Can safely engage and WS as well from that distance!
Some DNC may want to just create a special engaged set for Aminon that has their "idle" regain set and just stand there engaged to step and WS as needed. But if you're not using anchor......
The Last Dance III: A Dancer's Guide *New* |
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The Last Dance III: A Dancer's Guide *New*
Can safely engage and WS as well from that distance!
Some DNC may want to just create a special engaged set for Aminon that has their "idle" regain set and just stand there engaged to step and WS as needed. But if you're not using anchor...... Having to engage/turn for steps then disengage/WS for a job as busy as DNC is a non-starter.
Most people are just going to use Anchor Those who don't use Anchor are going to use DistancePlus and slowly walk up to the exact distance they know they can stand at to do these actions. I think it's possible if the PLD is sufficiently far away from Aminon some (many? most?) of his auto-attacks won't knock you back. This might also require the PLD to be wearing knockback resistance gear as well, because knockback is coded weirdly. I've never personally experienced it, but looking at Posi's video, he isn't being knocked back most of the time but also isn't using Anchor (he does get knocked back sometimes). Not sure what wizardry is involved here, but my guess is a combination of PLD very far and PLD wearing knockback gear. In my runs, I ALWAYS get knocked back by all of her knockback-inducing autos, though my PLD doesn't wear knockback gear (he has his back to a wall) and he's also quite close to Aminon. TBH though, we know that the vast, vast majority of people doing this content are just going to use third party tools to solve it all to make it easier on themselves. Agree that most are going to use anchor/Gearswap. Having to step forward every few seconds back to the exact right spot for the duration of the fight is obnoxious and adds nothing “challenging” to the encounter at all.
I apologize in advance for this turning into a 5 page discussion, I genuinely don't want it to turn into a back-and-forth but I was baited and I take bait.
I have to strongly disagree to the concept of "challenging" here. If you don't have GS/Anchor/JA0: Would the fight be longer? Would there be more opportunities for mistakes? Would it reduce your DPS? If the answer to all three of these questions is yes, how are these things not increasing the challenge of the fight? Now, you can say it's obnoxious, I fully agree with that part. If they added a mechanic that required you to /fume at Aminon every 10 seconds to keep it from using Bane, that would be obnoxious. It would also make the fight more challenging. It's best if we don't get into the whole "should you be able to remove parts of the game because you find them obnoxious" bit, but...they're definitely challenging. You can pretend they're not challenging because you haven't engaged with them in years, but trust me, they're quite challenging. Offline
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Just be glad you don't play FFXIV where positioning truly matters. I agree with Maletaru though, just because it is extremely annoying doesn't mean it isn't also somewhat challenging.
Evidently we XI players have very low tolerance for moving during combat. Knockback is a special case because the gear that prevents it doesn't work like we want it to, but you could technically make everyone wear Vocane rings etc. if you had to I guess. Kaffy said: » Knockback is a special case because the gear that prevents it doesn't work like we want it to, but you could technically make everyone wear Vocane rings etc. if you had to I guess. It does work as intended, and all jobs but GEO in the common Aminon strat can wear Dashing Subligar + Repulse Mantle...but it would hurt your DPS so why wear it when you can just install Anchor and wear STP gear instead? ...doesn't add any challenge though... Speaking of which, I might actually go pick up that gear and start to put it on while I'm idling on Aminon. Sick of her ***. I don’t think it would even add more time to the fight though. You’re just pressing W until you’re at the right spot (again).
This discussion was beaten to death in the sortie thread a little while back so I’ll just reiterate what some said there - doing it without anchor for a while proves you can do it…sure. Doing it without anchor daily for a year+ is just mind numbing and not fun or engaging. Offline
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Carbuncle.Maletaru said: » It does work as intended, and all jobs but GEO in the common Aminon strat can wear Dashing Subligar + Repulse Mantle...but it would hurt your DPS so why wear it when you can just install Anchor and wear STP gear instead? ...doesn't add any challenge though... Speaking of which, I might actually go pick up that gear and start to put it on while I'm idling on Aminon. Sick of her ***. I don't like the idea of what someone else is or isn't wearing impacting my own gear choices. Should be up to each player to make the decision on their own. Carbuncle.Maletaru said: » looking at Posi's video, he isn't being knocked back most of the time but also isn't using Anchor (he does get knocked back sometimes). Not sure what wizardry is involved here, but my guess is a combination of PLD very far and PLD wearing knockback gear. I have also never quite figured out how it works. I do use Dashing Subligar + Repulse Mantle and I would say I resist about 90% of the knockbacks, but there does seem to be something more to it, as some fights I get knocked back significantly more than others. It would be nice to know exactly how it works but I haven't had the time or patience to test it over something that's pretty much a minor annoyance. Edit: I will add that I found the knockback resist gear to improve my DPS over Store TP, since I was more likely to be able to WS right at 1000 TP instead of being in the middle of repositioning, plus I waste less TP using excess Box Steps to confirm my positioning. Offline
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I always assumed it was this:
Quote: Certain “knockback” attacks used by monsters generally will take into account the amount of “Knockback” resistance the character has, and the amount of distance traveled will change based on that. Additionally, if you are able to dodge the attack, you will not be knocked back. However, if a target is hit by certain area of effect attacks that were implemented before December 2014 with party members or pets present, party members and pets will be affected, which results in the distance traveled being based on the party as a whole. The monster attacks that are being reported are of the latter, so these reports are working as intended. https://forum.square-enix.com/ffxi/threads/46865-Knockback-Mechanics?p=548329#post548329 Although now I'm not so sure, wiki says Vagary was in 2015. Kaffy said: » I always assumed it was this: Quote: Certain “knockback” attacks used by monsters generally will take into account the amount of “Knockback” resistance the character has, and the amount of distance traveled will change based on that. Additionally, if you are able to dodge the attack, you will not be knocked back. However, if a target is hit by certain area of effect attacks that were implemented before December 2014 with party members or pets present, party members and pets will be affected, which results in the distance traveled being based on the party as a whole. The monster attacks that are being reported are of the latter, so these reports are working as intended. https://forum.square-enix.com/ffxi/threads/46865-Knockback-Mechanics?p=548329#post548329 Although now I'm not so sure, wiki says Vagary was in 2015. This is still possible. All the enemies in Vagary (and Sortie) already existed in the Adoulin story missions in 2013 and were likely dropped in without modifying their behavior. Fenrir.Positron said: » Edit: I will add that I found the knockback resist gear to improve my DPS over Store TP, since I was more likely to be able to WS right at 1000 TP instead of being in the middle of repositioning, plus I waste less TP using excess Box Steps to confirm my positioning. Oh I certainly think the knockback would increase DPS over other stuff if you're not using Anchor. I was referring to people preferring Anchor + STP gear over knockback resistance gear. Thanks for sharing that you're wearing the knockback gear, I didn't think you were because I saw you being knocked back, but that makes sense. Could be that you're not in the gear at the time? Could be in step set, RF set, WS set, etc? I'd presume if it's checking your entire party's KB res then it would be WAY more prevalent than it appears. I got pretty lucky with the stinky subligar so I'm going to try it out in the coming few days. Asura.Lunafreya said: » doing it without anchor for a while proves you can do it…sure. Doing it without anchor daily for a year+ is just mind numbing and not fun or engaging. Yeah IDK, you could say the same thing about any other game and make it sound compelling. "I've won a Fortnite match without aimbots before, doing it every night for a year is just mind numbing" "I've lifted 100 pounds before, doing it every night for a year is just not fun or engaging, so now I use a forklift" or, for more FFXI examples: "I've done 9 boss Sortie before, but it's boring so now I use speed hacks because it's just mind numbing" "I've done Lamia ambu before, now I use React to turn away because it's repetitive" Proving that you can do something once doesn't mean you can bypass the difficulty scott-free on repeated attempts. edit (again): I guess I should clarify. You can absolutely bypass the difficult if you want, IDGAF, but I take issue with pretending it's NOT bypassing the difficulty. It's your sub fee, play however you want. Don't pretend that skipping over mechanics to make the game easier isn't making it easier though. Anchor on aminon is nowhere near the hardest part of aminon. I'd argue its not even hard at all and just annoying. Comparing it to aimbots and speedhacks is pretty over the top...
Maintaining absorb-TP rotation and tracking aminon's TP, upkeep steps/debuffs/songs/etc, keeping stoneskin up as the PLD and healing the party, WSing in sync with your party to break up WS wall, those are the meaningful mechanics of the fight. OK...you can just apply the same logic to any of the other scenarios if you're allowed to just apply your personal opinions to what makes up the difficulty of a fight.
"Aiming isn't even hard in Fortnite, the hard part is reacting quickly enough and pressing the trigger, plus finding the right hiding spots and knowing which gun to use. I'd argue aiming isn't even hard and just annoying." As soon as you allow yourself the grace of picking which mechanics are hard and which are annoying, and permission to disable anything you consider annoying and not hard, you can gain all kinds of advantages. Something doesn't have to, in and of itself, be difficult to contribute to the difficulty of the game. Goombas aren't very difficult to avoid, they only walk in a straight line and don't even jump, but when combined with other enemies or situations they can add to the challenge. That doesn't mean they don't contribute to the overall difficulty of the game. The game would be easier if you deleted all the goombas from it. You could say they're not difficult and are just annoying. You could hold the opinion that pits aren't difficult (since they don't move) and are just annoying. Doesn't change the fact that if you removed them all, the game would be easier... Asura.Lunafreya said: » Comparing it to aimbots and speedhacks is pretty over the top... I mean, that's how debates/discussions work. If you accept that aimbots and speedhacks are removing part of the difficulty, but you claim that Anchor isn't...what's the difference? Is there a cutoff point where you consider any challenge below...5% of the overall difficulty of the game OK to cull? Is it 10%? Is it anything, no matter how much it contributes to the difficulty of the battle, so long as you find it annoying? I prefer not to engage with this because it's not for me, but if you allow yourself this license to delete any mechanics you don't like, I think it's a slippery slope and I think those decisions about what's "annoying" vs "difficult" are very abitrary. I'm pretty sure Martell posted something about if the tank is wearing knockback gear then the party is less/not affected by it. His thrown together RUN tank set involved an admantite mail and people were getting silly about it being, 'thrown together'.
___ I don't use Anchor as the RDM but I think I'm capable of consistently performing all my tasks without worrying about messing up the run for the other people I play with. I would almost say I enjoy the knockback because the fight would almost be too boring without it. Fun compared to say Lilith's BS. Now I want to mess with my idle set to see the difference, I definitely have the pants and cape. Carbuncle.Maletaru said: » Thanks for sharing that you're wearing the knockback gear, I didn't think you were because I saw you being knocked back, but that makes sense. Could be that you're not in the gear at the time? Could be in step set, RF set, WS set, etc? I'd presume if it's checking your entire party's KB res then it would be WAY more prevalent than it appears. I haven't done any kind of serious analysis of whether it happens more often when I'm in another set or not, though it can definitely happen even when I'm sitting idle in the knockback reduction gear. A couple hypotheses, if it's true that the party's knockback resistance factors in: 1. Velner was in a different set, e.g. to cast Cure/Stoneskin 2. The other 4 members of the party normally stand against the wall but occasionally move away from it for one reason or another -- maybe the distance actually able to be knocked back somehow factors in and not just the distance the knockback would've been in free space. For the record, this is the set I use with weapons drawn against Aminon: ItemSet 397010 Yes, the Roller's Ring is on regardless of whether I have an 11. I am not really comfortable automating that and making separate sets/macros depending on roll values (and tracking those roll values) is a pain, so I don't bother. And before you ask why not Maculele Earring +2: I don't have one, or even a maxed +1. I still only have 7 earrings +2 after 2 years of doing Sortie almost daily. And I don't know why I even bother. I lock the Dashing Subligar and Phildor Mantle in once I take position away from the wall. I don't change those out during the fight at all for anything. I'll randomly get knocked back every few runs. And sometimes it's a far enough knockback that Aminon will move. I don't know how any of it works.
I hope your +2 luck improves. That's pretty abysmal considering the time spent/effort applied to the problem.
Phoenix.Iocus said: » I'm pretty sure Martell posted something about if the tank is wearing knockback gear then the party is less/not affected by it. Iirc the finding was that the knockback reduction gear of the target of the ability affects everyone hit by the ability, and everyone else's knockback reduction gear doesn't matter. So if your tank wears it, everyone should be good until the tank loses hate. Quote: And before you ask why not Maculele Earring +2: I don't have one, or even a maxed +1. I still only have 7 earrings +2 after 2 years of doing Sortie almost daily. And I don't know why I even bother. This is pretty par for the course. I've killed aminon regularly with my group for the past year now. I have 8 unique +2's in all that time. Four of them are for jobs I use, and three are for job's I don't use. Most are minimum augment. I consider myself extremely lucky because my Maculele Earring +2 is also my highest strength augment, and even then it's at around 80% of max potency. I would have 10 +2's. but I got a duplicate rune fencer +2 three times, and all three had the exact same stats... My group often gets 2 or 3 +1 cases in a run. I remember we got 4 +1 cases in a single run twice now, and none of us have more +2's than we can count on 2 hands (duplicates included). +2 earrings are a bunch of nonsense Offline
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We rarely get a +1 outside of Aminon and 9/9 most every night.
Our best +1 yield has strangely been A boss. I've seen +1 cases from all the bosses, from the bitzer objectives (we always make it a point to stare at the G bitzer and touch the F bitzer with lockstyle), the red chests we get from clearing out a Naakuul camp when we have a few extra minutes at the end of a run, and very very rarely we get one from the 4 mini NM objectives on the upper floor (I think I've seen them drop a +1 box twice now, maybe 3 times). We have someone hit every boss with treasure hunter 4 so I'm sure that's affecting rates a bit too. Some nights we walk away with just the aminon +1 case, but it's not THAT uncommon to see an extra one or two +1 boxes load from the other objectives.
What IS uncommon is for that +1 case to give a +2 earring. Horrificly so. I want to call BS on the 5% +2 rate from +1 cases. It feels lower to me, but maybe that's just personal bias. I can't back it with any kind of hard data, but I feel like the +2 load rate from +1 cases is worse than 5%. Asura.Melliny said: » I've seen +1 cases from all the bosses, from the bitzer objectives (we always make it a point to stare at the G bitzer and touch the F bitzer with lockstyle), the red chests we get from clearing out a Naakuul camp when we have a few extra minutes at the end of a run, and very very rarely we get one from the 4 mini NM objectives on the upper floor (I think I've seen them drop a +1 box twice now, maybe 3 times). We have someone hit every boss with treasure hunter 4 so I'm sure that's affecting rates a bit too. Some nights we walk away with just the aminon +1 case, but it's not THAT uncommon to see an extra one or two +1 boxes load from the other objectives. What IS uncommon is for that +1 case to give a +2 earring. Horrificly so. I want to call BS on the 5% +2 rate from +1 cases. It feels lower to me, but maybe that's just personal bias. I can't back it with any kind of hard data, but I feel like the +2 load rate from +1 cases is worse than 5%. It's closer to ~3%
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This has probably been asked (more than once) but I didn't see one so... Would someone please share an up to date DNC lua ready for Aminon?
Thank you in advance :) Asura.Melliny said: » I've seen +1 cases from all the bosses, from the bitzer objectives (we always make it a point to stare at the G bitzer and touch the F bitzer with lockstyle), the red chests we get from clearing out a Naakuul camp when we have a few extra minutes at the end of a run, and very very rarely we get one from the 4 mini NM objectives on the upper floor (I think I've seen them drop a +1 box twice now, maybe 3 times). We have someone hit every boss with treasure hunter 4 so I'm sure that's affecting rates a bit too. Some nights we walk away with just the aminon +1 case, but it's not THAT uncommon to see an extra one or two +1 boxes load from the other objectives. What IS uncommon is for that +1 case to give a +2 earring. Horrificly so. I want to call BS on the 5% +2 rate from +1 cases. It feels lower to me, but maybe that's just personal bias. I can't back it with any kind of hard data, but I feel like the +2 load rate from +1 cases is worse than 5%. Offline
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Asura.Gweivyth said: » Asura.Melliny said: » I've seen +1 cases from all the bosses, from the bitzer objectives (we always make it a point to stare at the G bitzer and touch the F bitzer with lockstyle), the red chests we get from clearing out a Naakuul camp when we have a few extra minutes at the end of a run, and very very rarely we get one from the 4 mini NM objectives on the upper floor (I think I've seen them drop a +1 box twice now, maybe 3 times). We have someone hit every boss with treasure hunter 4 so I'm sure that's affecting rates a bit too. Some nights we walk away with just the aminon +1 case, but it's not THAT uncommon to see an extra one or two +1 boxes load from the other objectives. What IS uncommon is for that +1 case to give a +2 earring. Horrificly so. I want to call BS on the 5% +2 rate from +1 cases. It feels lower to me, but maybe that's just personal bias. I can't back it with any kind of hard data, but I feel like the +2 load rate from +1 cases is worse than 5%. We are all pretty sure it does. We went a couple weeks without an TH and got ***for drops including NQ cases and upgrade mats. With TH4 NQ cases and upgrade mats rain consistently every run. Justinjman said: » This has probably been asked (more than once) but I didn't see one so... Would someone please share an up to date DNC lua ready for Aminon? Thank you in advance :) Code -- Original: Motenten / Modified: Arislan / Modified again: Lunafreya -- Haste/DW Detection Requires Gearinfo Addon ------------------------------------------------------------------------------------------------------------------- -- Keybinds ------------------------------------------------------------------------------------------------------------------- -- Modes: [ F9 ] Cycle Offense Modes -- [ CTRL+F9 ] Cycle Hybrid Modes -- [ WIN+F9 ] Cycle Weapon Skill Modes -- [ F10 ] Emergency -PDT Mode -- [ ALT+F10 ] Toggle Kiting Mode -- [ F11 ] Emergency -MDT Mode -- [ F12 ] Update Current Gear / Report Current Status -- [ CTRL+F12 ] Cycle Idle Modes -- [ ALT+F12 ] Cancel Emergency -PDT/-MDT Mode -- [ WIN+F ] Toggle Closed Position (Facing) Mode -- [ WIN+C ] Toggle Capacity Points Mode -- -- Abilities: [ CTRL+- ] Primary step element cycle forward. -- [ CTRL+= ] Primary step element cycle backward. -- [ ALT+- ] Secondary step element cycle forward. -- [ ALT+= ] Secondary step element cycle backward. -- [ CTRL+[ ] Toggle step target type. -- [ CTRL+] ] Toggle use secondary step. -- [ Numpad0 ] Perform Current Step -- -- [ CTRL+` ] Saber Dance -- [ ALT+` ] Chocobo Jig II -- [ ALT+[ ] Contradance -- [ CTRL+Numlock ] Reverse Flourish -- [ CTRL+Numpad/ ] Berserk/Meditate -- [ CTRL+Numpad* ] Warcry/Sekkanoki -- [ CTRL+Numpad- ] Aggressor/Third Eye -- [ CTRL+Numpad+ ] Climactic Flourish -- [ CTRL+NumpadEnter ]Building Flourish -- [ CTRL+Numpad0 ] Sneak Attack -- [ CTRL+Numpad. ] Trick Attack -- -- Spells: [ WIN+, ] Utsusemi: Ichi -- [ WIN+. ] Utsusemi: Ni -- -- WS: [ CTRL+Numpad7 ] Exenterator -- [ CTRL+Numpad4 ] Evisceration -- [ CTRL+Numpad5 ] Rudra's Storm -- [ CTRL+Numpad6 ] Pyrrhic Kleos -- [ CTRL+Numpad3 ] Shark Bite -- [ CTRL+Numpad1 ] Aeolian Edge -- -- -- (Global-Binds.lua contains additional non-job-related keybinds) ------------------------------------------------------------------------------------------------------------------- -- Custom Commands (preface with /console to use these in macros) ------------------------------------------------------------------------------------------------------------------- -- gs c step Uses the currently configured step on the target, with either <t> or -- <stnpc> depending on setting. -- gs c step t Uses the currently configured step on the target, but forces use of <t>. -- -- gs c cycle mainstep Cycles through the available steps to use as the primary step when using -- one of the above commands. -- gs c cycle altstep Cycles through the available steps to use for alternating with the -- configured main step. -- gs c toggle usealtstep Toggles whether or not to use an alternate step. -- gs c toggle selectsteptarget Toggles whether or not to use <stnpc> (as opposed to <t>) when using a step. ------------------------------------------------------------------------------------------------------------------- -- 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['Climactic Flourish'] = buffactive['climactic flourish'] or false state.Buff['Sneak Attack'] = buffactive['sneak attack'] or false state.Buff['Trick Attack'] = buffactive['trick attack'] or false state.Buff['Striking Flourish'] = buffactive['striking flourish'] or false state.Buff['Sneak Attack'] = buffactive['sneak attack'] or false state.MainStep = M{['description']='Main Step', 'Box Step', 'Quickstep', 'Feather Step', 'Stutter Step'} state.AltStep = M{['description']='Alt Step', 'Quickstep', 'Feather Step', 'Stutter Step', 'Box Step'} state.UseAltStep = M(false, 'Use Alt Step') state.SelectStepTarget = M(false, 'Select Step Target') state.IgnoreTargetting = M(true, 'Ignore Targetting') state.ClosedPosition = M(false, 'Closed Position') state.CurrentStep = M{['description']='Current Step', 'Main', 'Alt'} -- state.SkillchainPending = M(false, 'Skillchain Pending') state.CP = M(false, "Capacity Points Mode") lockstyleset = 98 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('STP', 'Normal', 'LowAcc', 'MidAcc', 'HighAcc', 'Tank', 'Treasure') state.HybridMode:options('Normal', 'DT') state.WeaponskillMode:options('Normal', 'Acc') state.IdleMode:options('Normal', 'DT', 'Regain', 'Regain11') -- Additional local binds send_command('bind ^- gs c cycleback mainstep') send_command('bind ^= gs c cycle mainstep') send_command('bind !- gs c cycleback altstep') send_command('bind != gs c cycle altstep') send_command('bind !p gs c toggle usealtstep') send_command('bind ![ input /ja "Contradance" <me>') send_command('bind ^` input /ja "Saber Dance" <me>') send_command('bind !` input /ja "Chocobo Jig II" <me>') send_command('bind @f gs c toggle ClosedPosition') send_command('bind @c gs c toggle CP') send_command('bind ^numlock input /ja "Reverse Flourish" <me>') if player.sub_job == 'WAR' then send_command('bind ^numpad/ input /ja "Berserk" <me>') send_command('bind ^numpad* input /ja "Warcry" <me>') elseif player.sub_job == 'SAM' then send_command('bind ^numpad/ input /ja "Meditate" <me>') send_command('bind ^numpad* input /ja "Sekkanoki" <me>') elseif player.sub_job == 'DRG' then send_command('bind ^numpad/ input /ja "Jump" <t>') send_command('bind ^numpad* input /ja "High Jump" <t>') elseif player.sub_job == 'THF' then send_command('bind ^numpad0 input /ja "Sneak Attack" <me>') send_command('bind ^numpad. input /ja "Trick Attack" <me>') end send_command('bind ^numpad+ input /ja "Climactic Flourish" <me>') send_command('bind ^numpadenter input /ja "Building Flourish" <me>') send_command('bind ^numpad- input /ja "No Foot Rise" <me>') send_command('bind ^numpad9 input /ws "Ruthless Stroke" <t>') send_command('bind ^numpad7 input /ws "Exenterator" <t>') send_command('bind ^numpad4 input /ws "Evisceration" <t>') send_command('bind ^numpad5 input /ws "Rudra\'s Storm" <t>') send_command('bind ^numpad6 input /ws "Pyrrhic Kleos" <t>') send_command('bind ^numpad1 input /ws "Aeolian Edge" <t>') send_command('bind ^numpad3 input /ws "Shark Bite" <t>') send_command('bind numpad0 gs c step t') send_command('lua l dnc-hud') select_default_macro_book() set_lockstyle() Haste = 0 DW_needed = 0 DW = false moving = false update_combat_form() determine_haste_group() end -- Called when this job file is unloaded (eg: job change) function user_unload() send_command('unbind ^-') send_command('unbind ^=') send_command('unbind !-') send_command('unbind !=') send_command('unbind !p') send_command('unbind ^[') send_command('unbind ^]') send_command('unbind ![') send_command('unbind ^`') send_command('unbind !`') send_command('unbind ^,') send_command('unbind @f') send_command('unbind @c') send_command('unbind ^numlock') send_command('unbind ^numpad/') send_command('unbind ^numpad*') send_command('unbind ^numpad-') send_command('unbind ^numpad+') send_command('unbind ^numpadenter') send_command('unbind ^numpad9') send_command('unbind ^numpad7') send_command('unbind ^numpad4') send_command('unbind ^numpad5') send_command('unbind ^numpad6') send_command('unbind ^numpad1') send_command('unbind numpad0') send_command('unbind ^numpad0') send_command('unbind ^numpad.') send_command('unbind #`') send_command('unbind #1') send_command('unbind #2') send_command('unbind #3') send_command('unbind #4') send_command('unbind #5') send_command('unbind #6') send_command('unbind #7') send_command('unbind #8') send_command('unbind #9') send_command('unbind #0') send_command('lua u dnc-hud') end -- Define sets and vars used by this job file. function init_gear_sets() ------------------------------------------------------------------------------------------------ ---------------------------------------- Precast Sets ------------------------------------------ ------------------------------------------------------------------------------------------------ -- Enmity set sets.Enmity = { -- ammo="Sapience Orb", --2 -- head="Halitus Helm", --8 body="Emet Harness +1", --10 -- hands="Kurys Gloves", --9 neck="Unmoving Collar +1", --10 -- ear1="Cryptic Earring", --4 -- ear2="Trux Earring", --5 ring1="Begrudging Ring", --5 ring2="Petrov Ring", --5 waist="Sulla Belt", --3 } sets.precast.JA['Provoke'] = sets.Enmity sets.precast.JA['No Foot Rise'] = {body="Horos Casaque +3"} sets.precast.JA['Trance'] = {head="Horos Tiara +1"} sets.precast.JA['Jump'] = { ammo="Coiste Bodhar", neck="Etoile Gorget +2", head="Maculele Tiara +3", body="Gleti's Cuirass", --9 PDT hands="Gleti's Gauntlets", legs="Gleti's Breeches", feet="Macu. Toe Sh. +2", -- 9/9 waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Epona's Ring", right_ring="Gere Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}}--10 PDT } sets.precast.JA['High Jump'] = sets.precast.JA['Jump'] sets.precast.Waltz = { ammo="Yamarang", head="Horos Tiara +3", body="Maxixi Casaque +1", hands="Maxixi Bangles +3", feet="Maxixi Toe Shoes +1", neck="Etoile Gorget +2", waist="Aristo Belt", left_ear="Enchntr. Earring", right_ear="Handler's Earring", left_ring="Carb. Ring", right_ring="Carb. Ring", back={ name="Toetapper Mantle", augments={'"Store TP"+2','"Rev. Flourish"+26',}}, } -- Waltz Potency/CHR sets.precast.WaltzSelf = set_combine(sets.precast.Waltz, { head="Mummu Bonnet +1", --8 ring1="Asklepian Ring", --3 }) -- Waltz effects received sets.precast.Waltz['Healing Waltz'] = {} sets.precast.Samba = {head="Maxixi Tiara +2", back="Senuna's Mantle"} sets.precast.Jig = {legs="Horos Tights +3", feet="Maxixi Shoes +1"} sets.precast.Step = { ammo="C. Palug Stone", head="Maxixi Tiara +2", body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands="Maxixi Bangles +3", legs="Malignance Tights", feet={ name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}, neck="Etoile Gorget +2", waist="Kentarch Belt +1", ear1="Odr Earring", ear2="Macu. Earring +2", ring1="Regal Ring", ring2="Ephramad's Ring", waist="Kentarch Belt +1", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Weapon skill damage +10%',}}, } sets.precast.Step['Feather Step'] = set_combine(sets.precast.Step, {feet="Macu. Toeshoes +2"}) sets.precast.Flourish1 = {} sets.precast.Flourish1['Animated Flourish'] = sets.Enmity sets.precast.Flourish1['Violent Flourish'] = { ammo="Yamarang", head="Mummu Bonnet +1", body="Mummu Jacket +2", hands="Mummu Wrists +2", legs="Mummu Kecks +2", feet={ name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}, neck="Sanctity Necklace", waist="Kentarch Belt +1", left_ear="Mache Earring +1", right_ear="Sherida Earring", left_ring="Stikini Ring", right_ring="Mummu Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Weapon skill damage +10%',}}, } -- Magic Accuracy sets.precast.Flourish1['Desperate Flourish'] = { ammo="Yamarang", head="Malignance Chapeau", body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}}, legs="Meg. Chausses +2", feet={ name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}, neck="Sanctity Necklace", waist="Kentarch Belt +1", left_ear="Mache Earring +1", right_ear="Sherida Earring", left_ring="Meghanada Ring", right_ring="Mummu Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Weapon skill damage +10%',}}, } -- Accuracy sets.precast.Flourish2 = {} sets.precast.Flourish2['Reverse Flourish'] = {hands="Maculele Bangles +1", back="Toetapper Mantle"} sets.precast.Flourish3 = {} sets.precast.Flourish3['Striking Flourish'] = {body="Macu. Casaque +1"} sets.precast.Flourish3['Climactic Flourish'] = {head="Maculele Tiara +3",} sets.precast.FC = { -- ammo="Sapience Orb", -- head=gear.Herc_MAB_head, --7 -- body=gear.Taeon_FC_body, --8 -- hands="Leyline Gloves", --8 -- legs="Rawhide Trousers", --5 -- feet=gear.Herc_MAB_feet, --2 -- neck="Orunmila's Torque", --5 -- ear1="Loquacious Earring", --2 -- ear2="Enchntr. Earring +1", --2 -- ring2="Weather. Ring +1", --6(4) } sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, { ammo="Impatiens", body="Passion Jacket", neck="Magoraga Beads", ring1="Lebeche Ring", }) ------------------------------------------------------------------------------------------------ ------------------------------------- Weapon Skill Sets ---------------------------------------- ------------------------------------------------------------------------------------------------ sets.precast.WS = { ammo="Crepuscular Pebble", head="Maculele Tiara +3", body={ name="Nyame Mail", augments={'Path: B',}}, hands="Nyame Gauntlets", legs="Nyame Flanchard", feet={ name="Nyame Sollerets", augments={'Path: B',}}, neck="Fotia Gorget", waist="Fotia Belt", left_ear="Ishvara Earring", right_ear={ name="Moonshade Earring", augments={'Accuracy+4','TP Bonus +250',}}, left_ring="Karieyh Ring", right_ring="Regal Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Weapon skill damage +10%',}}, } -- default set sets.precast.WS['Ruthless Stroke'] = { ammo="Crepuscular Pebble", head="Maculele Tiara +3", body={ name="Nyame Mail", augments={'Path: B',}}, hands="Maxixi Bangles +3", legs="Nyame Flanchard", feet={ name="Nyame Sollerets", augments={'Path: B',}}, neck="Etoile Gorget +2", waist="Kentarch Belt +1", left_ear="Moonshade Earring", right_ear="Maculele Earring +2", left_ring="Ephramad's Ring", right_ring="Regal Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Weapon skill damage +10%',}}, } sets.precast.WS['Shark Bite'] = sets.precast.WS['Ruthless Stroke'] sets.precast.WS.Acc = set_combine(sets.precast.WS, { -- ammo="Falcon Eye", -- head="Dampening Tam", -- legs="Meg. Chausses +2", -- feet="Meg. Jam. +2", -- ear2="Telos Earring", }) sets.precast.WS.Critical = {body="Meg. Cuirie +2"} sets.precast.WS['Exenterator'] = { ammo="Yamarang", head="Maculele Tiara +3", body={ name="Nyame Mail", augments={'Path: B',}}, hands="Nyame Gauntlets", legs="Nyame Flanchard", feet={ name="Nyame Sollerets", augments={'Path: B',}}, neck="Fotia Gorget", waist="Fotia Belt", left_ear="Brutal Earring", right_ear="Sherida Earring", left_ring="Ilabrat Ring", right_ring="Regal Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Weapon skill damage +10%',}}, } sets.precast.WS['Exenterator'].Acc = set_combine(sets.precast.WS['Exenterator'], { ammo="Falcon Eye", head="Dampening Tam", }) sets.precast.WS['Pyrrhic Kleos'] = { ammo="Mantoptera Eye", head="Maculele Tiara +3", body="Adhemar Jacket +1", hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}}, legs="Gleti's Breeches", feet={ name="Lustra. Leggings +1", augments={'Attack+20','STR+8','"Dbl.Atk."+3',}}, neck="Fotia Gorget", waist="Fotia Belt", left_ear="Mache Earring +1", right_ear="Sherida Earring", left_ring="Gere Ring", right_ring="Regal Ring", back={ name="Senuna's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Dbl.Atk."+10',}}, } sets.precast.WS['Pyrrhic Kleos'].Acc = { ammo="Mantoptera Eye", head="Maculele Tiara +3", body="Gleti's Cuirass", hands="Gleti's Gauntlets", legs="Gleti's Breeches", feet="Gleti's Boots", neck="Fotai Gorget", waist="Fotia Belt", left_ear="Mache Earring +1", right_ear="Sherida Earring", left_ring="Gere Ring", right_ring="Regal Ring", back={ name="Senuna's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','"Dbl.Atk."+10',}}, } sets.precast.WS['Evisceration'] = { ammo="Charis Feather", head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}}, --head="Gleti's Mask", body="Meg. Cuirie +2", --body="Gleti's Cuirass", hands="Gleti's Gauntlets", legs="Gleti's Breeches", feet="Gleti's Boots", neck="Etoile Gorget +2", waist="Fotia Belt", left_ear="Odr Earring", right_ear="Sherida Earring", left_ring="Ilabrat Ring", right_ring="Mummu Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Weapon skill damage +10%',}}, } sets.precast.WS['Evisceration'].Acc = set_combine(sets.precast.WS['Evisceration'], { -- ammo="Falcon Eye", -- head="Dampening Tam", -- body=gear.Adhemar_B_body, --legs="Meg. Chausses +2", -- feet="Maxixi Toeshoes +3", -- ear2="Telos Earring", -- ring1="Regal Ring", }) sets.precast.WS['Rudra\'s Storm'] = { ammo="Crepuscular Pebble", head="Maculele Tiara +3", body={ name="Nyame Mail", augments={'Path: B',}}, hands="Nyame Gauntlets", legs="Nyame Flanchard", feet={ name="Nyame Sollerets", augments={'Path: B',}}, neck="Etoile Gorget +2", waist="Kentarch Belt +1", left_ear="Moonshade Earring", right_ear="Maculele Earring +2", left_ring="Regal Ring", right_ring="Ephramad's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','DEX+10','Weapon skill damage +10%',}}, } sets.precast.WS['Rudra\'s Storm'].Acc = set_combine(sets.precast.WS['Rudra\'s Storm'], { hhead="Maculele Tiara +3", body="Gleti's Cuirass", hands="Maxixi Bangles +3", legs={ name="Horos Tights +3", augments={'Enhances "Saber Dance" effect',}}, feet="Gleti's Boots" }) sets.precast.WS['Aeolian Edge'] = { ammo="Pemphredo Tathlum", head="Nyame Helm", body="Nyame Mail", hands="Nyame Gauntlets", legs="Nyame Flanchard", feet="Nyame Sollerets", neck="Sanctity Necklace", -- ear1="Novio Earring", ear2="Friomisi Earring", ring1="Regal Ring", ring2="Metamorph Ring +1", -- back="Argocham. Mantle", -- waist="Eschan Stone", } sets.precast.Skillchain = { hands="Macu. Bangles +1", } ------------------------------------------------------------------------------------------------ ---------------------------------------- Midcast Sets ------------------------------------------ ------------------------------------------------------------------------------------------------ sets.midcast.FastRecast = sets.precast.FC sets.midcast.SpellInterrupt = { ammo="Impatiens", --10 ring1="Evanescence Ring", --5 } sets.midcast.Utsusemi = sets.midcast.SpellInterrupt ------------------------------------------------------------------------------------------------ ----------------------------------------- Idle Sets -------------------------------------------- ------------------------------------------------------------------------------------------------ sets.resting = {} sets.idle = { ammo="Yamarang", head="Gleti's Mask", body="Gleti's Cuirass", hands="Gleti's Gauntlets", legs="Gleti's Breeches", feet="Skd. Jambeaux +1", neck="Bathy Choker", waist="Flume Belt", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gelatinous Ring +1", right_ring="Defending Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } sets.idle.Regain = { ammo="Yamarang", head="Turms Cap +1", body={ name="Gleti's Cuirass", augments={'Path: A',}}, hands="Regal Gloves", legs={ name="Gleti's Breeches", augments={'Path: A',}}, feet="Gleti's Boots", neck={ name="Etoile Gorget +2", augments={'Path: A',}}, waist="Reiki Yotai", left_ear="Dedition Earring", right_ear={ name="Macu. Earring +2", augments={'System: 1 ID: 1676 Val: 0','Accuracy+16','Mag. Acc.+16','"Store TP"+6','DEX+7 AGI+7',}}, left_ring="Roller's Ring", right_ring="Chirich Ring +1", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } sets.idle.Regain11 = { ammo="Yamarang", head="Turms Cap +1", body={ name="Gleti's Cuirass", augments={'Path: A',}}, hands="Regal Gloves", legs={ name="Gleti's Breeches", augments={'Path: A',}}, feet="Gleti's Boots", neck={ name="Etoile Gorget +2", augments={'Path: A',}}, waist="Reiki Yotai", left_ear="Dedition Earring", right_ear={ name="Macu. Earring +2", augments={'System: 1 ID: 1676 Val: 0','Accuracy+16','Mag. Acc.+16','"Store TP"+6','DEX+7 AGI+7',}}, left_ring="Roller's Ring", right_ring="Chirich Ring +1", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } sets.idle.DT = set_combine(sets.idle, { ammo="Staunch Tathlum", --3/3 head="Malignance Chapeau", body="Malignance Tabard", hands="Malignance Gloves", legs="Malignance Tights", --5/5 feet="Malignance Boots", neck="Loricate Torque +1", --6/6 ear2="Odnowa Earring +1", --0/3 ring1="Gelatinous Ring +1", --7/(-1) ring2="Defending Ring", --10/10 -- back="Moonlight Cape", --6/6 }) sets.idle.Town = set_combine(sets.idle, { head="Maculele Tiara +3", body="Ashera Harness", hands="Regal Gloves", legs="Gleti's Breeches", feet="Skd. Jambeaux +1", neck="Etoile Gorget +2", }) sets.idle.Weak = sets.idle.DT ------------------------------------------------------------------------------------------------ ---------------------------------------- Defense Sets ------------------------------------------ ------------------------------------------------------------------------------------------------ sets.defense.PDT = sets.idle.DT sets.defense.MDT = sets.idle.DT sets.Kiting = { feet="Skd. Jambeaux +1", } ------------------------------------------------------------------------------------------------ ---------------------------------------- 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 sets.engaged = { ammo="Yamarang", head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}}, body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}}, legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}}, feet={ name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}, neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } sets.engaged.LowAcc = set_combine(sets.engaged, { head="Dampening Tam", neck="Combatant's Torque", }) sets.engaged.MidAcc = set_combine(sets.engaged.LowAcc, { -- ammo="Falcon Eye", -- ear2="Telos Earring", -- ring1="Regal Ring", -- ring2="Ilabrat Ring", -- waist="Kentarch Belt +1 +1", }) sets.engaged.HighAcc = set_combine(sets.engaged.MidAcc, { -- feet=gear.Herc_STP_feet, -- ring1="Ramuh Ring +1", -- waist="Olseni Belt", legs="Meg. Chausses +2", left_ring="Mummu Ring" }) sets.engaged.STP = { ammo="Yamarang", head="Malignance Chapeau", body="Malignance Tabard", hands="Malignance Gloves", legs="Malignance Tights", feet="Malignance Boots", neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } sets.engaged.Tank = { ammo="Staunch Tathlum", head="Malignance Chapeau", body="Malignance Tabard", hands="Adhemar Wrist. +1", legs="Mummu Kecks +2", feet="Malignance Boots", neck="Loricate Torque +1", waist="Flume Belt", left_ear="Etiolation Earring", right_ear="Maculele Earring +2", left_ring="Gelatinous Ring +1", right_ring="Defending Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } sets.engaged.Treasure = set_combine(sets.engaged, { legs={ name="Herculean Trousers", augments={'Sklchn.dmg.+1%','"Dbl.Atk."+2','"Treasure Hunter"+2',}}, feet="Volte Boots", waist="Chaac Belt", head="Volte Cap" }) -- * DNC Native DW Trait: 30% DW -- * DNC Job Points DW Gift: 5% DW -- No Magic Haste (74% DW to cap) sets.engaged.DW = { ammo="Yamarang", head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}}, body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}}, legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}}, feet={ name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}, neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } -- 41% sets.engaged.DW.LowAcc = set_combine(sets.engaged.DW, { -- head="Dampening Tam", -- neck="Combatant's Torque", }) sets.engaged.DW.MidAcc = set_combine(sets.engaged.DW.LowAcc, { -- head="Maxixi Tiara +3", --8 -- body="Maxixi Casaque +3", -- ring2="Ilabrat Ring", -- waist="Kentarch Belt +1 +1", }) sets.engaged.DW.HighAcc = set_combine(sets.engaged.DW.MidAcc, { -- legs=gear.Herc_WS_legs, -- feet=gear.Herc_STP_feet, -- ring1="Regal Ring", -- ring2="Ramuh Ring +1", -- waist="Olseni Belt", }) sets.engaged.DW.STP = set_combine(sets.engaged.DW, { -- ring1="Chirich Ring", }) sets.engaged.DW.Tank = { ammo="Staunch Tathlum", head="Malignance Chapeau", body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands="Turms Mittens", legs="Mummu Kecks +2", feet="Turms Leggings", neck="Loricate Torque +1", waist="Flume Belt", left_ear="Etiolation Earring", right_ear="Maculele Earring +2", left_ring="Gelatinous Ring +1", right_ring="Defending Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } -- 15% Magic Haste (67% DW to cap) sets.engaged.DW.LowHaste = { ammo="Yamarang", head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}}, body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}}, legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}}, feet={ name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}, neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } -- 32% sets.engaged.DW.LowAcc.LowHaste = set_combine(sets.engaged.DW.LowHaste, { -- head="Dampening Tam", -- neck="Combatant's Torque", }) sets.engaged.DW.MidAcc.LowHaste = set_combine(sets.engaged.DW.LowAcc.LowHaste, { -- head="Maxixi Tiara +3", --8 -- body="Maxixi Casaque +3", -- ring2="Ilabrat Ring", -- waist="Kentarch Belt +1 +1", }) sets.engaged.DW.HighAcc.LowHaste = set_combine(sets.engaged.DW.MidAcc.LowHaste, { -- legs=gear.Herc_WS_legs, -- feet=gear.Herc_STP_feet, -- ring1="Regal Ring", -- ring2="Ramuh Ring +1", -- waist="Olseni Belt", }) sets.engaged.DW.STP.LowHaste = { ammo="Yamarang", head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}}, body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}}, legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}}, feet={ name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}, neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } sets.engaged.DW.Tank.LowHaste = { ammo="Staunch Tathlum", head="Malignance Chapeau", body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands="Turms Mittens", legs="Mummu Kecks +2", feet="Turms Leggings", neck="Loricate Torque +1", waist="Flume Belt", left_ear="Etiolation Earring", right_ear="Maculele Earring +2", left_ring="Gelatinous Ring +1", right_ring="Defending Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } -- 30% Magic Haste (56% DW to cap) sets.engaged.DW.MidHaste = { ammo="Yamarang", head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}}, body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}}, legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}}, feet={ name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}, neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } -- 22% sets.engaged.DW.LowAcc.MidHaste = set_combine(sets.engaged.DW.MidHaste, { -- head="Dampening Tam", -- neck="Combatant's Torque", }) sets.engaged.DW.MidAcc.MidHaste = set_combine(sets.engaged.DW.LowAcc.MidHaste, { -- head="Maxixi Tiara +3", --8 -- body="Maxixi Casaque +3", -- ring2="Ilabrat Ring", -- waist="Kentarch Belt +1 +1", }) sets.engaged.DW.HighAcc.MidHaste = set_combine(sets.engaged.DW.MidAcc.MidHaste, { -- body="Maxixi Casaque +3", -- legs=gear.Herc_WS_legs, -- feet=gear.Herc_STP_feet, -- ring1="Regal Ring", -- ring2="Ramuh Ring +1", -- waist="Olseni Belt", }) sets.engaged.DW.STP.MidHaste = { ammo="Yamarang", head="Malignance Chapeau", body="Malignance Tabard", hands="Malignance Gloves", legs="Malignance Tights", feet="Malignance Boots", neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } sets.engaged.DW.Tank.MidHaste = { ammo="Staunch Tathlum", head="Malignance Chapeau", body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands="Turms Mittens", legs="Mummu Kecks +2", feet="Turms Leggings", neck="Loricate Torque +1", waist="Flume Belt", left_ear="Etiolation Earring", right_ear="Maculele Earring +2", left_ring="Gelatinous Ring +1", right_ring="Defending Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } -- 35% Magic Haste (51% DW to cap) sets.engaged.DW.HighHaste = { ammo="Yamarang", head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}}, body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}}, legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}}, feet={ name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}, neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } -- 10% Gear sets.engaged.DW.LowAcc.HighHaste = set_combine(sets.engaged.DW.HighHaste, { -- head="Dampening Tam", -- neck="Combatant's Torque", -- waist="Kentarch Belt +1 +1", }) sets.engaged.DW.MidAcc.HighHaste = set_combine(sets.engaged.DW.LowAcc.HighHaste, { -- body="Maxixi Casaque +3", -- ring2="Ilabrat Ring", }) sets.engaged.DW.HighAcc.HighHaste = set_combine(sets.engaged.DW.MidAcc.HighHaste, { -- head="Maxixi Tiara +3", --8 -- legs=gear.Herc_WS_legs, -- feet=gear.Herc_STP_feet, -- ring1="Regal Ring", -- ring2="Ramuh Ring +1", -- waist="Olseni Belt", }) sets.engaged.DW.STP.HighHaste = { ammo="Yamarang", head="Malignance Chapeau", body="Malignance Tabard", hands="Malignance Gloves", legs="Malignance Tights", feet="Malignance Boots", neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } sets.engaged.DW.Tank.HighHaste = { ammo="Staunch Tathlum", head="Malignance Chapeau", body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands="Turms Mittens", legs="Mummu Kecks +2", feet="Turms Leggings", neck="Loricate Torque +1", waist="Flume Belt", left_ear="Etiolation Earring", right_ear="Maculele Earring +2", left_ring="Gelatinous Ring +1", right_ring="Defending Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } -- 45% Magic Haste (36% DW to cap) sets.engaged.DW.MaxHaste = { ammo="Yamarang", head={ name="Adhemar Bonnet +1", augments={'STR+12','DEX+12','Attack+20',}}, body={ name="Horos Casaque +3", augments={'Enhances "No Foot Rise" effect',}}, hands={ name="Adhemar Wrist. +1", augments={'STR+12','DEX+12','Attack+20',}}, legs={ name="Samnuha Tights", augments={'STR+10','DEX+10','"Dbl.Atk."+3','"Triple Atk."+3',}}, feet={ name="Horos T. Shoes +3", augments={'Enhances "Closed Position" effect',}}, neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } -- 0% sets.engaged.DW.LowAcc.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, { -- head="Dampening Tam", -- neck="Combatant's Torque", -- waist="Kentarch Belt +1 +1", }) sets.engaged.DW.MidAcc.MaxHaste = set_combine(sets.engaged.DW.LowAcc.MaxHaste, { -- body="Maxixi Casaque +3", -- ear1="Telos Earring", -- ring2="Ilabrat Ring", }) sets.engaged.DW.HighAcc.MaxHaste = set_combine(sets.engaged.DW.MidAcc.MaxHaste, { -- head="Maxixi Tiara +3", --8 -- legs=gear.Herc_WS_legs, -- feet=gear.Herc_STP_feet, -- ear2="Telos Earring", -- ring1="Regal Ring", -- ring2="Ramuh Ring +1", -- waist="Olseni Belt", }) sets.engaged.DW.STP.MaxHaste = { ammo="Yamarang", head="Malignance Chapeau", body="Malignance Tabard", hands="Malignance Gloves", legs="Malignance Tights", feet="Malignance Boots", neck="Etoile Gorget +2", waist="Sailfi Belt +1", left_ear="Sherida Earring", right_ear="Maculele Earring +2", left_ring="Gere Ring", right_ring="Epona's Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } sets.engaged.DW.Tank.MaxHaste = { ammo="Staunch Tathlum", head="Malignance Chapeau", body="Malignance Tabard", hands="Adhemar Wrist. +1", legs="Mummu Kecks +2", feet="Malignance Boots", neck="Loricate Torque +1", waist="Flume Belt", left_ear="Etiolation Earring", right_ear="Maculele Earring +2", left_ring="Gelatinous Ring +1", right_ring="Defending Ring", back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','"Store TP"+10','Damage taken-5%',}}, } ------------------------------------------------------------------------------------------------ ---------------------------------------- Hybrid Sets ------------------------------------------- ------------------------------------------------------------------------------------------------ sets.engaged.Hybrid = { head="Maculele Tiara +3", body="Gleti's Cuirass", --9 PDT hands="Malignance Gloves", --5/5 feet="Macu. Toe Sh. +2", -- 9/9 legs="Gleti's Breeches",--8 PDT ring1="Moonbeam Ring",--4/4 ring2="Defending Ring", --10/10 back={ name="Senuna's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}}--10 PDT } sets.engaged.DT = set_combine(sets.engaged, sets.engaged.Hybrid) sets.engaged.LowAcc.DT = set_combine(sets.engaged.LowAcc, sets.engaged.Hybrid) sets.engaged.MidAcc.DT = set_combine(sets.engaged.MidAcc, sets.engaged.Hybrid) sets.engaged.HighAcc.DT = set_combine(sets.engaged.HighAcc, sets.engaged.Hybrid) sets.engaged.STP.DT = set_combine(sets.engaged.STP, sets.engaged.Hybrid) sets.engaged.DW.DT = set_combine(sets.engaged.DW, sets.engaged.Hybrid) sets.engaged.DW.LowAcc.DT = set_combine(sets.engaged.DW.LowAcc, sets.engaged.Hybrid) sets.engaged.DW.MidAcc.DT = set_combine(sets.engaged.DW.MidAcc, sets.engaged.Hybrid) sets.engaged.DW.HighAcc.DT = set_combine(sets.engaged.DW.HighAcc, sets.engaged.Hybrid) sets.engaged.DW.STP.DT = set_combine(sets.engaged.DW.STP, sets.engaged.Hybrid) sets.engaged.DW.DT.LowHaste = set_combine(sets.engaged.DW.LowHaste, sets.engaged.Hybrid) sets.engaged.DW.LowAcc.DT.LowHaste = set_combine(sets.engaged.DW.LowAcc.LowHaste, sets.engaged.Hybrid) sets.engaged.DW.MidAcc.DT.LowHaste = set_combine(sets.engaged.DW.MidAcc.LowHaste, sets.engaged.Hybrid) sets.engaged.DW.HighAcc.DT.LowHaste = set_combine(sets.engaged.DW.HighAcc.LowHaste, sets.engaged.Hybrid) sets.engaged.DW.STP.DT.LowHaste = set_combine(sets.engaged.DW.STP.LowHaste, sets.engaged.Hybrid) sets.engaged.DW.DT.MidHaste = set_combine(sets.engaged.DW.MidHaste, sets.engaged.Hybrid) sets.engaged.DW.LowAcc.DT.MidHaste = set_combine(sets.engaged.DW.LowAcc.MidHaste, sets.engaged.Hybrid) sets.engaged.DW.MidAcc.DT.MidHaste = set_combine(sets.engaged.DW.MidAcc.MidHaste, sets.engaged.Hybrid) sets.engaged.DW.HighAcc.DT.MidHaste = set_combine(sets.engaged.DW.HighAcc.MidHaste, sets.engaged.Hybrid) sets.engaged.DW.STP.DT.MidHaste = set_combine(sets.engaged.DW.STP.MidHaste, sets.engaged.Hybrid) sets.engaged.DW.DT.HighHaste = set_combine(sets.engaged.DW.HighHaste, sets.engaged.Hybrid) sets.engaged.DW.LowAcc.DT.HighHaste = set_combine(sets.engaged.DW.LowAcc.HighHaste, sets.engaged.Hybrid) sets.engaged.DW.MidAcc.DT.HighHaste = set_combine(sets.engaged.DW.MidAcc.HighHaste, sets.engaged.Hybrid) sets.engaged.DW.HighAcc.DT.HighHaste = set_combine(sets.engaged.DW.HighAcc.HighHaste, sets.engaged.Hybrid) sets.engaged.DW.STP.DT.HighHaste = set_combine(sets.engaged.DW.HighHaste.STP, sets.engaged.Hybrid) sets.engaged.DW.DT.MaxHaste = set_combine(sets.engaged.DW.MaxHaste, sets.engaged.Hybrid) sets.engaged.DW.LowAcc.DT.MaxHaste = set_combine(sets.engaged.DW.LowAcc.MaxHaste, sets.engaged.Hybrid) sets.engaged.DW.MidAcc.DT.MaxHaste = set_combine(sets.engaged.DW.MidAcc.MaxHaste, sets.engaged.Hybrid) sets.engaged.DW.HighAcc.DT.MaxHaste = set_combine(sets.engaged.DW.HighAcc.MaxHaste, sets.engaged.Hybrid) sets.engaged.DW.STP.DT.MaxHaste = set_combine(sets.engaged.DW.STP.MaxHaste, sets.engaged.Hybrid) ------------------------------------------------------------------------------------------------ ---------------------------------------- Special Sets ------------------------------------------ ------------------------------------------------------------------------------------------------ -- sets.buff['Saber Dance'] = {legs="Horos Tights +3"} -- sets.buff['Fan Dance'] = {body="Horos Bangles +1"} sets.buff['Climactic Flourish'] = {head="Maculele Tiara +3", body="Nyame Mail"} sets.buff['Striking Flourish'] = {body="Macu. Casaque +1"} sets.buff['Closed Position'] = {feet="Horos T. Shoes +3"} sets.buff.Doom = {ring1="Eshmun's Ring", ring2="Eshmun's Ring", waist="Gishdubar Sash"} sets.CP = {back="Mecisto. Mantle"} --sets.Reive = {neck="Ygnas's Resolve +1"} end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for standard casting events. ------------------------------------------------------------------------------------------------------------------- -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done. -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast. function job_precast(spell, action, spellMap, eventArgs) --auto_presto(spell) if spellMap == 'Utsusemi' then if buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then cancel_spell() add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**') eventArgs.handled = true return elseif buffactive['Copy Image'] or buffactive['Copy Image (2)'] then send_command('cancel 66; cancel 444; cancel Copy Image; cancel Copy Image (2)') end end if spell.type=='Waltz' and buffactive['Saber Dance'] then send_command('cancel Saber Dance') end end function job_post_precast(spell, action, spellMap, eventArgs) if spell.type == "WeaponSkill" then if state.Buff['Sneak Attack'] == true then equip(sets.precast.WS.Critical) end if state.Buff['Climactic Flourish'] then equip(sets.buff['Climactic Flourish']) end if state.Buff['sneak attack'] then equip(sets.buff['Climactic Flourish']) end if state.Buff['trick attack'] then equip(sets.buff['Climactic Flourish']) end if state.Buff['Striking Flourish'] then equip(sets.buff['Striking Flourish']) end end if spell.type=='Waltz' and spell.target.type == 'SELF' then equip(sets.precast.WaltzSelf) end end -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done. function job_aftercast(spell, action, spellMap, eventArgs) -- Weaponskills wipe SATA. Turn those state vars off before default gearing is attempted. if spell.type == 'WeaponSkill' and not spell.interrupted then state.Buff['Sneak Attack'] = false end end ------------------------------------------------------------------------------------------------------------------- -- Job-specific hooks for non-casting events. ------------------------------------------------------------------------------------------------------------------- -- 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 == 'Saber Dance' or buff == 'Climactic Flourish' or buff == 'Fan Dance' or buff == 'Striking Flourish' then handle_equipping_gear(player.status) end -- if buffactive['Reive Mark'] then -- if gain then -- equip(sets.Reive) -- disable('neck') -- else -- enable('neck') -- end -- end if buff == "doom" then if gain then equip(sets.buff.Doom) send_command('@input /p Doomed.') disable('ring1','ring2','waist') else enable('ring1','ring2','waist') handle_equipping_gear(player.status) end end end ------------------------------------------------------------------------------------------------------------------- -- User code that supplements standard library decisions. ------------------------------------------------------------------------------------------------------------------- -- Called by the 'update' self-command, for common needs. -- Set eventArgs.handled to true if we don't want automatic equipping of gear. function job_handle_equipping_gear(playerStatus, eventArgs) update_combat_form() determine_haste_group() end function job_update(cmdParams, eventArgs) handle_equipping_gear(player.status) end function update_combat_form() if DW == true then state.CombatForm:set('DW') elseif DW == false then state.CombatForm:reset() end end function get_custom_wsmode(spell, spellMap, defaut_wsmode) local wsmode if state.Buff['Sneak Attack'] then wsmode = 'SA' end return wsmode end function customize_idle_set(idleSet) if state.CP.current == 'on' then equip(sets.CP) disable('back') else enable('back') end return idleSet end function customize_melee_set(meleeSet) --if state.Buff['Climactic Flourish'] then -- meleeSet = set_combine(meleeSet, sets.buff['Climactic Flourish']) --end if state.ClosedPosition.value == true then meleeSet = set_combine(meleeSet, sets.buff['Closed Position']) end return meleeSet end -- Handle auto-targetting based on local setup. function job_auto_change_target(spell, action, spellMap, eventArgs) if spell.type == 'Step' then if state.IgnoreTargetting.value == true then state.IgnoreTargetting:reset() eventArgs.handled = true end eventArgs.SelectNPCTargets = state.SelectStepTarget.value end end -- Function to display the current relevant user state when doing an update. -- Set eventArgs.handled to true if display was handled, and you don't want the default info shown. function display_current_job_state(eventArgs) local msg = '[ Melee' if state.CombatForm.has_value then msg = msg .. ' (' .. state.CombatForm.value .. ')' end msg = msg .. ': ' msg = msg .. state.OffenseMode.value if state.HybridMode.value ~= 'Normal' then msg = msg .. '/' .. state.HybridMode.value end msg = msg .. ' ][ WS: ' .. state.WeaponskillMode.value .. ' ]' if state.DefenseMode.value ~= 'None' then msg = msg .. '[ Defense: ' .. state.DefenseMode.value .. state[state.DefenseMode.value .. 'DefenseMode'].value .. ' ]' end if state.ClosedPosition.value then msg = msg .. '[ Closed Position: ON ]' end if state.Kiting.value then msg = msg .. '[ Kiting Mode: ON ]' end msg = msg .. '[ '..state.MainStep.current if state.UseAltStep.value == true then msg = msg .. '/'..state.AltStep.current end msg = msg .. ' ]' add_to_chat(060, msg) eventArgs.handled = true end ------------------------------------------------------------------------------------------------------------------- -- User self-commands. ------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------- -- Utility functions specific to this job. ------------------------------------------------------------------------------------------------------------------- function determine_haste_group() classes.CustomMeleeGroups:clear() if DW == true then if DW_needed <= 1 then classes.CustomMeleeGroups:append('MaxHaste') elseif DW_needed > 1 and DW_needed <= 9 then classes.CustomMeleeGroups:append('HighHaste') elseif DW_needed > 9 and DW_needed <= 21 then classes.CustomMeleeGroups:append('MidHaste') elseif DW_needed > 21 and DW_needed <= 39 then classes.CustomMeleeGroups:append('LowHaste') elseif DW_needed > 39 then classes.CustomMeleeGroups:append('') end end end function job_self_command(cmdParams, eventArgs) if cmdParams[1] == 'step' then if cmdParams[2] == 't' then state.IgnoreTargetting:set() end local doStep = '' if state.UseAltStep.value == true then doStep = state[state.CurrentStep.current..'Step'].current state.CurrentStep:cycle() else doStep = state.MainStep.current end send_command('@input /ja "'..doStep..'" <t>') end gearinfo(cmdParams, eventArgs) end function gearinfo(cmdParams, eventArgs) if cmdParams[1] == 'gearinfo' then if type(tonumber(cmdParams[2])) == 'number' then if tonumber(cmdParams[2]) ~= DW_needed then DW_needed = tonumber(cmdParams[2]) DW = true end elseif type(cmdParams[2]) == 'string' then if cmdParams[2] == 'false' then DW_needed = 0 DW = false end end if type(tonumber(cmdParams[3])) == 'number' then if tonumber(cmdParams[3]) ~= Haste then Haste = tonumber(cmdParams[3]) end end if type(cmdParams[4]) == 'string' then if cmdParams[4] == 'true' then moving = true elseif cmdParams[4] == 'false' then moving = false end end end end -- Automatically use Presto for steps when it's available and we have less than 3 finishing moves function job_pretarget(spell, action, spellMap, eventArgs) if spell.type == 'Step' then local allRecasts = windower.ffxi.get_ability_recasts() local prestoCooldown = allRecasts[236] local under3FMs = not buffactive['Finishing Move 3'] and not buffactive['Finishing Move 4'] and not buffactive['Finishing Move 5'] if player.main_job_level >= 77 and prestoCooldown < 1 and under3FMs and not buffactive['Presto'] then cast_delay(1.1) send_command('input /ja "Presto" <me>') end end end -- Select default macro book on initial load or subjob change. function select_default_macro_book() set_macro_page(1, 18) end function set_lockstyle() send_command('wait 2; input /lockstyleset ' .. lockstyleset) end Lakshmi.Buukki
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Yeah, idk. I used to put TH4 on everything in Sortie because I didn't want to not have it on (there's still no reason not to), then stopped for a few weeks and I can't honestly say I notice a difference in drops. The eyeball can be a terrible gauge, sometimes we see what we wanna (or don't wanna) see.
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