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The Beast Within -- A Guide to Blue Mage
By lhova 2015-12-29 15:10:39
Where do you farm dark matter?
By lhova 2015-12-29 15:10:49
Where do you farm dark matter?
サーバ: Asura
Game: FFXI
Posts: 1
By Asura.Ruaumoko 2015-12-29 15:17:39
Where do you farm dark matter? Vagary.
[+]
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-12-29 17:13:41
You really need DEX and some decent DMG+ in order to beat Nibiru, unfortunately. That might be great for RDM, though, as I don't know much about gearing that for melee.
Odin.Slore
サーバ: Odin
Game: FFXI
Posts: 1350
By Odin.Slore 2015-12-29 18:55:43
I found I got the best augs from Taupe stones
Bahamut.Jaegar
サーバ: Bahamut
Game: FFXI
Posts: 8
By Bahamut.Jaegar 2015-12-29 23:51:35
Bismarck.Speedyjim said: »Can somebody explain why sometimes when I'm casting nukes like Tenebral Crush, do my Luhluza Charuqs +1 and/or Assimilator's Shalwar +1 equip instead of my Amalric? Many thanks!
Quote: Code -------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
include('organizer-lib')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
state.Buff.Convergence = buffactive.Convergence or false
state.Buff.Diffusion = buffactive.Diffusion or false
state.Buff.Efflux = buffactive.Efflux or false
state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false
state.MagicBurst = M(false, 'Magic Burst')
blue_magic_maps = {}
-- Mappings for gear sets to use for various blue magic spells.
-- While Str isn't listed for each, it's generally assumed as being at least
-- moderately signficant, even for spells with other mods.
-- Physical Spells --
-- Physical spells with no particular (or known) stat mods
blue_magic_maps.Physical = S{
'Bilgestorm'
}
-- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
blue_magic_maps.PhysicalAcc = S{
'Heavy Strike',
}
-- Physical spells with Str stat mod
blue_magic_maps.PhysicalStr = S{
'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
'Uppercut','Vertical Cleave'
}
-- Physical spells with Dex stat mod
blue_magic_maps.PhysicalDex = S{
'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
'Vanity Dive'
}
-- Physical spells with Vit stat mod
blue_magic_maps.PhysicalVit = S{
'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
}
-- Physical spells with Agi stat mod
blue_magic_maps.PhysicalAgi = S{
'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
'Pinecone Bomb','Spiral Spin','Wild Oats'
}
-- Physical spells with Int stat mod
blue_magic_maps.PhysicalInt = S{
'Mandibular Bite','Queasyshroom'
}
-- Physical spells with Mnd stat mod
blue_magic_maps.PhysicalMnd = S{
'Ram Charge','Screwdriver','Tourbillion'
}
-- Physical spells with Chr stat mod
blue_magic_maps.PhysicalChr = S{
'Bludgeon'
}
-- Physical spells with HP stat mod
blue_magic_maps.PhysicalHP = S{
'Final Sting'
}
-- Magical Spells --
-- Magical spells with the typical Int mod
blue_magic_maps.Magical = S{
'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb', 'Searing Tempest', 'Blinding Fulgor',
'Spectral Floe', 'Scouring Spate', 'Anvil Lightning', 'Silent Storm', 'Entomb', 'Tenebral Crush'
}
-- Magical spells with a primary Mnd mod
blue_magic_maps.MagicalMnd = S{
'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
}
-- Magical spells with a primary Chr mod
blue_magic_maps.MagicalChr = S{
'Eyes On Me','Mysterious Light'
}
-- Magical spells with a Vit stat mod (on top of Int)
blue_magic_maps.MagicalVit = S{
'Thermal Pulse'
}
-- Magical spells with a Dex stat mod (on top of Int)
blue_magic_maps.MagicalDex = S{
'Charged Whisker','Gates of Hades'
}
-- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
-- Add Int for damage where available, though.
blue_magic_maps.MagicAccuracy = S{
'1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
}
-- Breath-based spells
blue_magic_maps.Breath = S{
'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
'Thunder Breath','Vapor Spray','Wind Breath'
}
-- Stun spells
blue_magic_maps.Stun = S{
'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
'Thunderbolt','Whirl of Rage'
}
-- Healing spells
blue_magic_maps.Healing = S{
'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
'Wild Carrot'
}
-- Buffs that depend on blue magic skill
blue_magic_maps.SkillBasedBuff = S{
'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
'Pyric Bulwark','Reactor Cool',
}
-- Other general buffs
blue_magic_maps.Buff = S{
'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
'Zephyr Mantle'
}
-- Spells that require Unbridled Learning to cast.
unbridled_spells = S{
'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
'Crashing Thunder','Droning Whirlwind','Gates of Hades','Harden Shell','Polar Roar',
'Pyric Bulwark','Thunderbolt','Tourbillion','Uproot','Mighty Guard','Cruel Joke','Cesspool','Tearing Gust'
}
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('Normal', 'Acc', 'Refresh', 'Learning')
state.WeaponskillMode:options('Normal', 'Acc')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT', 'Refresh', 'Learning')
state.HybridMode:options('Normal', 'PDT')
state.MagicBurst = M(false, 'Magic Burst')
-- Additional local binds
send_command('bind ^` input /ja "Chain Affinity" <me>')
send_command('bind !` input /ja "Burst Affinity" <me>')
send_command('bind @` input /ja "Efflux" <me>')
send_command('bind ` input /ma "Sudden Lunge" <t>')
send_command('bind delete input /ws "Chant du Cygne" <t>')
send_command('bind end input /ja "Diffusion" <me>')
send_command('bind home input /ja "Unbridled Learning" <me>')
send_command('bind ^- input /ma "Carcharian Verve" <me>')
send_command('bind ^= input /ma "Mighty Guard" <me>')
send_command('bind !- gs c toggle MagicBurst')
update_combat_form()
select_default_macro_book()
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 !`')
send_command('unbind !-')
send_command('unbind !=')
send_command('unbind @`')
send_command('unbind @-')
send_command('unbind @=')
send_command('unbind delete')
send_command('unbind end')
send_command('unbind home')
end
-- Set up gear sets.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
sets.buff['Burst Affinity'] = {legs="Assimilator's Shalwar +1",feet="Hashishin Basmak +1"}
sets.buff['Chain Affinity'] = {head="Hashishin Kavuk", feet="Assimilator's Charuqs +1"}
sets.buff.Convergence = {}
sets.buff.Enchainment = {}
sets.buff.Diffusion = {feet="Luhlaza Charuqs +1"}
sets.buff.Efflux = {legs="Hashishin Tayt +1"}
-- Precast Sets
organizer_items = {
claid="Claidheamh Soluis",
nblade={name="Nibiru Blade", augments={'DEX+10','Accuracy+20','Mag. Acc.+15'}},
nblade2={name="Nibiru Blade", augments={'STR+10','Attack+20','"Store TP"+3'}},
nclub="Nibiru Cudgel"}
-- Precast sets to enhance JAs
sets.precast.JA['Azure Lore'] = {hands="Luhlaza Bazubands"}
-- Waltz set (chr and vit)
sets.precast.Waltz = {}
-- Don't need any special gear for Healing Waltz.
sets.precast.Waltz['Healing Waltz'] = {}
-- Fast cast sets for spells
sets.precast.FC = {ammo="Impatiens",
head="Carmine Mask",neck="Orunmila's Torque",ear1="Enchanter Earring +1",ear2="Loquacious Earring",
body="Luhlaza Jubbah +1",hands="Leyline Gloves",ring1="Weatherspoon Ring",ring2="Prolix Ring",
back="Swith Cape +1",waist="Witful Belt",legs="Psycloth Lappas",feet="Chelona Boots +1"}
sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Hashishin Mintan +1"})
-- Weaponskill sets
-- Default set for any weaponskill that isn't any more specifically defined
sets.precast.WS = {ammo="Expeditious Pinion",
head="Adhemar Bonnet",neck=gear.ElementalGorget,ear1="Cessance Earring",ear2="Brutal Earring",
body="Abnoba Kaftan",hands="Rawhide Gloves",ring1="Ramuh Ring",ring2="Epona's Ring",
back="Rancorous Mantle",waist=gear.ElementalBelt,legs="Samnuha Tights",feet="Thereoid Greaves"}
sets.precast.WS.acc = set_combine(sets.precast.WS, {ammpo="Honed Tathlum"})
-- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
sets.precast.WS['Chant du Cygne'] = set_combine(sets.precast.WS, {
ear1="Moonshade Earring",legs="Samnuha Tights"})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ammo="Hydrocera",
head="Carmine Mask",ear1="Moonshade Earring",ring1="Aquasoul Ring",back="Bleating Mantle"})
sets.precast.WS['Requiescat'].acc = set_combine(sets.precast.WS['Requiescat'], {back="Bleating Mantle"})
sets.precast.WS['Sanguine Blade'] = {
head=gear.hag_mab_hat,neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Novio Earring",
body="Amalric Doublet",hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
back="Cornflower Cape",waist="Yamabuki-no-Obi",legs="Hagondes Pants +1",feet="Hashishin Basmak +1"}
sets.precast.WS['Flash Nova'] = set_combine(sets.precast.WS['Sanguine Blade'], {ring1="Weatherspoon Ring"})
sets.precast.WS['Realmrazer'] = set_combine(sets.precast.WS, {
head="Adhemar Bonnet",ring1="Aquasoul Ring",ring2="Aquasoul Ring",
back="Bleating Mantle",legs="Samnuha Tights"})
-- Midcast Sets
sets.midcast.FastRecast = {}
sets.midcast['Blue Magic'] = {}
-- Physical Spells --
sets.midcast['Blue Magic'].Physical = {ammo="Honed Tathlum",
head="Adhemar Bonnet",neck="Caro Necklace",ear1="Vulcan's Pearl",ear2="Flame Pearl",
body="Adhemar Jacket",hands="Rawhide Gloves",ring1="Pyrosoul Ring",ring2="Pyrosoul Ring",
back="Cornflower Cape",waist="Prosilio Belt +1",legs="Samnuha Tights",feet="Rawhide Boots"}
sets.midcast['Blue Magic'].PhysicalAcc = set_combine(sets.midcast['Blue Magic'].Physical, {
neck="Clotharius Torque",hands="Leyline Gloves",back="Grounded Mantle +1",waist="Olseni Belt",feet=gear.accdt_feet})
sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical, {})
sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical, {})
-- Magical Spells --
sets.midcast['Blue Magic'].Magical = {ammo="Ghastly Tathlum +1",
head=gear.hag_mab_hat,neck="Eddy Necklace",ear1="Friomisi Earring",ear2="Novio Earring",
body="Amalric Doublet",hands="Amalric Gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
back="Cornflower Cape",waist="Yamabuki-no-Obi",legs="Amalric Slops",feet="Amalric Nails"}
sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
{ammo="Mavi Tathlum",ear1="Enchanter Earring +1",ear2="Gwati Earring",head="Helios Band",body="Hashishin Mintan +1",
hands="Leyline Gloves",ring1="Weatherspoon Ring",legs="Psycloth Lappas",feet="Hashishin Basmak +1"})
sets.midcast['Blue Magic'].MagicAccuracy = set_combine(sets.midcast['Blue Magic'].Magical, {ammo="Mavi Tathlum",
head="Helios Band",ear1="Enchanter Earring +1",ear2="Gwati Earring",body="Hashishin Mintan +1",ring1="Weatherspoon Ring",legs="Psycloth Lappas"})
sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
{hands="Telchine Gloves",ring1="Aquasoul Ring",ring2="Aquasoul Ring",back="Cornflower Cape",
legs="Telchine Braconi",feet="Medium's Sabots"})
sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)
sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical, {})
sets.midcast['Blue Magic']['Tenebral Crush'] = set_combine(sets.midcast['Blue Magic'].Magical, {head="Pixie Hairpin +1"})
-- Breath Spells --
sets.midcast['Blue Magic'].Breath = {ammo="Mavi Tathlum",
neck="Sanctity Necklace",ear1="Enchanter Earring +1",ear2="Gwati Earring",
hands="Amalric Gages",back="Cornflower Cape",legs="Psycloth Lappas",feet="Medium's Sabots"}
-- Other Types --
sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy, {head="Carmine Mask",neck="Sanctity Necklace",ear1="Steelflash Earring",ring2="Patricius Ring",
waist="Olseni Belt",feet=gear.herc_feet_TP})
sets.midcast['Blue Magic']['White Wind'] = set_combine(sets.midcast['Blue Magic'].Healing, {})
sets.midcast['Blue Magic'].Healing = {
head="Telchine Cap",neck="Colossus's Torque",ear1="Lifestorm Earring",ear2="Loquacious Earring",
body="Hashishin Mintan +1",hands="Telchine Gloves",ring1="Aquasoul Ring",ring2="Aquasoul Ring",
back="Tempered Cape +1",waist="Bishop's Sash",legs="Telchine Braconi",feet="Medium's Sabots"}
sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
body="Assimilator's Jubbah +1",back="Cornflower Cape",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
sets.midcast['Blue Magic'].Buff = set_combine(sets.midcast['Blue Magic'].SkillBasedBuff, {})
sets.midcast.Protect = {ring1="Sheltered Ring"}
sets.midcast.Protectra = {ring1="Sheltered Ring"}
sets.midcast.Shell = {ring1="Sheltered Ring"}
sets.midcast.Shellra = {ring1="Sheltered Ring"}
sets.midcast.Refresh = {waist="Gishdubar Sash"}
-- Sets to return to when not performing an action.
-- Gear for learning spells: +skill and AF hands.
sets.Learning = {ammo="Mavi Tathlum",body="Assimilator's Jubbah +1",hands="Assimilator's Bazubands",
back="Cornflower Cape",legs="Hashishin Tayt +1",feet="Luhlaza Charuqs +1"}
--head="Luhlaza Keffiyeh"
sets.latent_refresh = {}
-- Resting sets
sets.resting = {
head="Iuitl Headgear +1",neck="Wiglen Gorget",
body="Assimilator's Jubbah +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",feet="Chelona Boots +1"}
-- Idle sets
sets.idle = {ammo="Impatiens",
head="Rawhide Mask",neck="Wiglen Gorget",ear1="Ethereal Earring",ear2="Loquacious Earring",
body="Assimilator's Jubbah +1",hands="Serpentes Cuffs",ring1="Sheltered Ring",ring2="Paguroidea Ring",
back="Umbra Cape",waist="Flume Belt",legs="Crimson Cuisses",feet="Serpentes Sabots"}
sets.idle.PDT = {
head="Iuitl Headgear +1",neck="Twilight Torque",ear1="Ethereal Earring",ear2="Loquacious Earring",
body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Umbra Cape",waist="Flume Belt",legs="Hagondes Pants +1",feet=gear.accdt_feet}
sets.idle.Town = {
head="Adhemar Bonnet",neck="Clotharius Torque",ear1="Cessance Earring",ear2="Brutal Earring",
body="Adhemar Jacket",hands=gear.herc_hands_TP,ring1="Epona's Ring",ring2="Petrov Ring",
back="Bleating Mantle",waist="Windbuffet Belt +1",legs="Crimson Cuisses",feet=gear.herc_feet_TP}
sets.idle.Learning = set_combine(sets.idle, sets.Learning)
sets.idle.Refresh = set_combine(sets.idle, {legs="Lengo Pants"})
-- Defense sets
sets.defense.PDT = {
head="Iuitl Headgear +1",neck="Twilight Torque",ear1="Ethereal Earring",ear2="Loquacious Earring",
body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Umbra Cape",waist="Flume Belt",legs="Hagondes Pants +1",feet=gear.accdt_feet}
sets.defense.MDT = {
head="Helios Band",neck="Twilight Torque",ear1="Mujin Stud",ear2="Sanare Earring",
body="Hashishin Mintan +1",hands="Amalric Gages",ring1="Defending Ring",ring2="Shadow Ring",
back="Engulfer Cape +1",waist="Flume Belt",legs="Hashishin Tayt +1",feet="Amalric Nails"}
sets.Kiting = {legs="Crimson Cuisses"}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged = {ammo="Ginsen",
head="Adhemar Bonnet",neck="Asperity Necklace",ear1="Cessance Earring",ear2="Brutal Earring",
body="Adhemar Jacket",hands=gear.herc_hands_TP,ring1="Petrov Ring",ring2="Epona's Ring",
back="Bleating Mantle",waist="Windbuffet Belt +1",legs="Samnuha Tights",feet=gear.herc_feet_TP}
sets.engaged.Acc = set_combine(sets.engaged, {ammo="Honed Tathlum",
head="Carmine Mask",neck="Clotharius Torque",ear2="Steelflash Earring",
hands="Leyline Gloves",back="Grounded Mantle +1",waist="Olseni Belt"})
sets.engaged.PDT = {
head="Iuitl Headgear +1",neck="Twilight Torque",ear1="Cessance Earring",ear2="Brutal Earring",
body="Emet Harness +1",hands="Umuthi Gloves",ring1="Defending Ring",ring2=gear.DarkRing.physical,
back="Umbra Cape",waist="Windbuffet Belt +1",legs="Samnuha Tights",feet=gear.accdt_feet}
sets.engaged.Refresh = set_combine(sets.engaged, {head="Rawhide Mask",body="Assimilator's Jubbah +1",legs="Lengo Pants"})
sets.engaged.DW = set_combine(sets.engaged, {})
sets.engaged.DW.Acc = set_combine(sets.engaged.Acc, {})
sets.engaged.DW.Refresh = set_combine(sets.engaged.Refresh, {})
sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)
sets.self_healing = {ring1="Kunaji Ring",ring2="Asklepian Ring",waist="Gishdubar Sash"}
sets.MagicBurst = {head="Helios Band",hands="Helios Gloves",ring1="Locus Ring",ring2="Mujin Band",back="Seshaw Cape",feet="Helios Boots"}
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)
if unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
eventArgs.cancel = true
windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
end
if (spell.type:endswith('Magic') or spell.type == "Ninjutsu") and buffactive.silence then -- Auto Use Echo Drops If You Are Silenced --
cancel_spell()
send_command('input /item "Echo Drops" <me>')
end
if spell.english == 'Berserk' then
if buffactive.Berserk then -- Change Berserk To Aggressor If Berserk Is On --
cancel_spell()
send_command('input /ja Aggressor <me>')
end
end
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)
-- Add enhancement gear for Chain Affinity, etc.
if spell.skill == 'Blue Magic' then
for buff,active in pairs(state.Buff) do
if active and sets.buff[buff] then
equip(sets.buff[buff])
end
end
if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
equip(sets.self_healing)
end
end
-- If in learning mode, keep on gear intended to help with that, regardless of action.
if state.OffenseMode.value == 'Learning' then
equip(sets.Learning)
end
if state.MagicBurst.value and spellMap:contains('Magical') then
if buffactive['Burst Affinity'] or buffactive['Azure Lore'] then
equip(sets.MagicBurst)
end
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)
if not (buffactive['Burst Affinity'] or buffactive['Azure Lore']) then
state.MagicBurst:reset()
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 state.Buff[buff] ~= nil then
state.Buff[buff] = gain
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
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-- Custom spell mapping.
-- Return custom spellMap value that can override the default spell mapping.
-- Don't return anything to allow default spell mapping to be used.
function job_get_spell_map(spell, default_spell_map)
if spell.skill == 'Blue Magic' then
for category,spell_list in pairs(blue_magic_maps) do
if spell_list:contains(spell.english) then
return category
end
end
end
end
-- Modify the default idle set after it was constructed.
function customize_idle_set(idleSet)
if player.mpp < 51 then
set_combine(idleSet, sets.latent_refresh)
end
if world.area:contains('Adoulin') then
idleSet = set_combine(sets.idle.Town, {body="Councilor's Garb"})
end
return idleSet
end
-- 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_update(cmdParams, eventArgs)
update_combat_form()
end
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-- Utility functions specific to this job.
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function update_combat_form()
-- Check for H2H or single-wielding
if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
state.CombatForm:reset()
else
state.CombatForm:set('DW')
end
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'WAR' then
set_macro_page(2, 9)
else
set_macro_page(1, 9)
end
end
Hey
I've noticed this too recently, but only during my Bhaflau salvage runs. Everywhere else I haven't had a problem with sets.
The only thing I do in Bhaflau that I don't do anywhere else (or barely ever do anywhere else) is a CA+Efflux CDC>Sinker Drill a fly at the start for the quick kill while gear is still locked. Everything after that has my Mavi Kavuk +2, Assimilator's Charuqs +1 & Mavi Tayt +2 in the midcast. It doesn't actually matter what I'm casting, after that fly kill, those three pieces replace everything in midcasts.
I've noticed it breaks with Burst Affinity too, as in it will put Hashishin Basmak in weird midcasts after I've used Burst Affinity and nuked a load of gears.
So it looks like something somewhere is breaking and making it think like CA, Efflux & BA are still active after they've been consumed.
Just tried doing similar things on hornets outside bastok but I cannot get the problem to repeat at the moment.
I'm not a codey person so unfortunately I have no solutions, just hope the extra info is a step in the right direction to get this fixed.
In the mean time, as a temporary workaround, reload gs when you notice this happening. It fixes the problem... until you use a JA again of course :)
~Jae
Leviathan.Stamos
サーバ: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2015-12-29 23:54:51
Well... interesting... kind of
[+]
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-12-30 00:53:35
Bless its little heart. It tried so hard.
Leviathan.Stamos
サーバ: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2015-12-30 00:57:26
Yeah lol. I mean, I'll get use out of the TH+, but that is about it.
Did toss four DM at it, did get crit hit +3%, refresh +1, and some pet crap on the others
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-12-30 02:09:34
Refresh on Herculean would be damn nice to see. Could finally get rid of Serpentes after all these long years.
That Colada will most likely beat out a Nibiru Blade, but I cannot say with absolute certainty because I don't know the rest of your gear. IIRC, the bare minimum to beat Nibiru A in the offhand is +15 or more DMG, +10 or more DEX. Everything else is gravy and just escalates it further. You'll definitely want to aim for high accuracy, though, as Nibiru sports quite a bit, and sacrificing it for a Colada can be detrimental.
[+]
By Takisan 2015-12-30 16:29:52
Well... interesting... kind of
Fern stone?
By fillerbunny9 2015-12-30 16:36:38
it has Treasure Hunter on it which thus far has been unique to Dark Matter trades.
By lhova 2015-12-30 16:43:52
So just to be clear. A person would get augments via regular stones (for example 15 Dex 28 Acc on herc boots) and then with dm they can add an additional random augment to the item while keeping the original augment?
By fillerbunny9 2015-12-30 16:45:43
from what I have seen Dark Matter overwrites what is on the item, with its own, large and somewhat unique pool of augments. I have not had the DM laying around to test such a trade, so someone please correct me if I am wrong.
Ramuh.Austar
サーバ: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2015-12-30 17:09:07
I remember hearing from somewhere that attack now applies to physical blue spells, but I'm guessing it's just the combat skill from main hand, correct?
Siren.Kyte
サーバ: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2015-12-30 17:13:01
It's both, although percent based modifiers only act on the main hand attack when calculating their increase to blue magic attack.
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-12-30 17:13:15
Dark Matter completely replaces a prior augment, just as regular stones do.
Attack boosts do apply to physical blue magic spells, too.
Ramuh.Austar
サーバ: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2015-12-30 17:20:04
So are blue skill and attack equal in that regard? Ignoring the base damage increase from skill, I mean.
By lhova 2015-12-30 17:22:28
SE always finds a way to make ***so random. You should be able to keep certain stats you like. If I could get some good on Att on my 15 Dex 28 Acc Herc boots then I'd be really happy. Spent like 300 stones just to get that. Granted it added +19 to my Acc eet though.
Siren.Kyte
サーバ: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2015-12-30 17:22:55
Completely ignoring base damage, raw attack is a bit better than +skill if you're utilizing any percent-based bonuses (food, Berserk, Nature's Meditation, etc).
EDIT: Actually I misremembered the calculation steps- blue magic skill is actually a bit better if you have potency merits.
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-12-30 17:27:32
I would have liked it if the augment system was not so absurdly random, but there is zero way they would have allowed the caps to go as high as they do if we could pick and choose augments more easily. As it is, we have less consistent results, but a far higher ceiling for maximum results. Not ideal, but those ridiculously good augments are just about necessary for endgame.
サーバ: Fenrir
Game: FFXI
Posts: 11681
By Fenrir.Nightfyre 2015-12-30 18:45:04
Completely ignoring base damage, raw attack is a bit better than +skill if you're utilizing any percent-based bonuses (food, Berserk, Nature's Meditation, etc). Do percent bonuses not simply affect the spell's total attack value? That seems rather odd. I would expect the game to calculate spell attack more or less as it would attack for any weapon nowadays, albeit with blue magic skill substituted for weapon skill. That would make skill and attack 1:1 barring skill's contribution to base damage.
I haven't really kept up with Dark Matter augments because even more random augment *** isn't really my cup of tea; does it offer anything actually worth pursuing beyond TH+ gear and maybe refresh hands/feet?
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-12-30 19:07:25
The absolute best augments for melee from Dark Matter include a maximum of 5DA, 4TA, and 3QA, most likely with acc and atk stacked on top of that all within the same augment.
Will you ever see that in 50,000 dark matters? Probably not, but it's there. They made the system as random as possible in an attempt to extend longevity.
[+]
サーバ: Fenrir
Game: FFXI
Posts: 11681
By Fenrir.Nightfyre 2015-12-30 19:37:13
Yeah, I'm leaving stupidly rare augment combinations out of consideration here. The base system is bad enough as is, I'm not chasing infinitesimal probabilities with Dark Matter.
[+]
Sylph.Oraen
サーバ: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-12-30 19:46:42
I haven't used a single DM on any piece of gear, regardless of the possible stats, because the extreme randomness is ***. Just mentioning what is apparently possible. You're basically just using matters for the possibility of TH and refresh, yeah.
I guess you could luck out and get some TA and a bunch of accuracy and attack, but I don't think it's worth it at all. Just sell your dark matters for money to fund things that aren't infuriating.
[+]
サーバ: Shiva
Game: FFXI
Posts: 54
By Shiva.Nokturnall 2015-12-30 19:51:11
You know what sucks? Being on your last Arrapago trial for mythic and dying to a Bhoot's Perdition. 1 day wait - here I come!
[+]
Leviathan.Stamos
サーバ: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2015-12-30 20:03:56
lol surprised they haven't shifted all the AR trials to another zone
Leviathan.Stamos
サーバ: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2015-12-30 20:06:19
I haven't used a single DM on any piece of gear, regardless of the possible stats, because the extreme randomness is ***. Just mentioning what is apparently possible. You're basically just using matters for the possibility of TH and refresh, yeah.
I guess you could luck out and get some TA and a bunch of accuracy and attack, but I don't think it's worth it at all. Just sell your dark matters for money to fund things that aren't infuriating.
After finishing up Almace, I'm mostly like what the hell. Got basically what I wanted since I had an extra pair of Herculean Trousers.
If people feel the itch to use DM, would suggest waiting for that "campaign" they suggested. Where you can get six augment tries with one DM. But, obviously you would have to stock up on them/if they ever do that campaign
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