewitha Caubeen +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Gendewitha Caubeen +1",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring",
        back="Engulfer Cape",waist="Flume Belt",legs="Osmium Cuisses",feet="Gendewitha Galoshes"}
    
    
    -- Defense sets
    sets.defense.PDT = {
        head="Atrophy Chapeau +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Hagondes Coat",hands="Gendewitha Gages",ring1="Defending Ring",ring2=gear.DarkRing.physical,
        back="Shadow Mantle",waist="Flume Belt",legs="Hagondes Pants",feet="Gendewitha Galoshes"}

    sets.defense.MDT = {ammo="Demonry Stone",
        head="Atrophy Chapeau +1",neck="Twilight Torque",ear1="Bloodgem Earring",ear2="Loquacious Earring",
        body="Atrophy Tabard +1",hands="Yaoyotl Gloves",ring1="Defending Ring",ring2="Shadow Ring",
        back="Engulfer Cape",waist="Flume Belt",legs="Bokwus Slops",feet="Gendewitha Galoshes"}

    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 = {
        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="Atheling Mantle",waist="Goading Belt",legs="Osmium Cuisses",feet="Atrophy Boots"}

    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
        equip(sets.midcast.EnhancingDuration)
        if buffactive.composure and spell.target.type == 'PLAYER' then
            equip(sets.buff.ComposureOther)
        end
    elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
        equip(sets.midcast.CureSelf)
    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

-------------------------------------------------------------------------------------------------------------------
-- 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, 4)
    end
end
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Posts: 1186
By Boshi 2017-10-04 12:54:12
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Quote:
function user_setup()
state.CastingMode:options('Normal', 'Resistant')

You already have a resistant mode enabled here. You just need to make a .resistant version of your spell sets so say.
sets.midcast['Addle'] = set_combine(sets.midcast['Enfeebling Magic'], {})
sets.midcast['Addle'].Resistant = set_combine(sets.midcast['Addle'], {})

I personally added another tier so I have 'Normal','Resistant','FullMacc',

as for burst:
Code
function user_setup()
	state.MagicBurst = M(false, 'Magic Burst')
	send_command('bind [b]!n[/b] gs c toggle MagicBurst')
end

function user_unload()
	send_command('unbind [b]!n[/b]')
end

function init_gear_sets()
	sets.midcast['Elemental Magic'] = {}
	sets.magic_burst = {}
end

function job_post_midcast(spell, action, spellMap, eventArgs)
	--nuking conditional swaps
	if spell.skill == 'Elemental Magic' and spellMap [b]~= 'ElementalDebuff'[/b] then
        for buff,active in pairs(state.Buff) do
            if active and sets.buff[buff] then
                equip(sets.buff[buff])
            end
        end
        if world.day_element == spell.element or world.weather_element == spell.element then
				equip ({waist="Hachirin-no-Obi"})
		end
		if spell.element== 'Earth' then
				equip ({neck="Quanpur Necklace"})
		end
		if state.MagicBurst.value then
				equip(sets.magic_burst)
		end
	end
end

Note:
I have my burst toggle binded to !n here, you can do something else.

I have my elemental debuffs mapped as "ElementalDebuff" I think most ppl have it as ElementalEnfeeb or somethign like that.
 Asura.Sechs
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Game: FFXI
user: Akumasama
Posts: 10086
By Asura.Sechs 2017-10-13 02:09:16
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Have Jhakri Cuffs +2 vs Atrophy Gloves +3 been discussed already?
I mean for Savage Blade.
What do you guys use and why?
 Leviathan.Celebrindal
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Posts: 3753
By Leviathan.Celebrindal 2017-10-13 02:49:10
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I go atrophy+3. 3 more STR and 8 more MND vs 13 attack and 1% WSD is what we're talking about, and I consider that 13 attack to be relatively negligible, but I do think the raw stats in this case are worth more than 1% WSD. Not that RDM gets access to a great deal of +Weapon Skill Damage gear to begin with.
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Game: FFXI
Posts: 17
By Asura.Hadroncollider 2017-10-15 03:36:13
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how does Ayanmo corazza +2 vs Taeon tabard for cdc look?
 Bismarck.Arcos
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user: afranko22
Posts: 122
By Bismarck.Arcos 2017-10-15 07:21:07
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Asura.Hadroncollider said: »
how does Ayanmo corazza +2 vs Taeon tabard for cdc look?

Well if you cap ACC and ATT, Taeon Tabard with WSD+3% should win.
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By geigei 2017-10-15 07:35:23
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Bismarck.Arcos said: »
Asura.Hadroncollider said: »
how does Ayanmo corazza +2 vs Taeon tabard for cdc look?

Well if you cap ACC and ATT, Taeon Tabard with WSD+3% should win.
WSD does nothing to cdc.
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By Boshi 2017-10-15 08:10:27
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Cdc 4/5 taeon critrate3 critd3
 Asura.Xijaah
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user: Xijaah
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By Asura.Xijaah 2017-10-15 08:20:16
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I dont know guys, did u see the difference in DEX betweem ayanmo and taeon? even accounting augments, that's too huge.
[+]
 Leviathan.Celebrindal
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By Leviathan.Celebrindal 2017-10-15 12:54:39
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Asura.Xijaah said: »
I dont know guys, did u see the difference in DEX betweem ayanmo and taeon? even accounting augments, that's too huge.


It will likely boil down to this. A Taeon-centric build for CDC will spike higher numbers, and an Ayanmo+2 focused build for CDC will probably be more consistent.

These days I'm so in love with Savage Blade on RDM, its hard to find a real want to build up CDC more than I currently have it. I'll get that body, of course, but for things like a DT hybrid set while TPing.
 Asura.Sechs
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user: Akumasama
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By Asura.Sechs 2017-10-16 04:32:20
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I'm more curious to see Jhakri+2 vs Ayanmo+2 for Savage Blade and CDC.
My old Savage Blade set was 4/5 Jhakri+2 and Atrophy+3, now I wonder though...

Jhakri has lots of attack, which may be irrelevant in situations where you're superbuffed, but when attack is nowhere close to cap, it does matter. Jhakri also has higher STR and lower (but very close) MND.
This difference changes when you factor the 32 points you get with the set bonus though.

I took the initiative to list cumulative stats for 5/5 sets

Jhakri+2
STR: 158
DEX: 129
MND: 135
Acc: 220
Att: 220
Special: SC bonus+7, WSD+7, STP+9

Ayanmo+2
STR: 113 (145) [142]
DEX: 188 (220) [202]
MND: 141 (173) [171]
Acc: 220 (...) [230]
Att: 0 (...) [30]
Special: STP+6, DA+7, CR+6 [WSD+6]

Values in round brackets are with 5 items set bonus (no ring).
Values in square brackets are with 4 items set bonus and Atrophy Gloves +3 instead of Ayanmo+2


Basically the 4/5 Ayanmo+2 option (the one with Atrophy Gloves+3) loses 16 STR, 1 WSD and 190 attack but gain 36 MND and 7 DA (and more acc as well, through DEX>Acc conversion)
Attack is gonna be useless when you're capped or close to cap, but it's gotta make a difference in all other situations.
All in all I dunno what's gonna win honestly.

Maybe the right answer is 5/5 Jhakri+2 when you're on lowbuff and 4/5 Ayanmo when fully buffed?
I'm talking about Savage Blade of course.
For Chant Du Cygne I'd dare to say 5/5 Ayanmo is the winner here, on a hunch.
Any other opinions from more competent players than me?
 Valefor.Gorns
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user: Gorns
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By Valefor.Gorns 2017-10-16 07:46:08
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Hi,

Bunch of questions:

1.1 I often read on DD jobs forums that "this weapon X is better than that weapon Y when attack is capped but not if uncappaed..." -> how can you *** if you're capped or not on attack ? For accuracy, ok no problem, but for attack ?

1.2 What are the ranges we should aim for depending of the NMs level ?

2.1 Being at work, I dont have access to the RDM DPS spreadsheet to play with numbers, with the following weapons in hands, what would be your combo for CDC and for SB set ?

- Colada 1: DMG+10 DA+4 DEX+4 Acc+19
- Colada 2: STR+15 WSD2% Acc15 Atk20
- Ternion Dagger +1
- Dem. Degen +1

2.2 Should I reroll with Oseem augment on colada 2 , and aim for more acc + DA ?
 Cerberus.Shadowmeld
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By Cerberus.Shadowmeld 2017-10-16 09:43:09
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Asura.Sechs said: »
I'm more curious to see Jhakri+2 vs Ayanmo+2 for Savage Blade and CDC.
My old Savage Blade set was 4/5 Jhakri+2 and Atrophy+3, now I wonder though...

Jhakri has lots of attack, which may be irrelevant in situations where you're superbuffed, but when attack is nowhere close to cap, it does matter. Jhakri also has higher STR and lower (but very close) MND.
This difference changes when you factor the 32 points you get with the set bonus though.

I took the initiative to list cumulative stats for 5/5 sets

Jhakri+2
STR: 158
DEX: 129
MND: 135
Acc: 220
Att: 220
Special: SC bonus+7, WSD+7, STP+9

Ayanmo+2
STR: 113 (145) [142]
DEX: 188 (220) [202]
MND: 141 (173) [171]
Acc: 220 (...) [230]
Att: 0 (...) [30]
Special: STP+6, DA+7, CR+6 [WSD+6]

Values in round brackets are with 5 items set bonus (no ring).
Values in square brackets are with 4 items set bonus and Atrophy Gloves +3 instead of Ayanmo+2


Basically the 4/5 Ayanmo+2 option (the one with Atrophy Gloves+3) loses 16 STR, 1 WSD and 190 attack but gain 36 MND and 7 DA (and more acc as well, through DEX>Acc conversion)
Attack is gonna be useless when you're capped or close to cap, but it's gotta make a difference in all other situations.
All in all I dunno what's gonna win honestly.

Maybe the right answer is 5/5 Jhakri+2 when you're on lowbuff and 4/5 Ayanmo when fully buffed?
I'm talking about Savage Blade of course.
For Chant Du Cygne I'd dare to say 5/5 Ayanmo is the winner here, on a hunch.
Any other opinions from more competent players than me?

Does the Ayanmo Ring and set bonus factor in to these calculations at all? 4/5 Ayanmo + Ring should give you +32 to STR and MND.

And nevermind, I missed originally that you did include set bonus.

You're numbers seem off though.
4/5 Ayanmo +2 + ring should give 129 STR, 136 MND, according to the posted stats on the wiki. Am I missing something?

Also, I don't see why you wouldn't use the ring honestly for Savage blade. What do we have that would beat +8 STR/MND in the ring slot?
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By Odin.Geriond 2017-10-16 10:39:11
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According to my spreadsheet, the best combos between Ayanmo +2 and Jhakri +2 are:

CDC, uncapped:
Head: Jhakri
Body: Ayanmo
Hands: Jhakri
Legs: Jhakri
Feet: Ayanmo (Thereoid beats them both)

CDC, capped:
Head: Ayanmo
Body: Ayanmo
Hands: Ayanmo
Legs: Ayanmo
Feet: Ayanmo (Thereoid beats them both)

Savage, uncapped:
Head: Jhakri
Body: Jhakri
Hands: Jhakri
Legs: Jhakri
Feet: Jhakri

Savage, capped:
Head: Ayanmo
Body: Ayanmo
Hands: Atrophy +3
Legs: Ayanmo
Feet: Ayanmo
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By Odin.Geriond 2017-10-16 11:35:43
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On another topic, what's the best RDM usable shield for shield block mitigation, and is going for shield blocking on RDM ever worth it (with gear like Atrophy feet +3)?
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By Asura.Sechs 2017-10-16 11:55:45
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Cerberus.Shadowmeld said: »
Also, I don't see why you wouldn't use the ring honestly for Savage blade.
My purpose was to compare the Head, Body, Hands, Legs and Feet slots, no other slots.
The Ayanmo Ring is surely very nice for Savage Blade (supposing you have at least one other Ayanmo piece) but it's not really THAT far from Rufescent Ring, they're pretty close. Of course Ayanmo is better.

But again, I just wanted to compare options for those 5 slots.


@Geriond
In your CDC tests when comparing Ayanmo+2 feet vs Thereoid, did you factor the +8 STR/MND from set bonus or not?
Also Thereoid has no accuracy, which might be something to consider in some situations.
Your results seem pretty much in line with what I imagined, except the Savage Blade (capped) ones, I was expecting Ayanmo to win over Jhakri there. Now that's a surprise!

May I ask which spreadsheet are you using? I don't have a RDM one atm, would love to play with yours if you don't mind! ;-)
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By Cerberus.Shadowmeld 2017-10-16 11:56:26
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I would guess Genmei. 10% PDT, +6 block, I think it's Type 4 so not a ton of blocks Type 1, so lots of blocks for very little base mitigation.
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By Odin.Geriond 2017-10-16 12:10:14
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Oops, I got distracted after copy and pasting the uncapped set (as a template to make typing it faster) and switching the hands to Atrophy. Ayanmo +2 is better than Jhakri +2 for for the other 4 slots for Savage Blade when attack capped.

And yes, all of my tests include set bonus.

Here's my spreadsheet:

https://uploadfiles.io/xtdeu

It's based on Motenten's original from years ago, but has been kept up to date with all the new mechanics and gear by myself. There's only two caveats.

First, I wasn't able to figure out how to get the Ayanmo ring to share set bonus with the Ayanmo set (sometimes it would work, sometimes it wouldn't, and I couldn't figure out the cause), so I just put the +8 to stats on the ring itself. This correctly emulates the ring's set bonus except for the case where you have the ring on, but no Ayanmo +2 on.

Second, I never figured out how to properly take into consideration the Fotia Belt/Gorget 1% chance to keep TP, so when considering those pieces, I mentally consider the WS DMG to be slightly less than 1% higher for each.
[+]
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By Asura.Sechs 2017-10-16 12:13:51
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Thanks for all that Geriond!

As far as the 1% conserve TP thing, to be completely honest I've always suspected the conserve rate is higher than 1%.
I don't get one free WS every 50 (as it should) but more often.
Eyeballing I would say it's more around 2% per piece (4% total), at least.
Most of my friends seem to be sharing my skepticism on the 1% rate but then again without solid tests it could all be a big fat bias.

Wonder if some other spreadsheets implemented that and you could copy the function from them? Could try asking Byrth, he recently did a complete rework of the MNK spreadsheet, maybe he included the 1% conserve TP thing for Fotia :)
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By Asura.Seriweri 2017-10-16 13:57:39
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Valefor.Gorns said: »
Hi,

Bunch of questions:

1.1 I often read on DD jobs forums that "this weapon X is better than that weapon Y when attack is capped but not if uncappaed..." -> how can you *** if you're capped or not on attack ? For accuracy, ok no problem, but for attack ?

1.2 What are the ranges we should aim for depending of the NMs level ?

Let me have my coming out as an utter theorycrafting noob, and let me extend this question to basically every job there is... could anyone explain how to learn about caps, thresholds, etc.?
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By Boshi 2017-10-16 14:04:27
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Just for a baseline before ayanmo+2 came out:

CDC ideal uncapped was
3/4 taeon crit3/crit3/accatt20 + theroid
-Jhakri +2 hands were only ones to win out here.

capped was 4/5 + theroid

The body is now good enough to beat taeon body ta2/accatt20/sd77
uncapped attack tp phase.
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By Leviathan.Frotaut 2017-10-17 09:41:58
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Go here https://www.bg-wiki.com/bg/PDIF for info on att.
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By Natashi 2017-10-18 14:12:41
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So I have been asking people and searching the internet for this answer. I haven't been able to find anything on it anywhere.

My question is, why do people in general recommend the Reforged Relic Hat +1 over lets say the Ayanmo head +2 for ALL enfeebles? I get that it increases the duration of Dia III and Slow II but that doesn't seem all that great.

Since 1 Enfeebling magic skill is equal to 1 magic accuracy wouldn't the Ayanmo Head +2 beat out the Vitivation Chapeau +1?

I feel like I'm missing something.
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By Ramuh.Austar 2017-10-18 14:15:53
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dia can't be resisted so more duration is always better. also ayanmo +2 just came out like a week ago
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By Natashi 2017-10-18 14:19:07
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Ah that makes sense for Dia thank you. Yea I only have the +1 but even the +1 has more combined magic acc than the Vivitation. So does that make it better? Or Does Enfeebling magic skill have some hidden thing that makes it better?
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By Asura.Sechs 2017-10-18 14:19:24
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Also Vitivation +3 is likely coming out in a couple of weeks as well :p
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By Shiva.Spynx 2017-10-18 14:31:07
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Natashi said: »
Ah that makes sense for Dia thank you. Yea I only have the +1 but even the +1 has more combined magic acc than the Vivitation. So does that make it better? Or Does Enfeebling magic skill have some hidden thing that makes it better?
You need to divide RDM enfeeble in(at least) 4 sets:
  • Accuracy-based only (bind, break,dispel,gravity,silence,sleep): these spells are hit/miss with no variable potency and you want the highest macc possible so Ayanmo head +2 will win (carmine+1 head is even better)

  • Accuracy and stat-based(Distract1/2, Frazzle 1/2): enfeebling magic for these spells caps very quickly (350 for the II version) so you want as much magic accuracy as possible while adding MND to increase the spell potency (and ideally the enfeebling potency items such as regal gem,empy body and JSE cape)

  • Skill and stat based (Distract3, Frazzle3): these spells potency is affected by enfeebling magic skill and MND so relic hat will win for raw potency compared to any huge macc item. Once again enfeebling potency is your friend.

  • Enfeebling magic potency only(Dia1/2/3): these spells can't be resisted so magic accuracy won't do anything but enfeebling potency gear(regal gem,empy body and JSE cape) will improve their DoT



Hope this helps
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By Natashi 2017-10-18 14:58:45
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Oh that did more than help. So Enfeebling skill does do just more then the magic acc. Thank you very much!!!
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