Kaboom! A Guide For Black Mage

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2010-06-21
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Kaboom! A Guide for Black Mage
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Posts: 87
By mrlooolz 2016-11-22 14:20:53  
Fenrir.Ramzus said: »
Either works. They literally are 99% similar in stat and neither of them have any sort of advantage for bursts. Eschan stone works too but it's not as good as the other two. Just use whichever one you can get the easiest.


Got it! thanks!
 Asura.Toralin
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By Asura.Toralin 2016-11-25 09:46:12  
Whats best for Dye on BLM cape thats being used for Death another 20MP or 10INT?
 Fenrir.Ramzus
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By Fenrir.Ramzus 2016-11-25 11:25:13  
Death doesn't use INT in its damage calculation
 Asura.Toralin
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By Asura.Toralin 2016-11-25 12:15:43  
Fenrir.Ramzus said: »
Death doesn't use INT in its damage calculation
well that makes it easy!
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By ocean 2016-11-25 12:23:00  
Asura.Toralin said: »
Fenrir.Ramzus said: »
Death doesn't use INT in its damage calculation
well that makes it easy!

I wonder with amalric+1 if the extra macc with 10INT vs 20 additional mp would be worthwhile? I guess it's trivial at this point.
 Valefor.Maurauc
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By Valefor.Maurauc 2016-11-25 16:34:16  
I've been doing some calculations trying to make a death calculator, and I'm really struggling to make a Grioavolr do more damage on death than a Lathi Path A. My current total stats are:

216MAB in gear (without weapon)
38% MBurst in gear
2107 MP in gear

This set, with various augs:
ItemSet 347874

Am I doing something wrong/calculating wrong? (Also, any recommendations on upgrades bar Amalric +1)
 Fenrir.Ramzus
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By Fenrir.Ramzus 2016-11-25 16:40:03  
Mephitas Ring->Archon Ring.
Etiolation Earring->Friomisi Earring

Grioavolr becomes more useless as you gain MBD elsewhere. However, it has a ton of M. Acc over Lathi which is why people prefer it for harder stuff. For easier stuff it's really easy to hit 99,999 regardless so Lathi isn't doing anything in that regard (although, it IS technically better)

Also I only count 35%, not 40%. So either you'd have to swap Frio to Static, or have a Grioavolr w/ 5% MB. Not everyone has 10 MB Jubbah+Crackows with high MAB ether so that also makes Grioavolr more useful
[+]
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By Lyramion 2016-11-25 17:19:01  
Quote:
Ethereal

Static !
 Fenrir.Ramzus
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By Fenrir.Ramzus 2016-11-25 18:05:26  
Lyramion said: »
Quote:
Ethereal

Static !

long week
 Asura.Toralin
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By Asura.Toralin 2016-11-27 09:27:21  
Ramzus what have you been able to get on Grio for Death? Are you hitting 99k on the Reisen HELM Chloris NM?

friend and i were trying to see what we could roll. since I am heavy on amalric+1 my burst% was well under cap so this seems to be pretty good for my setup
 Fenrir.Ramzus
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By Fenrir.Ramzus 2016-11-28 11:11:58  
I haven't bothered to make one on Bacon/Oneone but I have a near fully capped Grioavolr on Airride for Death. I think it was like 87 MP, 30 M. Acc, 26 MAB, 8 MB?
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By Lyramion 2016-11-28 11:49:09  
We will need Screenshot proof of that. (So I can show it to ppl and drive them crazy with augments)
 Fenrir.Ramzus
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By Fenrir.Ramzus 2016-11-28 12:05:59  
Fenrir.Ramzus said: »
[+]
 Asura.Toralin
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By Asura.Toralin 2016-11-28 13:30:01  
nice!!!
 Asura.Evildemon
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By Asura.Evildemon 2016-12-02 18:18:22  
Anyone have a little more advanced Gearswap with toggles for death set-up and that jazz along with a toggle for normal magic bursting?
 Asura.Werdxi
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By Asura.Werdxi 2016-12-05 10:30:16  
I'm in the middle of making a JSE cape for midcast Death and am looking for some advice on the augments. I seem to have no trouble finding the augs for weapons and amalric, but what about the cape? Here's my thoughts.

Thread > 60MP (only real option)
Dust > Mag Acc (only real option)
Sap > 10MaB or 10 Fast Cast ??
Dye > 20MP / 10 Mag Acc ??

I know that the situation is going to change the needs, but this is my fourth BLM cape, so EVENTUALLY I'll have more options, but what should I start with? Thanks guys.
 Asura.Evildemon
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By Asura.Evildemon 2016-12-10 20:43:05  
Asura.Evildemon said: »
Anyone have a little more advanced Gearswap with toggles for death set-up and that jazz along with a toggle for normal magic bursting?

bump
 Asura.Pintseyes
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By Asura.Pintseyes 2016-12-10 20:52:08  
Code
-- This is lua is built using Mote's modified includes, 
-- which you can find in my GearSwap/libs folder here: <a href="https://github.com/Lygre/addons/tree/mac-blm/GearSwap/libs" rel="nofollow">https://github.com/Lygre/addons/tree/mac-blm/GearSwap/libs</a>
 
---- Macro/Keybind/Toggles/SelfCommands you may need
-- Magic Burst: /console gs c toggle MagicBurst
-- AF Body: /console gs c toggle ConsMP
-- AOE for auto nuke: /console gs c toggle AOE
--- This is makes the nuke() function use AOE nukes or not
-- Element for auto nuke: /console gs c element (Earth, Wind, Ice, Fire, Water, Lightning) - case sensitive
--- Selects an element for nuke() to use
-- Auto Nuke: /console gs c nuke
-- Death Mode: /console gs c toggle DeatCast
--- Saved Death Mode toggle for last
--- This one toggle will handle everything for Death
--- This includes idle/engaged, casting other spells/self-buffs
--- The only other thing you have to do is the Magic Burst toggle,
--- as it decides whether the handler will put your Death-specific MB set on over your
--- regular one.
--- It also remembers what casting mode you were in when you turned Death Mode on
--- and return to it upon exiting Death Mode
 
-------------------------------------------------------------------------------------------------------------------
-- 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.
 
-------------------------------------------------------------------------------------------------------------------
-- 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 job_setup()
    state.OffenseMode:options('None', 'Locked')
    state.CastingMode:options('Normal', 'Mid', 'Resistant', 'CMP','DeatMB')
    state.IdleMode:options('Normal', 'PDT')
   
    MagicBurstIndex = 0
    state.MagicBurst = M(false, 'Magic Burst')
    state.ConsMP = M(false, 'AF Body')
    state.DeatCast = M(false, 'Death Mode')
    element_table = L{'Earth','Wind','Ice','Fire','Water','Lightning'}
    state.AOE = M(false, 'AOE')
 
    lowTierNukes = S{'Stone', 'Water', 'Aero', 'Fire', 'Blizzard', 'Thunder',
        'Stone II', 'Water II', 'Aero II', 'Fire II', 'Blizzard II', 'Thunder II',
        'Stone III', 'Water III', 'Aero III', 'Fire III', 'Blizzard III', 'Thunder III',
        'Stonega', 'Waterga', 'Aeroga', 'Firaga', 'Blizzaga', 'Thundaga',
        'Stonega II', 'Waterga II', 'Aeroga II', 'Firaga II', 'Blizzaga II', 'Thundaga II'}
 
    degrade_array = {
        ['Fire'] = {'Fire','Fire II','Fire III','Fire IV','Fire V','Fire VI'},
        ['Firega'] = {'Firaga','Firaga II','Firaga III','Firaja'},
        ['Ice'] = {'Blizzard','Blizzard II','Blizzard III','Blizzard IV','Blizzard V','Blizzard VI'},
        ['Icega'] = {'Blizzaga','Blizzaga II','Blizzaga III','Blizzaja'},
        ['Wind'] = {'Aero','Aero II','Aero III','Aero IV','Aero V','Aero VI'},
        ['Windga'] = {'Aeroga','Aeroga II','Aeroga III','Aeroja'},
        ['Earth'] = {'Stone','Stone II','Stone III','Stone IV','Stone V','Stone VI'},
        ['Earthga'] = {'Stonega','Stonega II','Stonega III','Stoneja'},
        ['Lightning'] = {'Thunder','Thunder II','Thunder III','Thunder IV','Thunder V','Thunder VI'},
        ['Lightningga'] = {'Thundaga','Thundaga II','Thundaga III','Thundaja'},
        ['Water'] = {'Water', 'Water II','Water III', 'Water IV','Water V','Water VI'},
        ['Waterga'] = {'Waterga','Waterga II','Waterga III','Waterja'},
        ['Aspirs'] = {'Aspir','Aspir II','Aspir III'},
        ['Sleepgas'] = {'Sleepga','Sleepga II'}
    }
    -- Additional local binds
    send_command('bind ^` gs c toggle MagicBurst')
    send_command('bind !` gs c toggle ConsMP')
    send_command('bind @` gs c toggle DeatCast')
 
 
    organizer_items = {aeonic="Khatvanga"}
    select_default_macro_book()
end
 
-- Called when this job file is unloaded (eg: job change)
function user_unload()
    send_command('unbind ^`')
    send_command('unbind @`')
end
 
 
-- Define sets and vars used by this job file.
function init_gear_sets()
    --------------------------------------
    -- Start defining the sets
    --------------------------------------
     
    ---- Precast Sets ----
     
    -- Precast sets to enhance JAs
    sets.precast.JA['Mana Wall'] = {back="Taranus's cape",feet="Wicce Sabots +1"}
 
    sets.precast.JA.Manafont = {body="Sorcerer's Coat +2"}
     
    -- equip to maximize HP (for Tarus) and minimize MP loss before using convert
    sets.precast.JA.Convert = {}
 
 
    -- Fast cast sets for spells
 
    sets.precast.FC = {}
    sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})
    sets.precast.FC['Enfeebling Magic'] = sets.precast.FC
    sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {ear1="Barkarole earring"})
    sets.precast.FC['Healing Magic'] = set_combine(sets.precast.FC, {body="Heka's Kalasiris",legs="Doyen pants", back="Pahtli Cape"})
 
 
    --Death sets
    -- Default Idle set while Death Mode is on
    sets.DeatCastIdle = {}  
    -- Default FC set when Death Mode is on and no matching DeatMB subtable is found for specific spell
    ---More specific FC sets under Death Mode could be implemented, but I really saw no point.
    sets.precast.FC.DeatMB = {}
    -- Base midcast table for actually casting 'Death'
    sets.midcast['Death'] = {}
    -- Set to be imposed on top of above base Death set when Death Mode and Magic Burst Mode are both on
    sets.MB_death = {}
 
    -- Weaponskill sets
    -- Default set for any weaponskill that isn't any more specifically defined
    sets.precast.WS = {}
    -- Specific weaponskill sets.  Uses the base set if an appropriate WSMod version isn't found.
    sets.precast.WS['Myrkr'] = {}
 
    ---- Midcast Sets ----
    sets.midcast.FastRecast = {}
 
    sets.midcast['Healing Magic'] = {}
 
    sets.midcast['Enhancing Magic'] = {}
 
    sets.midcast.Refresh = {}
    sets.midcast.Haste = {}
    sets.midcast.Phalanx = {}
    sets.midcast.Aquaveil = {}
    sets.midcast.Stoneskin = {}
 
    sets.midcast['Enfeebling Magic'] = {}   
    sets.midcast['Enfeebling Magic'].Mid = set_combine(sets.midcast['Enfeebling Magic'],{})
    sets.midcast['Enfeebling Magic'].Resistant = set_combine(sets.midcast['Enfeebling Magic'].Mid, { }) 
    sets.midcast.ElementalEnfeeble = sets.midcast['Enfeebling Magic']
 
    sets.midcast['Dark Magic'] = {}
    sets.midcast.Drains = set_combine(sets.midcast['Dark Magic'], {})
    sets.midcast.Aspirs = sets.midcast.Drains
    sets.midcast.Stun = {}
 
    -- Elemental Magic sets
     
    sets.midcast['Elemental Magic'] = {}
    sets.midcast['Elemental Magic'].Mid = set_combine(sets.midcast['Elemental Magic'], {})
    sets.midcast['Elemental Magic'].Resistant = set_combine(sets.midcast['Elemental Magic'].Mid, {})
    sets.midcast['Elemental Magic'].CMP = set_combine(sets.midcast['Elemental Magic'], {})
 
    sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'], {})
    sets.midcast['Elemental Magic'].HighTierNuke.Mid = set_combine(sets.midcast['Elemental Magic'].HighTierNuke, {})
    sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'].HighTierNuke.Mid, {})
    sets.midcast['Elemental Magic'].HighTierNuke.CMP = set_combine(sets.midcast['Elemental Magic'].HighTierNuke, {})
 
    sets.midcast.Impact = {head=empty,body="Twilight Cloak"}
 
    --Death Midcast subtables
    ---The foremost set for each magic skill exists to fall back on while Death Mode is on, and no more specifically defined set
    ---exists for the spell
    ----To add more specific sets, as seen below on line 163, define a specific set for either the spell's name or corresponding spellMap
    ----(This set can be the empty set '{}', if you don't care to use it outside of Death Mode or something)
    ----e.g. sets.midcast.Tornado = {}
    ----Then define another set subtable, e.g. sets.midcast.Tornado.DeatMB = {what-have-you}
    sets.midcast.FastRecast.DeatMB = sets.precast.FC.DeatMB
     
    ---Death Enhancing Magic
    sets.midcast['Enhancing Magic'].DeatMB = set_combine(sets.precast.FC.DeatMB, {})
    ----Death Refresh specific
    sets.midcast.Refresh.DeatMB = set_combine(sets.midcast['Enhancing Magic'].DeatMB, {head="Amalric Coif"})
 
    ---Death Enfeebling Magic
    sets.midcast['Enfeebling Magic'].DeatMB = set_combine(sets.precast.FC.DeatMB, {})
     
    ---Death Dark Magic
    sets.midcast['Dark Magic'].DeatMB =  set_combine(sets.precast.FC.DeatMB, {})
    ----Death Aspirs spellMap specific
    sets.midcast.Aspirs.DeatMB = set_combine(sets.precast.FC.DeatMB, {})
 
    ---Death Elemental Magic
    sets.midcast['Elemental Magic'].DeatMB = set_combine(sets.precast.FC.DeatMB, {})
 
    ---Death Healing Magic
    sets.midcast['Healing Magic'].DeatMB = set_combine(sets.precast.FC.DeatMB, {})
 
    --Set to be overlaid on top of the default midcast set for the spell you're casting when Magic Burst mode is toggled on 
    --(excluding when Death Mode is on.[see: sets.MB_death])
    sets.magic_burst = {}
 
    --Set to be equipped when Day/Weather match current spell element
    sets.Obi = {waist='Hachirin-no-Obi'}
 
    -- Resting sets
    sets.resting = {}
 
    -- Idle sets
    -- Normal refresh idle set
    sets.idle = { }
 
    -- Idle mode that keeps PDT gear on, but doesn't prevent normal gear swaps for precast/etc.
    sets.idle.PDT = {}
     
    -- Town gear.
    sets.idle.Town = sets.idle
             
    sets.TreasureHunter = {waist="Chaac Belt"}
 
    -- Set for Conserve MP toggle, puts AF body on
    sets.ConsMP = {body="Spaekona's coat +1"}
 
    -- Defense sets
    sets.defense.PDT = {}
 
    sets.defense.MDT = {}
 
    sets.Kiting = {feet="Herald's gaiters"}
 
    sets.latent_refresh = {waist="Fucho-no-obi"}
 
    -- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
     
    sets.buff['Mana Wall'] = {back="Taranus's cape",feet="Wicce Sabots +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
     
    -- Normal melee group
    --!!!!!Commented out until I make rule to handle engaged set during death mode (will use customize_melee_set)
    --[[sets.engaged = {}]]
 
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)
    enable('feet','back')
    if state.DeatCast.value then
        if spell.action_type == 'Magic' then
            classes.CustomClass = 'DeatMB'
        end
    elseif spell.type == 'BlackMagic' and spell.target.type == 'MONSTER' then
        refine_various_spells(spell, action, spellMap, eventArgs)
    end
end
 
function job_post_precast(spell, action, spellMap, eventArgs)
    if state.DeatCast.value then
        return
    elseif spell.english == "Impact" then
        equip({head=empty,body="Twilight Cloak"})
    elseif spellMap == 'Cure' or spellMap == 'Curaga' then
        gear.default.obi_waist = "Hachirin-no-obi"
    end
end
 
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_midcast(spell, action, spellMap, eventArgs)
    if state.DeatCast.value then
        if spell.action_type == 'Magic' then
            if spell.english == 'Death' then
                equip(sets.midcast['Death'])
            else
                classes.CustomClass = 'DeatMB'
                state.CastingMode:set('DeatMB')
            end
        end
    end
end
 
function job_post_midcast(spell, action, spellMap, eventArgs)
    if spell.action_type == 'Magic' and state.MagicBurst.value then
        if state.DeatCast.value then
            if spell.english == 'Death' then
                equip(sets.MB_death)
            elseif spell.skill == 'Elemental Magic' then            
                        if state.MagicBurst.value and sets.magic_burst then
                            local equipSet = sets.magic_burst
                            if equipSet[spell.english] then
                                    equipSet = equipSet[spell.english]
                            end
                            if equipSet[spellMap] then
                                    equipSet = equipSet[spellMap]
                            end
                            if equipSet[state.CastingMode.value] then
                                    equipSet = equipSet[state.CastingMode.value]
                            end
                            equip(equipSet)
                        end
                    end
                end
    end
    if spell.element == world.day_element or spell.element == world.weather_element then
        if string.find(spell.english,'helix') then
            equip(sets.midcast.Helix)
        else 
            equip(sets.Obi)
        end
    end
    if spell.skill == 'Elemental Magic' and state.ConsMP.value and not state.DeatCast.value then
        equip(sets.ConsMP)
    end
end
 
function job_aftercast(spell, action, spellMap, eventArgs)
    -- Lock feet after using Mana Wall.
    if buffactive['Mana Wall'] and not state.DeatCast.value then
        enable('feet','back')
        equip(sets.buff['Mana Wall'])
        disable('feet','back')
    end
    if not spell.interrupted then
        if spell.english == "Sleep II" or spell.english == "Sleepga II" then -- Sleep II Countdown --
            send_command('wait 60;input /echo Sleep Effect: [WEARING OFF IN 30 SEC.];wait 15;input /echo Sleep Effect: [WEARING OFF IN 15 SEC.];wait 10;input /echo Sleep Effect: [WEARING OFF IN 5 SEC.]')
        elseif spell.english == "Sleep" or spell.english == "Sleepga" then -- Sleep & Sleepga Countdown --
            send_command('wait 30;input /echo Sleep Effect: [WEARING OFF IN 30 SEC.];wait 15;input /echo Sleep Effect: [WEARING OFF IN 15 SEC.];wait 10;input /echo Sleep Effect: [WEARING OFF IN 5 SEC.]')
        elseif spell.english == "Break" then -- Break Countdown --
            send_command('wait 25;input /echo Break Effect: [WEARING OFF IN 5 SEC.]')
        end
    end
 
end
 
function nuke(spell, action, spellMap, eventArgs)
    if player.target.type == 'MONSTER' then
        if state.AOE.value then
            send_command('input /ma "'..degrade_array[element_table:append('ga')][#degrade_array[element_table:append('ga')]]..'" '..tostring(player.target.name))
        else
            send_command('input /ma "'..degrade_array[element_table][#degrade_array[element_table]]..'" '..tostring(player.target.name))
        end
    else 
        add_to_chat(5,'A Monster is not targetted.')
    end
end
 
function job_self_command(commandArgs, eventArgs)
    if commandArgs[1] == 'element' then
        if commandArgs[2] then
            if element_table:contains(commandArgs[2]) then
                element_table = commandArgs[2]
                add_to_chat(5, 'Current Nuke element ['..element_table..']')
            else
                add_to_chat(5,'Incorrect Element value')
                return
            end
        else
            add_to_chat(5,'No element specified')
        end
    elseif commandArgs[1] == 'nuke' then
        nuke()
    end
end
 
 
function refine_various_spells(spell, action, spellMap, eventArgs)
    local aspirs = S{'Aspir','Aspir II','Aspir III'}
    local sleeps = S{'Sleep','Sleep II'}
    local sleepgas = S{'Sleepga','Sleepga II'}
 
    local newSpell = spell.english
    local spell_recasts = windower.ffxi.get_spell_recasts()
    local cancelling = 'All '..spell.english..' spells are on cooldown. Cancelling spell casting.'
 
    local spell_index
 
    if spell_recasts[spell.recast_id] > 0 then
        if spell.skill == 'Elemental Magic' then
            local ele = tostring(spell.element):append('ga')
            --local ele2 = string.sub(ele,1,-2)
            if table.find(degrade_array[ele],spell.name) then
                spell_index = table.find(degrade_array[ele],spell.name)
                if spell_index > 1 then
                    newSpell = degrade_array[ele][spell_index - 1]
                    add_to_chat(8,spell.name..' Canceled: ['..player.mp..'/'..player.max_mp..'MP::'..player.mpp..'%] Casting '..newSpell..' instead.')
                    send_command('@input /ma '..newSpell..' '..tostring(spell.target.raw))
                    eventArgs.cancel = true
                end
            else 
                spell_index = table.find(degrade_array[spell.element],spell.name)
                if spell_index > 1 then
                    newSpell = degrade_array[spell.element][spell_index - 1]
                    add_to_chat(8,spell.name..' Canceled: ['..player.mp..'/'..player.max_mp..'MP::'..player.mpp..'%] Casting '..newSpell..' instead.')
                    send_command('@input /ma '..newSpell..' '..tostring(spell.target.raw))
                    eventArgs.cancel = true
                end
            end
        elseif aspirs:contains(spell.name) then
            spell_index = table.find(degrade_array['Aspirs'],spell.name)
            if spell_index > 1 then
                newSpell = degrade_array['Aspirs'][spell_index - 1]
                add_to_chat(8,spell.name..' Canceled: ['..player.mp..'/'..player.max_mp..'MP::'..player.mpp..'%] Casting '..newSpell..' instead.')
                send_command('@input /ma '..newSpell..' '..tostring(spell.target.raw))
                eventArgs.cancel = true
            end
        elseif sleepgas:contains(spell.name) then
            spell_index = table.find(degrade_array['Sleepgas'],spell.name)
            if spell_index > 1 then
                newSpell = degrade_array['Sleepgas'][spell_index - 1]
                add_to_chat(8,spell.name..' Canceled: ['..player.mp..'/'..player.max_mp..'MP::'..player.mpp..'%] Casting '..newSpell..' instead.')
                send_command('@input /ma '..newSpell..' '..tostring(spell.target.raw))
                eventArgs.cancel = true
            end
        end
    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)
    -- Unlock feet when Mana Wall buff is lost.
    if buff == "Mana Wall" and not gain then
        enable('feet','back')
        handle_equipping_gear(player.status)
    end
    if buff == "Commitment" and not gain then
        equip({ring2="Capacity Ring"})
        if player.equipment.right_ring == "Capacity Ring" then
            disable("ring2")
        else
            enable("ring2")
        end
    end
end
 
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
    if stateField == 'Offense Mode' then
        if newValue == 'Locked' then
            disable('main','sub','range')
        else
            enable('main','sub','range')
        end
    end
    if stateField == 'Death Mode' then
        if newValue == true then
            state.OffenseMode:set('Locked')
            predeathcastmode = state.CastingMode.value
            --[[Insert 'equip(<set consisting of Death weapon and sub, to have them automatically lock when changing into Death mode>)']]
        elseif newValue == false then
            state.CastingMode:set(predeathcastmode)
        end
    end            
end
 
 
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
--[[function job_update(cmdParams, eventArgs)
    job_display_current_state(eventArgs)
    eventArgs.handled = true
end]]
 
function display_current_job_state(eventArgs)
    eventArgs.handled = true
    local msg = ''
     
    if state.OffenseMode.value ~= 'None' then
        msg = msg .. 'Combat ['..state.OffenseMode.value..']'
 
        if state.CombatForm.has_value then
            msg = msg .. ' (' .. state.CombatForm.value .. ')'
        end
        msg = msg .. ', '
    end
    --[[if state.HybridMode.value ~= 'Normal' then
        msg = msg .. '/' .. state.HybridMode.value
    end]]
 
    msg = msg .. 'Casting ['..state.CastingMode.value..'], Idle ['..state.IdleMode.value..']'
 
    if state.MagicBurst.value then
        msg = msg .. ', MB [ON]'
    else
        msg = msg .. ', MB [OFF]'
    end
    if state.ConsMP.value then
        msg = msg .. ', AF Body [ON]'
    else
        msg = msg .. ', AF Body [OFF]'
    end
    if state.DeatCast.value then
        msg = msg .. ', Death Mode [ON]'
    else 
        msg = msg .. ', Death Mode [OFF]'
    end
    if state.DefenseMode.value ~= 'None' then
        msg = msg .. ', ' .. 'Defense: ' .. state.DefenseMode.value .. ' (' .. state[state.DefenseMode.value .. 'DefenseMode'].value .. ')'
    end
     
    if state.Kiting.value then
        msg = msg .. ', Kiting [ON]'
    end
 
    if state.PCTargetMode.value ~= 'default' then
        msg = msg .. ', Target PC: '..state.PCTargetMode.value
    end
 
    if state.SelectNPCTargets.value == true then
        msg = msg .. ', Target NPCs'
    end
 
    add_to_chat(122, msg)
end
 
-- Custom spell mapping.
function job_get_spell_map(spell, default_spell_map)
    if spell.skill == 'Elemental Magic' and default_spell_map ~= 'ElementalEnfeeble' then
        if lowTierNukes:contains(spell.english) then
            return 'LowTierNuke'
        else
            return 'HighTierNuke'
        end
    end
end
 
-- Modify the default idle set after it was constructed.
--- This is where I handle Death Mode Idle set construction, rather than weave it into the Idle state var
function customize_idle_set(idleSet)
    if state.DeatCast.value then
        idleSet = set_combine(idleSet, sets.DeatCastIdle)
    end
    if player.mpp < 51 then
        idleSet = set_combine(idleSet, sets.latent_refresh)
    end
    if buffactive['Mana Wall'] then
        idleSet = set_combine(idleSet, sets.buff['Mana Wall'])
    end
    return idleSet
end
--- This is where I handle Death Mode Melee set modifications
function customize_melee_set(meleeSet)
    if state.DeatCast.value then
        meleeSet = set_combine(meleeSet, sets.DeatCastIdle)
    end
    if buffactive['Mana Wall'] then
        meleeSet = set_combine(meleeSet, sets.buff['Mana Wall'])
    end
    return meleeSet
end
 
 
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
 
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
    set_macro_page(1, 19)
end
 Asura.Evildemon
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サーバ: Asura
Game: FFXI
Posts: 134
By Asura.Evildemon 2016-12-12 17:56:38  

Not sure why it's not recognizing this set when in magicburst mode.

My personal theory is the problem lays somewhere in this third spoiler but I'm not sure where and how to fix it. Because when I do magicburst mode and showsets I obviously see it equiping my elemental magic set and nothing from the sets.magic_burst.
 Asura.Toralin
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サーバ: Asura
Game: FFXI
user: toralin
Posts: 1408
By Asura.Toralin 2016-12-13 06:24:03  
Wtf af 3 hands 8 burst but no MAB. Ramzus what does this mean!
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Posts: 1731
By geigei 2016-12-13 06:46:43  
Same mp as amalric hq, more macc, more burst, more int vs 53 mab. I'll take it.
 Asura.Toralin
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サーバ: Asura
Game: FFXI
user: toralin
Posts: 1408
By Asura.Toralin 2016-12-13 06:48:23  
geigei said: »
Same mp as amalric hq, more macc, more burst, more int vs 53 mab. I'll take it.
wouldnt it be 63 mab (with set bonus) thats alot to leave on the table, but for death maybe?!
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Posts: 1731
By geigei 2016-12-13 06:51:42  
Yea +10, for death it looks good, not to mention hq amalric is still a wet dream for most.
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Posts: 152
By kithaofcerb 2016-12-20 16:09:51  
Hey BLMs

So I brought my BLM to a Maju shout, and I was so unprepared I was shocked. I'm trying to figure out how I can improve my gear so I can actually take it to events. I'm master, but apparently a long way from earning it.

Here is my set

ItemSet 348403

Augs:
Lathi Path C
Merlinic Hood MACC 22, MAB 33, Fast Cast 2
Amalric Hands Path D
Merlinic Legs Int 3, MACC 21, MAB 30, MBD 8
Merlinic Feet MAC 33, MAB 38

I was hitting like 7-10k with tier 6 nukes. Death is a whole other monster, but I'm just wondering where to try to improve this set.

Any help is appreciated, thanks in advance!
 Asura.Toralin
Offline
サーバ: Asura
Game: FFXI
user: toralin
Posts: 1408
By Asura.Toralin 2016-12-20 16:13:38  
kithaofcerb said: »
Hey BLMs

So I brought my BLM to a Maju shout, and I was so unprepared I was shocked. I'm trying to figure out how I can improve my gear so I can actually take it to events. I'm master, but apparently a long way from earning it.

Here is my set

ItemSet 348403

Augs:
Lathi Path C
Merlinic Hood MACC 22, MAB 33, Fast Cast 2
Amalric Hands Path D
Merlinic Legs Int 3, MACC 21, MAB 30, MBD 8
Merlinic Feet MAC 33, MAB 38

I was hitting like 7-10k with tier 6 nukes. Death is a whole other monster, but I'm just wondering where to try to improve this set.

Any help is appreciated, thanks in advance!

Amarlic body, reroll that head, you need burst on merlinic head 8+, then you can drop the static, reroll the feet for burst%, then can sneak in a Shiva ring+1 your not going to hit big numbers on the blizzard6 on Maju maybe 40k tops with Idris. Death is the moneymaker on him. There are plenty of death sets posted on page 1 for reference. Dont forget about your precast/idle sets for Death also MP is the big multiplier for Death
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Posts: 152
By kithaofcerb 2016-12-20 16:27:47  
Asura.Toralin said: »
kithaofcerb said: »
Hey BLMs

So I brought my BLM to a Maju shout, and I was so unprepared I was shocked. I'm trying to figure out how I can improve my gear so I can actually take it to events. I'm master, but apparently a long way from earning it.

Here is my set

ItemSet 348403

Augs:
Lathi Path C
Merlinic Hood MACC 22, MAB 33, Fast Cast 2
Amalric Hands Path D
Merlinic Legs Int 3, MACC 21, MAB 30, MBD 8
Merlinic Feet MAC 33, MAB 38

I was hitting like 7-10k with tier 6 nukes. Death is a whole other monster, but I'm just wondering where to try to improve this set.

Any help is appreciated, thanks in advance!

Amarlic body, reroll that head, you need burst on merlinic head 8+, then you can drop the static, reroll the feet for burst%, then can sneak in a Shiva ring+1 your not going to hit big numbers on the blizzard6 on Maju maybe 40k tops with Idris. Death is the moneymaker on him. There are plenty of death sets posted on page 1 for reference. Dont forget about your precast/idle sets for Death also MP is the big multiplier for Death

What makes it even better is I think you were the other BLM in that shout...Thanks for the quick reply!

For getting MBD augments, are you guys using Fern or Pellucid stones?
 Asura.Toralin
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サーバ: Asura
Game: FFXI
user: toralin
Posts: 1408
By Asura.Toralin 2016-12-20 17:28:58  
fern will go up to 11% MBD, Pell/Taupe 10%, but you can get more INT on Taupe
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Posts: 140
By Taffy 2016-12-20 17:35:53  
Fern also forces the slot - so you will always get something from that slow with Fern. Have fun in Hell aka Norg. FYI with that gear set as it is right now with the high macc and matt you can easily solo Sang Buya with trusts in under 5 mins (MBD not needed here as you will be free nuking. Also change out rings and neck for free nuking too). Easy way to farm a lot of stones effectively. Or dual box a sch and make it a 2 min run xD!

Also ammo piece needs upgrading - Pemphredo Tathlum or the unity one (cant remember name) would be good upgrades.

Have fun!
 Shiva.Arislan
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サーバ: Shiva
Game: FFXI
user: Arislan
Posts: 1052
By Shiva.Arislan 2016-12-20 18:20:39  
kithaofcerb said: »
Hey BLMs

So I brought my BLM to a Maju shout, and I was so unprepared I was shocked. I'm trying to figure out how I can improve my gear so I can actually take it to events. I'm master, but apparently a long way from earning it.

Here is my set

ItemSet 348403

Augs:
Lathi Path C
Merlinic Hood MACC 22, MAB 33, Fast Cast 2
Amalric Hands Path D
Merlinic Legs Int 3, MACC 21, MAB 30, MBD 8
Merlinic Feet MAC 33, MAB 38

I was hitting like 7-10k with tier 6 nukes. Death is a whole other monster, but I'm just wondering where to try to improve this set.

Any help is appreciated, thanks in advance!

Your main issue is magic accuracy... T3 Reisen NMs are really high level, so you need a good deal of raw INT and a ton of macc to really hurt them.

How's your fast cast set btw? The BLM that routinely is able to MB first usually wins parse, due to the elemental resist wall. I know some BLMs who have bananas augments that will lose to lesser-geared people because they aren't landing their spells first often enough.

Lastly... were your GEO's giving you Languor/Focus/INT? Burn/Frazzle on? Did you have Klimaform on? Macc food? Rayke/Gambit? Corsair shot debuff? Buffs/debuffs are just as important as gear on T3+.

Asura.Toralin said: »
reroll that head, you need burst on merlinic head 8+

You don't want 8%+ of your MDB in the head slot, since it gets dropped for Death.

He probably isn't going to want to, but he needs to either re-roll his crackows, or aug a 2nd pair for MB purposes.
 Asura.Toralin
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サーバ: Asura
Game: FFXI
user: toralin
Posts: 1408
By Asura.Toralin 2016-12-20 18:41:59  
Shiva.Arislan said: »
kithaofcerb said: »
Hey BLMs

So I brought my BLM to a Maju shout, and I was so unprepared I was shocked. I'm trying to figure out how I can improve my gear so I can actually take it to events. I'm master, but apparently a long way from earning it.

Here is my set

ItemSet 348403

Augs:
Lathi Path C
Merlinic Hood MACC 22, MAB 33, Fast Cast 2
Amalric Hands Path D
Merlinic Legs Int 3, MACC 21, MAB 30, MBD 8
Merlinic Feet MAC 33, MAB 38

I was hitting like 7-10k with tier 6 nukes. Death is a whole other monster, but I'm just wondering where to try to improve this set.

Any help is appreciated, thanks in advance!

Your main issue is magic accuracy... T3 Reisen NMs are really high level, so you need a good deal of raw INT and a ton of macc to really hurt them.

How's your fast cast set btw? The BLM that routinely is able to MB first usually wins parse, due to the elemental resist wall. I know some BLMs who have bananas augments that will lose to lesser-geared people because they aren't landing their spells first often enough.

Lastly... were your GEO's giving you Languor/Focus/INT? Burn/Frazzle on? Did you have Klimaform on? Macc food? Rayke/Gambit? Corsair shot debuff? Buffs/debuffs are just as important as gear on T3+.

Asura.Toralin said: »
reroll that head, you need burst on merlinic head 8+

You don't want 8%+ of your MDB in the head slot, since it gets dropped for Death.

He probably isn't going to want to, but he needs to either re-roll his crackows, or aug a 2nd pair for MB purposes.

with 33 mab 22 macc i would say the hood definitely isnt a keeper, and definitely be rerolled getting burst would open up an earring or a ring for sure. If it was 12 INT and 35mab/35macc then yeah I woudl say keep it and try to work around it. But most blm have 2-4 of each merlinic piece, MAB/BURST/FC sets, then potentially misc refresh/phalanx/dt pieces as well
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