Siren.Itachi said: »
For the monthly deeds grow and harvest ROE, do I basically got to check my plant every earth day after jp reset?
pretty sure it’s 24 hours after you planted them
but once a day either way, correct
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Random Question thread (FFXI related)
Siren.Itachi said: » For the monthly deeds grow and harvest ROE, do I basically got to check my plant every earth day after jp reset? pretty sure it’s 24 hours after you planted them but once a day either way, correct Anybody got info on the NM "Manes"?
https://www.bg-wiki.com/bg/Manes https://ffxiclopedia.fandom.com/wiki/Manes Both wikis says the PH (the single Ghost) respawns every 15 mins whereas the other 2 Ghosts that pop together respawn every 5 mins. I found it's the other way around. The PH (single ghost) respawns every 5 mins, the double ghosts both respawn every 15ish mins. Am I doing something wrong? Something changed? I find it strange for BOTH wikis to be wrong... I dunno, I must be doing something wrong. A NM this old shouldn't have a 24hrs forced pop.
Anybody knows where I can find the right Placeholder ID for this NM? There has to be a list somewhere >.>'' I've done manes a few times, don't know the PH ID though. just kill all the ghosts in both spots till it pops.
Wasn't really any tact to it, just killing all of em till it spawned. Not sure what this "single ghost" and "double ghost" talk is, but he and his PH always spawned in the small room at H-8 for me. I don't recall ever having to move to I-8 for any reason. Used to farm it a lot when I was making my own Tenryu/Ryuo gear, but right now I can't remember if the PHs were 5 or 16 min respawns.
Odin.Llewelyn said: » Not sure what this "single ghost" and "double ghost" talk is One is a single ghost set. Second set has 2 ghosts. They can spawn in any of the two rooms but never together appearently. (the ghost from set1 will never "mix" with the ghosts from set2 and vice-versa). One set has 5-6 mins respawn. The other set has 15-16 mins respawn. According to ALL the wikis I read it's the single one that has 15-16 and the couple of ghosts have 5-6, but for me it's been the other way around for the past 7 hours. In theory the single one should be the right Placeholder but, still in theory, it should have 15 mins respawn >.> Also I've noticed something strange. There's actually TWO "single" ghosts. They have different IDs. Only one pops at the same time. If one pops, the other can't. Is this odd? Or normal? Also both these single ghosts have a mobID that's really close to the ID of Manes, whereas the other 2 couple ghosts have different Mob IDs. Not sure if this means anything... For reference: Manes: 0DF single ghost#1: 0DD single ghost#2: 0DE couple ghost#1: 0E4 couple ghost#2: 0E5 Well I've killed Manes dozens of times when I was crafting and I never had to leave the H-8 room. This sounds like unnecessary information to me, but whatever.
Manes always pops in that room. I've been killing the PHs in that room for 7-8 hours but he refused to pop.
The moment I started killing the other group, he popped. He popped in place of 0E5 for me (in the H-8 room though). This doesn't necessarily conflict with your information though. If 0E5 was in the H-8 room (it can pop in both rooms) then you would be confirming mine and that other guy's theory. Does Manes have a minimum repop time? Like I dunno, won't pop for 3 hours after it has been killed? Or could it pop over and over? Extremely unlikely but possible?
from what i remember the ph is the 5min respawn ghost that pops in either room, ignore all the 15min ones.
So I'm a bit confused on the HQ rate bonus from shields.
We know that a recipe on which you're between 11 and 30 levels above the cap you're gonna have a base ~8% HQ rate. Then stuff like the Crafter's Ring, Orvail Ring and Coconut Rusk all add X% HQ rate (respectively 1%, 1% and 3%). Now this alone sounds a bit strange since the fact that a food can add three times as much as Orvail Ring+1 feels a bit strange, but whatever, let's say this is how things are and summing up all these bonuses together you reach a final HQ rate of ~13% for recipes in the 11-30 above recipe cap range. Now, where do we place the Enchantment from the shield? It says Synthesis+3 but I suppose it's something else and not "simply" +3% HQ rate? Or is it just that? I mean I know about the no NQ thing, but i'm talking specifically about the HQ+3 part. I justed started on my phase 3 shield, and I would like to be able to cap a subcraft to craftsman at level 70.
I found this topic from awhile back: https://www.ffxiah.com/forum/topic/51054/cannot-delevel-back-to-craftsman-please-help From the context of the topic it seems that phase 4 wasn't introduced yet. At least then, you couldn't cap at craftsman after starting your shield. Can anyone tell me if this this still the case or is it possible to cap it after completing phase 3? Just wondering if I should toss my shield now or I guess I'll find out myself. Uh... i have no clue what a game mechanic (leveling/deleveling a craft) have to do with shield.
What i do know, i had cooking shield started, i decided to give up, started woodworking, leveled all the way to 110 while my cooking fell to 70. While doing quests though, i had to make some cooking on this mule, then my wood dropped to 109. About making sub leveling, i made several of them while on stage 2, mainly to do the quests. Im not sure whats the Actual problem. Asura.Sechs said: » So I'm a bit confused on the HQ rate bonus from shields. We know that a recipe on which you're between 11 and 30 levels above the cap you're gonna have a base ~8% HQ rate. Then stuff like the Crafter's Ring, Orvail Ring and Coconut Rusk all add X% HQ rate (respectively 1%, 1% and 3%). Now this alone sounds a bit strange since the fact that a food can add three times as much as Orvail Ring+1 feels a bit strange, but whatever, let's say this is how things are and summing up all these bonuses together you reach a final HQ rate of ~13% for recipes in the 11-30 above recipe cap range. Now, where do we place the Enchantment from the shield? It says Synthesis+3 but I suppose it's something else and not "simply" +3% HQ rate? Or is it just that? I mean I know about the no NQ thing, but i'm talking specifically about the HQ+3 part. Each +1 isn't a full percentage point of increased HQ rate, though (IIRC, testing seemed to point to it being somewhere around +0.25% each, but better tests might have been done since I stopped paying attention). I believe +1% is over base rate what would explain how its not thta much noticeable. But while doing a couple of blenmonts ring, i had a more noticeable HQ rate than expected.
Im just waiting to finish my gold shield and gonna start keeping records doing -ites synths for extra cash, while knowing better the shield potential. Asura.Geriond said: » I'm not sure what you're asking. Both the Ring and the shield (both base and enchantment) call it "Increases rate of high-quality item synthesis success +X", so yes, they're the same stat. Which is why I wasn't buying the Shield giving "only" that. Pantafernando said: » Uh... i have no clue what a game mechanic (leveling/deleveling a craft) have to do with shield. What i do know, i had cooking shield started, i decided to give up, started woodworking, leveled all the way to 110 while my cooking fell to 70. While doing quests though, i had to make some cooking on this mule, then my wood dropped to 109. About making sub leveling, i made several of them while on stage 2, mainly to do the quests. Im not sure whats the Actual problem. Normally your sub crafts can not level up above 70 if they are capped at craftsman rank. If you are artisan or higher in any subcraft you can talk to your guild master and he will cap them at craftsman for you, that way you don't risk deleveling your main craft. However, if you start an escutchoen your guild master is stuck in a different dialogue and you can never request to cap a subcraft to craftsman. This was the case at least 3 years ago for shield phases 1-3, and I'm currently experiencing this issue as I'm in phase 3. The only way to work around this was to relinquish your shield. I was wondering if there was another work around between phases 3 and 4, because if not I could just toss my shield now. Asura.Sechs said: » Asura.Geriond said: » I'm not sure what you're asking. Both the Ring and the shield (both base and enchantment) call it "Increases rate of high-quality item synthesis success +X", so yes, they're the same stat. Which is why I wasn't buying the Shield giving "only" that. Offline
Posts: 185
Is there a way for a type command to drop an item?
ryukin182 said: » Is there a way for a type command to drop an item? /treasury drop add item ! But no you can't //throw away crystal Ashita also have one if you are there
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Posts: 185
God I wish they would add that one, seriously. Drop the damn orb when it's used.
and/or change a cracked orb into a new item literally called cracked orb ffs, it's not rocket science. I mean we don't keep empty potion bottles or empty tool bags, why do we keep broken orbs. (I know it's a pointless fetch quest) Asura.Geriond said: » The shield gives +5, and testing indicates that it matches up with other sources of that stat. Pure HQ rate is only one part for why shields are so good at crafting. I forgot there's +2 in the base shield outside of the enchantment though, so that's indeed 5% total. The same amount you can get with Crafter's, Orvail and Food. Which, again, seem to make less of a difference but I suppose that's "just" bias? Offline
Posts: 185
Is there an addon that forces all npc's to be shown in a zone? This Burning Circle keeps not showing up and I have to zone to make it reappear
ryukin182 said: » Is there an addon that forces all npc's to be shown in a zone? This Burning Circle keeps not showing up and I have to zone to make it reappear Not easily done, at least in the manner you're hoping. The server needs to send npc name, index, model, etc. Someone would have to keep a true to retail database of all npc names and data, and it still wouldn't work properly for anything that can move or any index changes. Offline
Posts: 185
RIP me
That one add-on is supposed to do exactly this, but never works for me.
Remember. It's in the launcher. if you mean ASE, that's not really what it does
it changes the server>client packets render flag to true, so everything is drawn if you don't get the server>client packet in the first place, which is what's happening here, then it won't do ***for you |
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