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High End Sets Advice/Suggestions/Ideas/LUA
Serveur: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-02-14 09:54:47
Welcome To advanced drk thread! Read spoiler if its your first time here. So I have been contemplating to start a new thread like this as it seemed redundant, but Some people have suggested/asked if I would. The drk guide is great and getting updated quickly, so this is by no means to replace or even compete with that. If your new, have fun reading this guide, but post Q's in the normal forums for beginning things. The focus here is true endgame such as Helms, etc.
The idea of this thread is for HIGH END sets only. We can theory craft about other sets too for such content. I highly suggest that if you plan to post/comment in this Thread that you also Post your sets for people to see. Less pages of crap posts is better (fighting), I hate panning through 117+ pages of dark thread to find an answer, lets not do that here.
I will personally try and keep my sets as up to date as possible, with augment remarks. I feel this wil help alot more than "Its to variable!", that helps no one asking. While augments are a pain in the butt, non-DM augments can be closely replicated between players, it does require a lot of stones/time, but if you're here its bc you have said gil/time probably. I find that between high end drks, augs start to look closely the same. Maybe DRK A got 5 acc 1 stp more on said piece, but 7 acc 1 stp less on another compared to DRK B, so in the end they are nearly identical. Don't include DM augs when making suggestions without mentioning its a DM aug.
I also have included below after my sets my lua, the gear sets will not match what I post here and what is there since one (probably lua) or the other could be out of date. However the basic format of the Lua is what matters, so use that too. Lets talk and code in some needed things and get a really good Lua built for the community too. I would love to have someone who has the know-how to make a DRK spreadsheet and I will publish it here too. Nearly every forum at least has one and I have yet to find an up to date spreadsheet for drk.
Enjoy and be nice!
Serveur: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-02-14 09:55:00
These are my current goal sets of what I view BiS. Feel free to offer advice, I love to improve and fix this up for others as a reference.
Disclaimer:
All builds assume /sam for x-hit math (+20 stp), you can adjust for other subs
All builds try to avoid augmentable gear for simplicity- unless its an obvious choice above other options
All REMA and augmentable gear will assume ability to Max R level for calculations
Master *** is assumed and ML at Max
All STP for TP sets is based off most common ws return (cata for apoc, torc for calad, etc)
Cor Roll is assumed value of 60stp. This is a safe assumption as it only requires a crooked 9 using regal necklace. Any Lucky, sam bonus etc is all extra.
SCYTHE BUILDS
TP sets (Apocalypse)
TP sets (Redemption)
TP sets (Anguta)
ItemSet 350017 |
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55STP for 4 hit
58STP+60roll for 3
Totals:
STP58/58 39DA/7TA/3QA
AUGS:
Back (10 STP)
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TP sets (Liberator)
WS sets
ItemSet 349518 |
ItemSet 385658 |
Description: Drains target's HP. Bec de Faucon/Apocalypse: Additional Effect: Haste
Stat Modifier: 40% STR / 40% INT fTP: 2.75
TP Modifier 1000 TP 2000 TP 3000 TP
Aftermath (10% Haste): 20 seconds 40 seconds 60 seconds
Skillchain: Darkness / Gravitation |
ItemSet 349519 |
ItemSet 385662 |
Description: Delivers a two-hit attack. Damage varies with TP.
Stat Modifier: 60% STR / 60% MND
TP Modifier 1000 TP 2000 TP 3000 TP
fTP: 2.0 4.0 7.0
Skillchain: Distortion |
ItemSet 385665 |
ItemSet 351487 |
Description: Delivers a fourfold attack. Converts some of the damage into MP. Damage varies with TP.
Stat Modifier: 73~85% INT
TP Modifier 1000 TP 2000 TP 3000 TP
fTP: 0.75 1.25 2.0
Skillchain: Darkness / Gravitation / Reverberation |
ItemSet 385661 |
ItemSet 351488 |
Description: Delivers a fourfold attack. Damage varies with TP.
Stat Modifier: 20% STR / 20% INT
TP Modifier 1000 TP 2000 TP 3000 TP
fTP: 0.5 3.25 6.0
Skillchain: Fusion / Compression |
ItemSet 351489 |
ItemSet 385663 |
Description: Delivers a triple damage attack that ignores target's defense. Amount ignored varies with TP.
Stat Modifier: 60% STR / 60% MND fTP: 3.0
TP Modifier 1000 TP 2000 TP 3000 TP
Defense ignored: 10% 30% 50%
Skillchain: Darkness / Distortion |
ItemSet 385664 |
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Description: Delivers a dark elemental attack. Damage varies with TP.
Stat Modifier: 40% STR / 40% INT dSTAT: (pINT-mINT)/2 + 8
TP Modifier 1000 TP 2000 TP 3000 TP
fTP: 1.0 ~4.175 ~8.6125
Skillchain: Induration / Reverberation |
ItemSet 362773 |
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Description: Deals darkness elemental damage. Additional effect: Lowers target's attack. Duration of effect varies with TP.
Stat Modifier: 70% INT / 30% STR fTP: 3.5
TP Modifier 1000 TP 2000 TP 3000 TP
Effect Duration: 180 seconds 360 seconds 540 seconds
Skillchain: Compression / Reverberation |
GREAT SWORD BUILDS
TP sets
WS sets
ItemSet 349379 |
ItemSet 385679 |
Description: Valhalla/Ragnarok: Additional Effect: temporarily improves Critical Hit Rate
Stat Modifier: 40% STR / 40% VIT fTP: 3.0
TP Modifier 1000 TP 2000 TP 3000 TP
Aftermath(+5% Critical Hit Rate): 20 seconds 40 seconds 60 seconds
Skillchain: Light / Fusion |
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ItemSet 349370 |
ItemSet 385680 |
Description:Deals triple damage. Damage varies with TP.
Stat Modifier: 80% VIT
TP Modifier 1000 TP 2000 TP 3000 TP
fTP: 4.75 7.5 ~9.765625
Skillchain: Light / Distortion |
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ItemSet 385681 |
ItemSet 349378 |
Description: Delivers a fivefold attack. Damage varies with TP.
Stat Modifier: 73~85% STR Attack Modifier: 0.85
TP Modifier 1000 TP 2000 TP 3000 TP
fTP: 0.71875 1.5 2.25
Skillchain: Light / Fragmentation / Scission |
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ItemSet 385707 |
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Description: Delivers an area of effect attack. Sleeps enemies. Duration varies with TP.
Stat Modifier: 30% STR / 30% MND fTP: 1.0
TP Modifier 1000 TP 2000 TP 3000 TP
Effect duration: 60 seconds 120 seconds 360 seconds
Skillchain: Reverberation |
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OTHER WEAPONS
TP sets
WS sets
ItemSet 349520 |
ItemSet 385683 |
Description: Delivers an aerial attack comprised of two hits. Damage varies with TP.
Stat Modifier: 50% STR / 50% MND
TP Modifier 1000 TP 2000 TP 3000 TP
fTP: 4.0 10.25 13.75
Skillchain: Fragmentation / Scission |
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ItemSet 385684 |
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Description: Drains target's HP. Amount drained varies with TP.
Stat Modifier:50% MND/30% STR fTP:2.75 dSTAT:(pINT-mINT)*2
TP Modifier 1000 TP 2000 TP 3000 TP
HP Drained: 50% 100% 160%
Skillchain: None |
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ItemSet 385685 |
ItemSet 385686 |
Description: Delivers a single hit attack. Damage varies with TP.
Stat Modifier: 50% STR / 50% MND
TP Modifier 1000 TP 2000 TP 3000 TP
fTP: 3.5 8.75 12.0
Skillchain: Impaction |
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ItemSet 385687 |
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Description: Delivers a fourfold attack. Damage varies with TP.
Stat Modifier: 73~85% VIT
TP Modifier 1000 TP 2000 TP 3000 TP
fTP: 1.0 3.5 6.5
Skillchain: Light / Fusion / Compression |
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ItemSet 385688 |
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Description: Delivers an area attack. Radius varies with TP.
Stat Modifier: 60% STR fTP: 2.75
TP Modifier 1000 TP 2000 TP 3000 TP
Attack Radius: 4y 4y~ 5y
Skillchain: Scission / Detonation |
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ItemSet 385689 |
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Description: Delivers a single attack. Damage varies with TP.
Stat Modifier: 60% STR / 60% VIT Attack Modifier: 1.5
TP Modifier 1000 TP 2000 TP 3000 TP
fTP: 1.5 2.5 4.0
Skillchain: Distortion / Detonation |
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ItemSet 385690 |
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ALL Breaks use the same set, Armor is used most
Description: Lowers enemy's defense. Duration of effect varies with TP.
Stat Modifier: 60% STR / 60% VIT fTP: 1.0
TP Modifier 1000 TP 2000 TP 3000 TP
Effect duration: 180 seconds 360 seconds 540 seconds
Skillchain: Impaction |
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Serveur: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-02-14 09:55:15
LUA Stuff:
Feel free to remove the line "include('Include/AugmentedGear.lua')" as that is my personal augments file, this lua is basic and not kept up to date anymore.
Code -------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
--**** READ ME ****--
-- THESE ARE UNIQUE FEATURES TO THIS LUA, IF YOU DO NOT LIKE THEM FEEL FREE TO EDIT ------------
--**** JOB ABILITY ***__
-- If you have DS/NV on AND under 600(med) tp you will swap weapon to misanthropy and use duration helm for 4:30 drain3
-- If you are over 600 tp you will still swap to higher drain set, but not swap your weapon
-- SOULEATER will lock souleater helm for its duration, feel free to customize this for your SE gear in sets.
-- Both on with 8k+hp, Souleater and BLOODWEAPON will force a change to Daconmania (best weapon when both are up)
-- Arcane circle will force founder's body into your melee sets for the killer effects bonus-- dont use if not arcane mobs
--**** Utility items ****---
-- cast a spell when silenced (try to) and it will instead use an echo drop
-- Will alert in party chat when your doomed, and swap to doom set and try to use a holy water
-- If SLEPT will equip vim torque when your engaged, can change to berzerkers/frenzy also for same effect
-- will use adolin body when in correct towns for +25% mov
-- accounts for reieve neck you chose, while in a reive (never tested)
-- cancels Ws if your over 5 yalms (will still miss on small mobs)
--**** GEAR SPECIFIC ****--
-- Lugra is used at night, lugra+moonshade for corresponding ws
-- add ws you want on moonshade earring to have your LEFT EAR be moonshade when under 2800tp else it will fall back to normal
-- when your hp drops BELOW 700 you will equip a special -dt set
-- auto equips correct Fotia Obi if day == spell.
--**** SETS ****--
-- scythe atm is under constructions
-- need cor roll rule for lucky sams
-- AM sets
-- possibly have an auto detect for weapon, or 2nd toggle
-- has an enmity toggle for casting stun/abs tp
-- You must manually cycle melee sets, you can add more to line 56 which says : for example adding a "Lib" set would look like
-- state.OffenseMode:options('Rag', 'RagACC', 'RagQA', 'Apoc', 'ApocACC', "Omen", "Lib")
--**** MY Personal Stats ******
-- low acc high acc
--Calad 1150 1202
--Rag 1210 1262
--ws base on calad-----------------------
--Torc 1184 1248
--reso 1191 1228
--scor/rag 1226 1266
------------------------------------------
--anguta
--apoc4 1220 1258
--apoc5 1219 1273
--lib
--ws based on apoc -----------------------
--Cr 1247 1275
--cata 1235 1349
--entro 1256 1293
--insur 1261 1286
--quit 1239 1275
-- MAXACC set has 1318 w/ rag
-------------------------------------------------------------------------------------------------------------------
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- this is my personal aug file, comment it out
include('Include/AugmentedGear.lua')
-------------------------------------------------------------------------------------------------------------------
-- 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('Rag', 'RagACC', 'Apoc4hit', 'Apoc4hitACC', 'Apoc5hit', 'Apoc5hitACC', 'MAXACC')
state.HybridMode:options ('Reraise')
state.WeaponskillMode:options('Normal', 'Acc')
state.CastingMode:options('Normal', 'Enmity')
state.PhysicalDefenseMode:options('PDT')
state.MagicalDefenseMode:options('MDT')
select_default_macro_book()
end
-- Elements for skillchain names
skillchain_elements = {}
skillchain_elements.Light = S{'Light','Fire','Wind','Lightning'}
skillchain_elements.Darkness = S{'Dark','Ice','Earth','Water'}
skillchain_elements.Fusion = S{'Light','Fire'}
skillchain_elements.Fragmentation = S{'Wind','Lightning'}
skillchain_elements.Distortion = S{'Ice','Water'}
skillchain_elements.Gravitation = S{'Dark','Earth'}
skillchain_elements.Transfixion = S{'Light'}
skillchain_elements.Compression = S{'Dark'}
skillchain_elements.Liquification = S{'Fire'}
skillchain_elements.Induration = S{'Ice'}
skillchain_elements.Detonation = S{'Wind'}
skillchain_elements.Scission = S{'Earth'}
skillchain_elements.Impaction = S{'Lightning'}
skillchain_elements.Reverberation = S{'Water'}
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
sets.WSDayBonus = {head="Gavialis Helm"}
-- add here to the ws list those you want moonshade on when less than 3000tp
moonshade_WS = S{"Resolution", "Torcleaver", "Cross Reaper", "Quietus", "Entropy", "Insurgency", "Savage Blade", "Vorpal Blade", "Requiescat", "Sanguine Blade"}
-- Precast sets to enhance JAs
sets.precast.JA['Diabolic Eye'] = {hands="Fallen's finger gauntlets +1"}
sets.precast.JA['Arcane Circle'] = {feet="Ignominy Sollerets +2"}
sets.precast.JA['Nether Void'] = {legs="Heath. Flanchard +1"}
sets.precast.JA['Souleater'] = {head="Ignominy Burgonet +3"}
sets.precast.JA['Weapon Bash'] = {hands="Ignominy Gauntlets +2"}
sets.precast.JA['Last Resort'] = {back="Ankou's Mantle",feet="Fallen's Sollerets"}
sets.precast.JA['Dark Seal'] = {head="Fallen's Burgeonet +1"}
sets.precast.JA['Blood Weapon'] = {body="Fallen's Cuirass +1"}
Ankou={}
Ankou.WSDSTR= { name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}}
Ankou.DA= { name="Ankou's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Dbl.Atk."+10',}}
Ankou.WSDVIT= { name="Ankou's Mantle", augments={'VIT+20','Accuracy+20 Attack+20','VIT+10','Weapon skill damage +10%',}}
Ankou.ACC= { name="Ankou's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10',}}
Ankou.FC= { name="Ankou's Mantle", augments={'Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10',}}
Ankou.STP= { name="Ankou's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Store TP"+10',}}
-- Precast Sets
sets.precast.FC = {
ammo="Staunch Tathlum",
head="Carmine Mask +1", --14
neck="Voltsurge Torque", --4
ear1="Loquacious Earring", --2
ear2="Enchanter Earring +1", --2
body=OdysBody.FC, --9
hands="Leyline Gloves", --8
ring1="Kishar Ring", --4
ring2="Rahab Ring", --2
back=Ankou.FC, --10
waist="Tempus Fugit",
legs=OdysLegs.FC, --8
feet=OdysFeet.FC,} -- 9
--72 FC
-- Specific spells
sets.midcast.Utsusemi = set_combine(sets.precast.FC,{})
sets.midcast.Endark = {
head="Ignominy Burgonet +3",
neck="Erra Pendant",
ear2="Dark Earring",
ear1="Loquacious Earring",
body="Carmine Scale Mail",
hands="Fallen's finger gauntlets +1",
left_ring="Stikini Ring",
right_ring="Evanescence Ring",
waist="Casso sash",
legs="Eschite cuisses",
feet=OdysFeet.FC,
back="Niht Mantle",}
sets.midcast['Endark II'] = set_combine(sets.midcast.Endark, {})
-- has 3k hp
sets.midcast['Dread Spikes'] = {
ammo="Egoist's Tathlum",
head=OdysHead.WSD,
body="Heathen's Cuirass +1",
hands="Emicho Gauntlets",
legs="Ignominy Flanchard +3",
feet="Amm greaves",
neck="Sanctity necklace",
waist="Eschan Stone",
left_ear="Odnowa Earring",
right_ear="Odnowa Earring +1",
left_ring="Meridian Ring",
right_ring="Moonbeam Ring",
back="Moonbeam Cape",}
sets.midcast['Elemental Magic'] = {
ammo="Pemphredo Tathlum",
head="Jumalik Helm",
body="Carmine Scale Mail",
hands="Leyline gloves",
legs="Eschite Cuisses",
feet="Ignominy Sollerets +2",
neck="Sanctity necklace",
waist="Eschan Stone",
left_ear="Hecate's Earring",
right_ear="Friomisi Earring",
left_ring="Stikini Ring",
right_ring="Shiva Ring",
back=Ankou.FC,}
sets.midcast['Enfeebling Magic'] = {
ammo="Pemphredo Tathlum",
head="Carmine Mask +1",
body="Ignominy Cuirass +3",
hands="Leyline Gloves",
legs="Eschite cuisses",
feet="Ignominy Sollerets +2",
neck="Sanctity necklace",
waist="Eschan Stone",
left_ear="Enchntr. Earring +1",
right_ear="Hermetic Earring",
left_ring="Stikini Ring",
right_ring="Stikini Ring",
back=Ankou.FC,}
sets.midcast.DarkMagic = {
ammo="Pemphredo Tathlum",
head="Ignominy Burgonet +3",
body="Carmine Scale Mail",
hands="Fallen's finger gauntlets +1",
legs="Eschite cuisses",
feet="Ignominy Sollerets +2",
neck="Erra Pendant",
waist="Casso sash",
left_ear="Hermetic Earring",
right_ear="Dark Earring",
left_ring="Stikini Ring",
right_ring="Evanescence Ring",
back="Niht Mantle",}
sets.midcast.Stun = set_combine(sets.midcast.DarkMagic, {
head="Carmine Mask +1",
hands="Leyline Gloves",
right_ring="Regal Ring",
waist="Eschan Stone",
legs="Eschite cuisses",
feet="Ignominy Sollerets +2",
back=Ankou.FC})
sets.midcast['Absorb-STR'] = {
ammo="Pemphredo Tathlum",
head="Ignominy Burgonet +3",
body="Carmine Scale Mail",
legs="Eschite cuisses",
feet="Ignominy Sollerets +2",
neck="Erra Pendant",
waist="Eschan Stone",
left_ear="Hermetic Earring",
right_ear="Dark Earring",
right_ring="Regal Ring",
hands="Pavor Gauntlets",
left_ring="Kishar Ring",
back="Chuparrosa Mantle",}
sets.midcast['Absorb-DEX'] = sets.midcast['Absorb-STR']
sets.midcast['Absorb-VIT'] = sets.midcast['Absorb-STR']
sets.midcast['Absorb-AGI'] = sets.midcast['Absorb-STR']
sets.midcast['Absorb-INT'] = sets.midcast['Absorb-STR']
sets.midcast['Absorb-MND'] = sets.midcast['Absorb-STR']
sets.midcast['Absorb-CHR'] = sets.midcast['Absorb-STR']
sets.midcast['Absorb-ACC'] = sets.midcast['Absorb-STR']
sets.midcast['Absorb-Attri'] = sets.midcast['Absorb-STR']
sets.midcast['Absorb-TP'] = sets.midcast['Absorb-STR']
sets.midcast.Drain = {
ammo="Pemphredo Tathlum",
neck="Erra Pendant",
left_ear="Hermetic Earring", -- higer macc earring if you got
right_ear="Hirudinea Earring",
head="Pixie Hairpin +1",
body="Carmine Scale Mail",
hands="Fallen's finger gauntlets +1",
left_ring="Archon Ring", -- use archon if you have it
right_ring="Evanescence Ring",
back="Niht Mantle",
waist="Austerity belt +1",
legs="Eschite cuisses",
feet="Ignominy Sollerets +2"}
sets.midcast.Aspir = set_combine(sets.midcast.Drain, {})
sets.Enmity = {
ammo="Staunch Tathlum",
head="Loess Barbuta +1", --14
body="Emet Harness +1", --10
hands="Macabre Gauntlets +1", --7
legs=OdysLegs.STP, -- 4
feet="Eschite Greaves", --15
neck="Warder's Charm", --8
waist="Trance Belt", -- 4
left_ear="Friomisi Earring", --2
right_ear="Eabani Earring",
left_ring="Begrudging Ring", --5
right_ring="Petrov Ring", --4
back="Agema Cape"} -- 5
-- enm+83
--toggle enmity so that all casting sets have +enmity for tanking
sets.midcast.Stun.Enmity = set_combine(sets.Enmity, {})
sets.midcast['Absorb-TP'].Enmity = set_combine(sets.Enmity, {})
sets.midcast['Elemental Magic'].Enmity = set_combine(sets.Enmity, {})
sets.midcast['Enfeebling Magic'].Enmity = set_combine(sets.Enmity, {})
-- Weaponskill sets
-- FOR ANY WS NOT DEFINED WILL USE BELOW
sets.precast.WS ={
ammo="Seething Bomblet",
head="Argosy Celata +1",
body="Ignominy Cuirass +3",
hands="Argosy Mufflers +1",
legs="Ignominy Flanchard +3",
feet="Argosy Sollerets +1",
neck="Fotia Gorget",
waist="Grunfeld rope",
left_ear="Cessance earring",
right_ear="Telos earring",
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.WSDSTR}
-------------------------------------------------------------- SCYTHE -----------------------------------------------------------------------
-- Stat Modifier: 40% STR / 40% INT fTP: 2.75
--Relic Aftermath: 10% Equipment Haste (+102/1024) AG 10% Ability
sets.precast.WS['Catastrophe'] = {
ammo="Knobkierrie",
head=OdysHead.WSD,
body="Ignominy Cuirass +3",
hands=OdysHands.WSDSTR,
legs=OdysLegs.WSDSTR2,
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Brutal earring",
right_ear="Ishvara Earring",
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.WSDSTR}
sets.precast.WS['Catastrophe'].Acc = set_combine(sets.precast.WS['Catastrophe'], {
head="Ignominy Burgonet +3",
hands=OdysHands.WSDSTR,
legs="Ignominy Flanchard +3",
left_ear="Cessance earring",
right_ear="Telos Earring",
back=Ankou.WSDSTR})
-- Delivers a two-hit attack. Damage varies with TP.
-- Stat Modifier: 60% STR / 60% MND fTP: 2.0 4.0 7.0
sets.precast.WS['Cross Reaper'] = {
ammo="Knobkierrie",
head="Ignominy Burgonet +3",
body="Ignominy Cuirass +3",
hands=OdysHands.WSDSTR,
legs="Ignominy Flanchard +3",
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Brutal earring",
right_ear="Ishvara earring",
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.WSDSTR}
sets.precast.WS['Cross Reaper'].Acc = set_combine(sets.precast.WS['Cross Reaper'], {
head="Ignominy Burgonet +3",
hands="Ignominy Gauntlets +2",
legs="Ignominy Flanchard +3",
left_ear="Cessance Earring",
right_ear="Telos earring",})
-- Delivers a triple damage attack that ignores target's defense. Amount ignored varies with TP.
--Stat Modifier: 60% STR / 60% MND Defense ignored: 10% 30% 50% fTP: 3.0
sets.precast.WS['Quietus'] = {
ammo="Knobkierrie",
head=OdysHead.WSD,
body="Ignominy Cuirass +3",
hands=OdysHands.WSDSTR,
legs=OdysLegs.WSDSTR2,
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Brutal earring",
right_ear="Ishvara earring",
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.WSDSTR}
sets.precast.WS['Quietus'].Acc = set_combine(sets.precast.WS['Quietus'], {
head=ValoHead.WSD,
hands=OdysHands.WSDSTR,
legs=OdysLegs.WSDSTR,
right_ear="Telos Earring",
left_ear="Cessance earring",})
-- Delivers a fourfold attack. Converts some of the damage into MP. Damage varies with TP.
-- Stat Modifier: 73~85% INT fTP: 0.75 1.25 2.0
sets.precast.WS['Entropy'] = {
ammo="Pemphredo Tathlum",
head="Ignominy Burgonet +3",
body="Ignominy Cuirass +3",
hands="Ignominy Gauntlets +2",
legs="Ignominy Flanchard +3",
feet="Argosy Sollerets +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Cessance earring",
right_ear="Telos Earring",
left_ring="Shiva Ring",
right_ring="Shiva Ring",
back=Ankou.ACC}
sets.precast.WS['Entropy'].Acc = set_combine(sets.precast.WS['Entropy'], {
ammo="Seething Bomblet",
back=Ankou.ACC})
--Delivers a fourfold attack. Damage varies with TP.
-- Stat Modifier: 20% STR / 20% INT fTP: 0.5 3.25 6.0
sets.precast.WS['Insurgency'] = {
ammo="Seething Bomblet",
head="Ignominy Burgonet +3",
body="Ignominy Cuirass +3",
hands="Argosy Mufflers +1",
legs="Ignominy Flanchard +3",
feet="Argosy Sollerets +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Cessance earring",
right_ear="Brutal earring",
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.DA}
sets.precast.WS['Insurgency'].Acc = set_combine(sets.precast.WS['Insurgency'], {
right_ear="Telos Earring",
back=Ankou.ACC})
-------------------------------------------------------------------- SWORD ---------------------------------------------------------------------------------
-- Stat Modifier: 50% MND / 30% STR fTP: 2.75
-- dSTAT: (pINT-mINT)*2
sets.precast.WS['Sanguine Blade'] = {
ammo="Knobkierrie",
head="Pixie Hairpin +1",
body="Carmine Scale Mail",
hands="Leyline gloves",
legs="Eschite Cuisses",
feet="Ignominy Sollerets +2",
neck="Sanctity necklace",
waist="Eschan Stone",
left_ear="Moonshade Earring",
right_ear="Ishvara Earring",
left_ring="Archon Ring",
right_ring="Shiva Ring",
back=Ankou.WSDSTR}
-- Delivers an aerial attack comprised of two hits. Damage varies with TP.
-- Stat Modifier: 50% MND / 50% STR fTP: 4.0 10.25 13.75
sets.precast.WS['Savage Blade'] = {
ammo="Knobkierrie",
head=OdysHead.WSD,
body="Ignominy Cuirass +3",
hands=OdysHands.WSDSTR,
legs=OdysLegs.WSD,
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Brutal earring",
right_ear="Ishvara Earring",
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.WSDSTR}
-- Delivers a fivefold attack, non-elemental damage. Attack power varies with TP.
-- Stat Modifier: 73~85% MND
sets.precast.WS['Requiescat'] = {
ammo="Seething Bomblet",
head="Carmine Mask +1",
body="Ignominy Cuirass +3",
hands="Argosy Mufflers +1",
legs="Ignominy Flanchard +3",
feet="Argosy Sollerets +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Cessance earring",
right_ear="Telos earring",
left_ring="Rufescent Ring",
right_ring="Niqmaddu Ring",
back=Ankou.DA}
-- Delivers a fourfold attack. Chance of critical hit varies with TP.
-- Stat Modifier: 60% STR fTP: 1.375
sets.precast.WS['Vorpal Blade'] = {
ammo="Seething Bomblet",
head="Argosy Celata +1",
body="Ignominy Cuirass +3",
hands="Argosy Mufflers +1",
legs="Ignominy Flanchard +3",
feet="Thereoid greaves",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Cessance earring",
right_ear="Telos earring",
left_ring="Begrudging Ring",
right_ring="Niqmaddu Ring",
back=Ankou.DA}
----------------------------------------------------------------- GREAT SWORD ---------------------------------------------------------------------------
-- Description: Deals triple damage. Damage varies with TP.
-- Stat Modifier: 80% VIT fTP: 4.75 7.5 10
sets.precast.WS['Torcleaver'] = {
ammo="Knobkierrie",
head=OdysHead.WSD,
body="Ignominy Cuirass +3",
hands=OdysHands.WSDVIT,
legs=OdysLegs.WSD,
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Moonshade earring",
right_ear="Ishvara Earring",
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.WSDVIT}
sets.precast.WS['Torcleaver'].Acc = set_combine(sets.precast.WS['Torcleaver'], {
ammo="Knobkierrie",
head="Ignominy Burgonet +3",
hands=OdysHands.WSDVITACC,
right_ear="Telos Earring",})
--Relic Aftermath: +5% Critical Hit Rate 15 acc
-- Stat Modifier: 40% STR / 40% VIT fTP: 3.0
sets.precast.WS['Scourge'] = {
ammo="Knobkierrie",
head=OdysHead.WSD,
body="Ignominy Cuirass +3",
hands=OdysHands.WSDVIT,
legs=OdysLegs.WSDSTR,
feet="Sulev. Leggings +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Brutal earring",
right_ear="Ishvara Earring",
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.WSDSTR}
sets.precast.WS['Scourge'].Acc = set_combine(sets.precast.WS['Scourge'], {
hands=OdysHands.WSDSTR,
legs=OdysLegs.WSD,
left_ear="Cessance earring",
right_ear="Telos Earring",})
--Description: Delivers a fivefold attack. Damage varies with TP.
--Stat Modifier: 73~85% STR fTP: 0.71875 1.5 2.25
sets.precast.WS['Resolution'] = {
ammo="Seething Bomblet",
head="Argosy Celata +1",
body="Ignominy Cuirass +3",
hands="Argosy Mufflers +1",
legs="Ignominy Flanchard +3",
feet="Argosy Sollerets +1",
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear="Cessance earring",
right_ear="Telos earring",
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.DA}
sets.precast.WS['Resolution'].Acc = set_combine(sets.precast.WS['Resolution'], {
hands="Ignominy gauntlets +2",
back=Ankou.DA})
-- Idle sets
sets.idle = {
neck="Sanctity necklace",
ammo="Staunch Tathlum",
ear1="Infused Earring",
ear2="Genmei Earring",
body="Lugra cloak +1",
hands="Sulevia's gauntlets +1",
left_ring="Defending Ring",
right_ring="Moonbeam Ring",
back="Moonbeam Cape",
waist="Flume belt",
legs="Carmine cuisses +1",
feet="Amm greaves"}
sets.idle.Town = {
ammo="Knobkierrie",
head="Argosy Celata +1",
body="Ignominy Cuirass +3",
hands="Argosy Mufflers +1",
legs="Ignominy Flanchard +3",
feet="Argosy Sollerets +1",
neck="Loricate Torque +1",
waist="Gishdubar Sash",
left_ear="Cessance earring",
right_ear="Telos earring",
left_ring="Shneddick Ring",
right_ring="Niqmaddu Ring",
back="Moonbeam Cape"}
sets.idle.Weak = {
ammo="Egoist's Tathlum",
head=OdysHead.WSD,
body="Ignominy Cuirass +3",
hands="Sulevia's Gauntlets +1",
legs="Carmine Cuisses +1",
feet="Amm greaves",
neck="Sanctity necklace",
waist="Gishdubar Sash",
left_ear="Odnowa Earring",
right_ear="Odnowa Earring +1",
left_ring="Defending Ring",
right_ring="Moonbeam Ring",
back="Moonbeam Cape",}
sets.resting = set_combine(sets.idle, {})
-- Defense sets
sets.defense.PDT = {
ammo="Staunch Tathlum",
head="Sulevia's Mask +1",
body="Sulevia's Plate. +1",
hands="Sulev. Gauntlets +1",
legs="Sulevi. Cuisses +1",
feet="Amm greaves",
neck="Loricate Torque +1",
waist="Flume belt",
right_ear="Eabani Earring",
left_ear="Odnowa earring +1",
left_ring="Defending Ring",
right_ring="Shadow Ring",
back="Shadow mantle",}
sets.defense.PDTLOWhp = {
ammo="Staunch Tathlum",
head="Sulevia's Mask +1",
body="Sulevia's Plate. +1",
hands="Sulev. Gauntlets +1",
legs="Sulevi. Cuisses +1",
feet="Amm greaves",
neck="Loricate Torque +1",
waist="Tempus Fugit",
right_ear="Telos Earring",
left_ear="Odnowa earring +1",
left_ring="Defending Ring",
right_ring="Niqmaddu Ring",
back="Shadow mantle",}
sets.defense.Reraise = set_combine(sets.defense.PDT,{head="Twilight Helm",body="Twilight Mail",})
sets.defense.MDT = set_combine(sets.defense.PDT,{
back="Moonbeam Cape",})
-- Engaged sets
-- rag with 20 stp on ws, need 57 stp on tp /sam for 5 hit
-- 14 / 58 61/5
sets.engaged.Rag = {
ammo="Ginsen",
head="Argosy Celata +1",
hands="Argosy Mufflers +1",
legs=OdysLegs.STP,
feet=ValoFeet.STPACC,
neck="Ainia Collar",
body=ValoBody.DA,
waist="Ioskeha belt",
right_ear="Telos Earring",
left_ear="Brutal earring",
left_ring="Petrov Ring",
right_ring="Niqmaddu Ring",
back=Ankou.ACC}
sets.engaged.RagACC = {
ammo="Ginsen",
head="Argosy Celata +1",
body=ValoBody.DA,
hands="Emicho Gauntlets",
legs=OdysLegs.STP,
feet=ValoFeet.STPACC,
neck="Lissome necklace",
waist="Ioskeha belt",
left_ear="Cessance earring",
right_ear="Telos Earring",
left_ring="Chirich Ring",
right_ring="Niqmaddu Ring",
back=Ankou.ACC}
-- for 4 hit ws/tp stp values : 0/82, 5/81, 14/78 , 15/77 , 17/76 , 21/75
sets.engaged.Apoc4hit = {
ammo="Ginsen", --3
head="Argosy Celata +1", --7
hands=ValoHands.STP, --7
legs=OdysLegs.STP, --11
feet=ValoFeet.STPACC, --12
neck="Ainia Collar", --8
body=ValoBody.STP, --10
waist="Ioskeha belt",
right_ear="Telos Earring", --5
left_ear="Cessance earring", --3
left_ring="Petrov Ring", --5
right_ring="Niqmaddu Ring",
back=Ankou.STP} --10
-- stp 81
sets.engaged.Apoc4hitACC = {
ammo="Seething Bomblet",
head="Argosy Celata +1", --7
hands="Emicho Gauntlets", --6
legs=OdysLegs.STP, --11
feet=ValoFeet.STPACC, --12
neck="Lissome Necklace", --4
body=ValoBody.STP, --10
waist="Kentarch belt +1",--3
right_ear="Telos Earring", --5
left_ear="Cessance earring", --3
left_ring="Petrov Ring", --5
right_ring="Chirich Ring",--5
back=Ankou.STP} --10
-- stp 81
-- 5 hit: ws/tp stp value : 5/32 only
sets.engaged.Apoc5hit = {
ammo="Ginsen", --3
head="Flamma Zucchetto +1", --5
hands="Argosy Mufflers +1", --6
legs="Ignominy Flanchard +3",
feet="Flamma Gambieras +1", --5
neck="Lissome Necklace", --4
body=ValoBody.DA, --3
waist="Ioskeha belt",
right_ear="Brutal Earring", --1
left_ear="Cessance earring", --3
left_ring="Petrov Ring", --5
right_ring="Niqmaddu Ring",
back=Ankou.ACC}
-- stp 35
-- 5 hit: ws/tp stp value : 5/32 only
sets.engaged.Apoc5hitACC = {
ammo="Ginsen", --3
head="Flamma Zucchetto +1", --5
hands="Emicho Gauntlets", --6
legs="Ignominy Flanchard +3",
feet="Flamma Gambieras +1", --5
neck="Lissome Necklace", --4
body=ValoBody.DA, --3
waist="Ioskeha belt",
right_ear="Telos Earring", --5
left_ear="Cessance earring", --3
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.ACC}
-- stp 34
sets.engaged.MAXACC = {
ammo="Seething Bomblet",
head="Ignominy Burgonet +3",
body="Ignominy Cuirass +3",
hands="Ignominy Gauntlets +2",
legs="Ignominy Flanchard +3",
feet=ValoFeet.STPACC,
neck="Lissome Necklace",
waist="Ioskeha belt",
right_ear="Telos Earring",
left_ear="Cessance Earring",
left_ring="Regal Ring",
right_ring="Niqmaddu Ring",
back=Ankou.STP}
sets.Reive = {neck="Adoulin's Refuge +1"}
sets.SEBW = {main="Dacnomania", head="Ignominy Burgonet +3"}
sets.MAXDrain = {main="Misanthropy", feet="Yorium Sabatons"}
sets.SE = {head="Ignominy Burgonet +3"}
sets.buff.Doom = {legs="Shabti Cuisses +1", ring1="Saida Ring", ring2="Saida Ring", waist="Gishdubar Sash"} -- could use holy water rings also
end
-- 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 == 'Elemental Magic' then
if spell.element == world.day_element or spell.element == world.weather_element then
equip(sets.midcast['Elemental Magic'], {waist="Hachirin-no-Obi"})
end
end
if S{"Torcleaver","Resolution","Catastrophe","Scourge","Cross Reaper"}:contains(spell.english) and (spell.element==world.day_element or spell.element==world.weather_element) then
equip({head="Gavialis Helm"})
end
if S{"Drain","Drain II","Drain III", "Aspir", "Aspir II", "Aspir III"}:contains(spell.english) and (spell.element==world.day_element or spell.element==world.weather_element) then
equip({waist="Hachirin-no-obi"})
end
if buffactive['Dark Seal'] and buffactive['Nether Void'] and S{"Drain II","Drain III"}:contains(spell.english) and player.tp<600 then
equip(sets.MAXDrain)
add_to_chat(100,'WARNING: Misanthropy is on now ***** manually remove it after Drain3 ******************')
end
if buffactive['Dark Seal'] and S{"Drain III"}:contains(spell.english)then
equip({head="Fallen's Burgeonet +1", feet="Yorium Sabatons"})
end
end
function job_post_precast(spell, action, spellMap, eventArgs)
if spell.type == 'WeaponSkill' then
if world.time >= 17*60 or world.time < 7*60 then -- Dusk to Dawn time.
equip({ear2="Lugra Earring +1", ear1="Lugra Earring"})
end
end
if spell.type == 'WeaponSkill' and buffactive['Arcane Circle'] then
equip({body="Founder's Breastplate"})
end
if spell.action_type=="Magic" and buffactive.Silence then
eventArgs.cancel = true
send_command('input /item "Echo Drops" <me>')
end
if spell.type=='WeaponSkill' then
if moonshade_WS:contains(spell.english) and player.tp<2900 then
equip({ear1="Moonshade Earring"})
end
end
--[[ Lock weaponskill if you are to far from the mob as to not lose TP ]]
if spell.type == 'WeaponSkill' then
if spell.target.distance > 5 then
cancel_spell()
add_to_chat(8, 'Target to far away. Move closer')
return
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
if buff:lower()=='terror' or buff:lower()=='petrification' or buff:lower()=='sleep' or buff:lower()=='stun' then
if gain then
equip(sets.defense.PDT)
elseif not gain then
handle_equipping_gear(player.status)
end
end
if state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
if buff:lower()=='sleep' then
if gain and player.hp > 120 and player.status == "Engaged" then -- Equip Berserker's Torque / frenzy When You Are Asleep
-- equip({head="Frenzy Sallet"})
equip({neck="Vim Torque +1"})
elseif not gain then -- Take Berserker's off
handle_equipping_gear(player.status)
end
end
if buffactive['Reive Mark'] then
equip(sets.Reive)
disable('neck')
else
enable('neck')
end
if buffactive['Souleater'] then
equip(sets.SE)
disable('Head')
else
enable('Head')
end
if buffactive['Blood Weapon'] and buffactive['Souleater'] and player.hp > 8000 then
equip(sets.SEBW)
disable('Head')
else
enable('Head')
end
if buff == "doom" then
if gain then
equip(sets.buff.Doom)
send_command('@input /p Doomed please cursna.')
send_command('@input /item "Holy Water" <me>')
disable('ring1','ring2','waist')
else
enable('ring1','ring2','waist')
handle_equipping_gear(player.status)
end
end
end
function customize_melee_set(meleeSet)
if state.Buff.Sleep and player.hp > 120 and player.status == "Engaged" then -- Equip Berserker's Torque When You Are Asleep
meleeSet = set_combine(meleeSet,{neck="Vim Torque +1"})
end
if player.hp < 700 then
meleeSet = set_combine(meleeSet, sets.defense.PDTLOWhp)
end
if state.Buff.Doom then
meleeSet = set_combine(meleeSet, sets.buff.Doom)
end
if buffactive['Arcane Circle'] then
meleeSet = set_combine(meleeSet, {body="Founder's Breastplate", back=Ankou.STP})
end
return meleeSet
end
function customize_idle_set(idleSet)
if state.Buff.Doom then
idleSet = set_combine(idleSet, sets.buff.Doom)
end
return idleSet
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
set_macro_page(2, 7)
end This is Ganno's Lua with all REAM weapon toggles : much more advanced Gannos Lua
and my edited version of Gannos ***THIS IS WHAT I USE CURRENTLY***
If you have a good lua post it, I will add them Below with user's name who submitted!
Serveur: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-02-14 09:55:33
Safety post for Spreadsheet etc
SimonSes dps spreadsheet (under dev) Spreadsheet
Rua's Drk Video Guide
YouTube Video Placeholder
Serveur: Sylph
Game: FFXI
Posts: 230
By Sylph.Darkside 2017-02-14 16:36:54
Holy Crap man! Nice post!
Edit. Do you have a Ragnarok TP set or is it the same as your Calad set?
Personally I would change the Argosy +1 Hands since you are doing Path D and do Emicho Gauntlets +1 just for accuracy purposes. It is also more STP which you might be able to tweak somewhere else. Again just my opinion.
[+]
Serveur: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-02-14 22:20:32
Holy Crap man! Nice post!
Edit. Do you have a Ragnarok TP set or is it the same as your Calad set?
Personally I would change the Argosy +1 Hands since you are doing Path D and do Emicho Gauntlets +1 just for accuracy purposes. It is also more STP which you might be able to tweak somewhere else. Again just my opinion.
You would use the same for rag also, I do have a QA tp set for calad AM which I am in process of testing now, seems promising. Its basically max multiattack possible as the goal to take advantage of the AM3. I will post it if I find it worthy :D but yes those sets are rag focused mostly, but calad > rag unless you need the acc I have found.
I didnt post my High acc sets, but ya I use emicho in those sets. The hands are great but in low tp sets (if 1140/1200 is low) I find the value of argosy+1 to be to much. Its 6 stp AND 7 DA (3 from aug, 2 from set bonus, and 2 from head set bonus) effectively, you cant beat that for 1 slott really if your capping acc. I might end up posting acc sets soon though once I get more time just incase :D
[+]
By Quetzacoatl 2017-02-15 13:25:36
Awesome stuff man, this should be stickied!
[+]
Serveur: Asura
Game: FFXI
Posts: 525
By Asura.Leonlionheart 2017-02-15 14:13:05
Are those augs the minimum needed to make the piece better than the next option, or just what you're currently using?
Edit: reread the post. No need to reply, but I think minimum required augments to make the piece better than another option would be more useful than what you currently have for augs.
[+]
Shiva.Hiep
Serveur: Shiva
Game: FFXI
Posts: 669
By Shiva.Hiep 2017-02-16 09:45:20
I'm debating on regearing DRK with Caladbolg. Should I focus on using Fern or Taupe stones for the Odyssean gear? How much VIT would equate to WSD?
Serveur: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-02-16 10:26:03
Will be a longer post, because I expect a lot of questions on this topic, and get asked daily ingame. I will answer generically and then for you specifically (just read last line if you dont like a wall of text) :D
I'm debating on regearing DRK with Caladbolg. Should I focus on using Fern or Taupe stones for the Odyssean gear? How much VIT would equate to WSD?
Check through the main guide page, within the last few pages there was some math done and a long discussion. Basically we found out its 4-5 vit per 1 wsd. All depends on your wsd % values. I would lean for most drks on the 5:1 simply for the fact you could use a 5 WSD dmg aug for other ws's and other jobs who will have more impact from said wsd too (war and gaxe, also scourge).
As for which stones there are a few options, this comes from literally 10k+'s of stones by this point between jobs.
Taupe : 15 stats + 4 wsd max, hard to get both AND high acc together, easy to get both and LOW acc.
Pellucid: 10 stats + 4 wsd, hard to get both Stats AND wsd, but when you do it should also have decent (or amazing) acc.
Fern: 10 stats + 5 WSD, you will see 5 wsd actually quite often enough from my experience, it just never comes with much more than 20 acc and nearly never with stats attached.
The bigger thing you should think about is, "if I dont get the wsd aug that im after, are there others my drk still needs?" For example, you are a new drk, you have a few new odys pieces from the domain evasion event we just did, or merced a few things you could afford. Your limited on income and dont have the gear to even think about true endgame at this point. Your rocking 1k acc and just need to hit stuff. To a person like this the "BEST" aug isnt really an issue, its getting "workable" augs on ALL of the gear.
To this person I would tell them to use pellucid. reason being, you need acc (pellucid all the way), but also you have a "chance" at a good wsd aug, but you also probably need some augs for tp gear too (30 acc 7 stp [maybe DA depending xhit] as a goal). So you literally can have a lot of good things come from one stone.
Now example #2 (probably relates to you Hiep) would be a drk who already has workable augs on gear. Most tp set augs are 20+ acc 5+ stp, they have wsd gear already but not perfect, appropriate FC augs etc. They really want that "perfect" aug because now they are just maximizing the few slots they have left. For this person I would suggest 2 HUGE things to consider (I am at this point too). If all of your tp gear that uses stp is not at 8 stp 30 acc, the only way you can get that is through Fern. Things such as valo feet/odys legs/ valo body, you ideally want ALL 3 of them with 30 acc/8stp because it opens up a lot of multi hit options in tp set that's impossible to get without them. The changes are minimal, but add up. However you wont necessarily ws in those, instead for torc you will want odys helm/odys hands. Using fern on these IMO is not a wise decision, simply for the fact that you really dont need a DA5 or stp8 aug on either since you wont use them for tp (low acc even with high acc aug).
I personally use for odys head/hands only taupe, and for valo body/feet I use Fern (at 25~ acc 7 stp on each, want 30 acc 8 stp). If I happen to get on feet/body a 30 acc 8 stp aug I am super happy, and If I get a 5 wsd 30 acc 10 str/vit aug I am also (for other jobs mostly, we have af+3 body and sulevias feet). Odys legs are kind of the wild card, they are our best tp legs AND best ws legs (odys feet/body is really FC pieces only). Tossing fern at these legs isnt a bad idea because you will eventually want a 30 acc 8 stp pair, and in the process you may get that 10 vit 30 acc 5 WSD augs :D However, I suggest pellucid here a lot because 7 stp and 40 acc isnt anything to sneeze at either, and you can get some decent wsd augs along the way. 8 STP has got to be the rarest aug in all this reisen gear i swear lol. I have nearly all the gear with an 8 stp aug from fern, but nothing breaks 15 acc (unusable for me since all my slotts would lose like 20 acc each by using them, and my 7 stp all have 25-38).
Your question directly:
So for ody helm/hands my sugegstion is taupe, legs is fern, and body/feet fern (6 fc + macc). 4-5 vit = 1 wsd, id lean to the 5 vit for your avg drk.
[+]
Bismarck.Snprphnx
Serveur: Bismarck
Game: FFXI
Posts: 2707
By Bismarck.Snprphnx 2017-02-16 10:47:37
Having your augmented gear in the side file is a great idea. Never thought of that.
By Boshi 2017-02-16 12:23:42
If you have a set with a bunch of pieces already made with wsd (so total wsd is solid) 15/4 is the ideal combo over 10/5. Generally taup is what you pursue ideal augs with, but it's much easier to get a usable aug with fern.
Serveur: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-03-02 14:31:09
So I have been using scythe a lot more this month than normal and I really have seen that I have neglected scythe sets way to much. I feel my reso/torc set is pretty much BiS atm and now I am going to start work on scythe.
I know there are a few diehard scythe user's out there who can help. I wont deny I am pretty much a cata spammer bc I only use scythe when I know I will need to (bad whm, terrible tank, combination of the 2), otherwise I have used GS for raw dps. With my drk just doing to much dps in omen I find I am throttled into scythe now for most runs and same stuff for ambuscade this month too.
So for those who are big scythe users, or know a lot on how to grear for it, how are you gearing for each individual ws (WS sets), and which do you find are best combos. 3-4-5-6step etc? I normally will cata>CR>Cata for double darkness, but I have a feeling this isnt optimal.
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Shiva.Cahota
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By Shiva.Cahota 2017-03-02 15:38:25
with mythic i 4 step it, insurgency - entropy - cross reaper - quietus, works nicely. 4 step dbl dark
Quetzalcoatl.Langly
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By Quetzalcoatl.Langly 2017-03-02 16:04:06
If you have a set with a bunch of pieces already made with wsd (so total wsd is solid) 15/4 is the ideal combo over 10/5. Generally taup is what you pursue ideal augs with, but it's much easier to get a usable aug with fern.
Is 0/10 acceptable? (Specifically for Torcleaver/Scourge/CrossReaper)
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By Asura.Azagarth 2017-03-02 16:08:56
with mythic i 4 step it, insurgency - entropy - cross reaper - quietus, works nicely. 4 step dbl dark
How do you gear each? Stat vomit, DA, WSD ? Thats where I am struggling to see what stats are most important.
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By Fenrir.Pertalee 2017-03-02 17:57:21
For pure dmg, I end up just spamming CR, and fall back on cata > cr > cata.
CR/CATA all ws dmg.
Then on multi hit, I tend to use da/stat - I've made several pieces that are int/da str/da, etc. for those specific weapon skills that require it.
I don't usually have an opportunity to 4 step, mob is either dead, or there are other DD, and all out zerg with Anguta is CR4life!!
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By Fenrir.Pertalee 2017-03-02 17:59:03
Also all your Apoc sets seem to be geared for /war? Only need 62stp /sam for your 4 hit.
/War has always been a death sentence for me; however I do use it in all out zerg with a cor- and then the cor just makes up the stp loss. so keeping the 62stp set is fine, or having specific cor sets, so you can drop even further.
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By Asura.Azagarth 2017-03-02 22:06:54
Also all your Apoc sets seem to be geared for /war? Only need 62stp /sam for your 4 hit.
/War has always been a death sentence for me; however I do use it in all out zerg with a cor- and then the cor just makes up the stp loss. so keeping the 62stp set is fine, or having specific cor sets, so you can drop even further.
Its geared for /sam :D you got stp values off. You can see my cata set only holds 5 stp, so /sam you would need to tp in 81 stp using apoc to maintain a 4 hit, and 32 to maintain a 5 hit. Ideally though you want 33 stp in the 5 hit since WHEN you do get a sam roll of 7+ it will then 4 hit also, which should be always lol. You would be different bc anguta is higher delay, 10 stp and you keep that on ws too :D big deal that stp on anguta and its delay.
I cant seem to get good CR numbers.... I feel lucky to break 30k. I do have +43% the the set listed above, but I am begging to wonder if I need more stats or more multi hit to make it shine.
oh hey, Swapping from apoc to anguta how big of dps increase did you see? Idk yet if I should make scythe or not, there are aeonics I need and anguta has seemed like a toy at best.
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By Fenrir.Pertalee 2017-03-03 14:26:41
Guess I don't see how you arrive at that number?
With Apoc - 62stp = 251 tp/hit = 1004 tp = 4 hits?
With Anguta - 62stp = 258tp/hit = 1032tp = 4 hits?
(these numbers are confirmed in the field)
Guess you are counting the ws hit? I've never looked at it that way. I will have to look at it from that perspective in more detail before I can really comment on it.
I also do not have Utu Grip yet. (Probably a factor).
And if you need other weapons, don't bother with the scythe yet.
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By Fenrir.Nightfyre 2017-03-03 14:44:45
WS is always counted as part of the x-hit.
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By Fenrir.Pertalee 2017-03-03 14:46:44
Well *** 81 stp in the set, 5 hit ftw!!!
And if ws always counts, so you are counting entropy as 5 hits? = 1 hit > ws forever?
I've never heard that until now, so always seems like a stretch.
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By Fenrir.Nightfyre 2017-03-03 14:54:43
And if ws always counts, so you are counting entropy as 5 hits? pert pls, that's kaz logic
Can count the TP return from additional hits as part of the WS round, but there's so much variance nowadays since we use a variety of WS that it's often not reliable for x-hit purposes.
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By Asura.Azagarth 2017-03-03 15:07:15
the general view of xhit is ws+hits to 1000 tp is your x-hit (been debated since 2005 and majority have taken to ws+hits back from sam days fo deciding what to do bc of their mass ws frequency and large difference from tp/ws stp values). Thus its more like this With apoc (anguta #'s changes b/c of base delay and its own stp). All with /sam because /war isnt as common:
WS return w/ 5 gear stp on ws = 170tp
1000-170 = 830/3 = 277 tp needed per hit for 4 hit build. 80 gear stp on tp phase gives you 276, or 1 short, and 81 gear stp gives you 278, thus the number needed for a 4-hit build. Normally people when doing a direct stp approach like you have done will say a "true-4hit".
The reason you want to look at it my way posted, is b/c by your numbers/math logic you must ALWAYS ws in the same tp that your tp phase would require. I know of none who have good dps not doing a gear swap to a ws-set which is void of stp mostly, thus needed to look at xhit as I have pointed out.
The difference would come down to this. Your xhit is a 4-hit for 1 round, and NEVER again for the following rounds (if not maintaining the exact stp in both ws and tp phases). My set is NOT a 4-hit for the first round, and ALWAYS is for every coming round regardless of ws stp (if atleast 5 stp). If you do more than 2 ws's my set would lead to a much higher ws frequency and yours would fail because you would then drop down to a functional 5-hit.
Taking this dps approach even farther to support why ws+xhit is the better way to view it; as /sam you will ALWAYS start with 600tp from mediate and both of our sets would require 2 hits for that first ws. Thus making even your initial start ws in practice be no faster than mine, but your subsequent ws's slower.
Then you get the next part which is even more crucial, rounds to 2k tp and 3k tp (for am purposes). This is not a huge deal on scythe but become a VERY big issue on great sword.
3000/251 = 12 rounds (including ws with 251 return) needed for Am3 proc by your method.
3000-170/278 = 11 rounds + ws = 12 by my method.
So you can see neither will change to 3k tp in terms of rounds+ws, but when you do meditate mine wins by 1 round. Same holds true on 2k tp and needed 8 hits (mine gets a higher overflow of 108 tp, not huge but there.
Hope that helps :D
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By Asura.Azagarth 2017-03-03 15:10:03
Well *** 81 stp in the set, 5 hit ftw!!!
And if ws always counts, so you are counting entropy as 5 hits? = 1 hit > ws forever?
I've never heard that until now, so always seems like a stretch.
each additional hits on ws is 10tp only, I will normally discount extra hits bc
A- they add so little
B- If you mix up ws's which you should be, then you will have a mix of 1hit ws and multi-hit, thus if you build off a multi-hit return, those times you single hit ws will make you lose your xhit.
also the benefit of anguta is that you dont need 81 stp. You will get a higher base delay and thus higher tp returns, couple that with angustas 10 stp you have extra always means you need these numbers.
if you ws with 5 extra stp in ws as example previously posted + angustas 10 stp you get a 189 tp return for sure if first hit lands on any ws. 1000 - 189 = 811 / 3 = 271 tp per hit needed
o 71 stp on tp phase (10 which you will get from anguta) thus 61 in gear only needed :D
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By Fenrir.Pertalee 2017-03-03 18:17:46
Kaz is the man!!!!; But I will review sets; as the way that is explained makes more sense to me.
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By Asura.Azagarth 2017-03-05 15:13:38
So I added a general utility set: not to be used as a whole, just its part. This is gear I see hardly NO ONE USING. All of it has big advantages and so I thought it was worth endgame drks knowing about/ and actually implementing: Please make suggestions of unique "niche stuff" for endgame events too if you could :D will be fun to see what we all have overlooked.
Dancomania is crazy powerful when you are at capped hp. You will be hitting for 7k+ dmg a swing.
Lugra earrings are very powerful options on WS, still use moonshade on appropriate with just Lugra+1. Nighttime only.
My drk hasnt lost an Eriyns parse yet since getting calad (drk/thf power). Regain gear has its place for stuff like this. Karieyh Ring is non listed Bis option too. With 11 tact roll, you would be looking at a peotential 60+20+10+5+3 = 98 tp/tic. Couple that with regain drink/wings.... its pretty crazy you will be dang close to 3k tp every time Sneak attack is up no wings needed.
Everyone Needs a doom set... This one will net you +55% success received. HQ rings will bump that up 10%.
Founder Body/chaos feet - Should be pretty self explanatory BUT!!! I havent seen many drks taking advantage of these boost in omen and I cry every time. The af feet only need to be on for activation and then you have arcane circle up for 4:30/5min, add that with crest you get a big advantage. The Body is unique in that it takes your killer effects (arcane vs boss) and 50% of them you get that as a dmg boost. On drk you will have +27% under circle, this 13% (assume to round down) dmg boost from the body alone!
I hope that gives some drk's some guidance on some utility items needed, more will be added as found out.
Shiva.Cahota
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By Shiva.Cahota 2017-03-05 18:27:12
hmm i have always just THF on erinys, how well does torcleaver do on it /thf. i can pump out 60k on my thf, if DRK can out do that i would be very impressed.
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By Asura.Azagarth 2017-03-05 19:05:32
my avg BEFORE I was doing regain setup from my gear was 48k according to scoreboard, this was with most firing off at around 2k, and not drk focused buffs like boost-vit for torc or anything. If I was closer to 3k tp i was consistently getting over 60k and max ive got is 73k that way. There is a lot of improvement to be had also from when I did it last time. My Ls has some pretty high end thfs (all REAM AG, hq adhemar etc) and I topped last one.
I do believe thf can win if super decked, not bc of ws avg, only because the fact they can SA faster is all. However, getting that lv of thf would require you to really be into thf, and since its drk forums idk if many of the readers here would apire to that needed lv of thf for 1 fight that they shine at.
Shiva.Cahota
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By Shiva.Cahota 2017-03-05 19:23:18
so about same as my soso thf then, i avg 55k, highest being 94k with temps. but still drk would be nice change up.
may have to give it a go next round.
Welcome To advanced drk thread! Read spoiler if its your first time here. So I have been contemplating to start a new thread like this as it seemed redundant, but Some people have suggested/asked if I would. The drk guide is great and getting updated quickly, so this is by no means to replace or even compete with that. If your new, have fun reading this guide, but post Q's in the normal forums for beginning things. The focus here is true endgame such as Helms, etc.
The idea of this thread is for HIGH END sets only. We can theory craft about other sets too for such content. I highly suggest that if you plan to post/comment in this Thread that you also Post your sets for people to see. Less pages of crap posts is better (fighting), I hate panning through 117+ pages of dark thread to find an answer, lets not do that here.
I will personally try and keep my sets as up to date as possible, with augment remarks. I feel this wil help alot more than "Its to variable!", that helps no one asking. While augments are a pain in the butt, non-DM augments can be closely replicated between players, it does require a lot of stones/time, but if you're here its bc you have said gil/time probably. I find that between high end drks, augs start to look closely the same. Maybe DRK A got 5 acc 1 stp more on said piece, but 7 acc 1 stp less on another compared to DRK B, so in the end they are nearly identical. Don't include DM augs when making suggestions without mentioning its a DM aug.
I also have included below after my sets my lua, the gear sets will not match what I post here and what is there since one (probably lua) or the other could be out of date. However the basic format of the Lua is what matters, so use that too. Lets talk and code in some needed things and get a really good Lua built for the community too. I would love to have someone who has the know-how to make a DRK spreadsheet and I will publish it here too. Nearly every forum at least has one and I have yet to find an up to date spreadsheet for drk.
Enjoy and be nice!
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