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Bubble Trouble: A Geomancer Guide
サーバ: Sylph
Game: FFXI
Posts: 82
By Sylph.Chocobro 2016-01-20 08:39:35
Woot, even without recasting them?
Both Indicolure and Geocolure? That's different from all other tests I heard before but it's... nice I guess? :D
If you're looking at stats change in the equip menu, they sometimes aren't the best at reflecting the change.
By Numquam 2016-01-31 03:34:39
Been poking around, but anyone have a decent .lua for GEO and what's the updated MBing set looking like today.
Odin.Lygre
サーバ: Odin
Game: FFXI
Posts: 89
By Odin.Lygre 2016-01-31 12:42:41
Code function get_sets()
mote_include_version = 2
include('organizer-lib')
include('Mote-Include.lua')
end
function job_setup()
indi_timer = ''
indi_duration = 324
state.OffenseMode:options('None', 'Normal')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT')
state.MagicBurst = M(false, 'Magic Burst')
gear.default.weaponskill_waist = "Fotia Belt"
select_default_macro_book()
custom_timers = {}
end
-------------------------------------------------------------------------------
function init_gear_sets()
--------------------------[Job Ability sets]------------------------------
sets.precast.JA.Bolster = {body="Bagua Tunic +1"}
sets.precast.JA['Life Cycle'] = {body="Geomancy Tunic +1"}
sets.precast.JA['Full Circle'] = {head="Azimuth hood +1",hands="Bagua Mitaines +1"}
sets.precast.JA['Radial Arcana'] = {feet="Bagua sandals +1"}
--------------------------[Fast Cast sets]------------------------------
sets.precast.FC = {main="Solstice",sub="Genmei shield",range=empty,ammo="Sapience orb",
head=gear.FC_head,neck="Voltsurge torque",ear1="Enchanter earring +1",ear2="Loquacious Earring",
body="Anhur Robe",hands="Helios gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
back="Lifestream Cape",waist="Witful Belt",legs="Geomancy Pants +1",feet=gear.MB_feet }
sets.precast.FC.Stun = {main="Solstice",sub="Genmei shield",range=empty,ammo="Sapience orb",
head=gear.FC_head,neck="Voltsurge torque",ear1="Enchanter earring +1",ear2="Loquacious earring",
body="Shango Robe",hands="Helios gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
back="Lifestream Cape",waist="Witful Belt",legs="Geomancy pants +1",feet=gear.MB_feet }
sets.precast.FC.Cure = set_combine(sets.precast.FC, {main="Tamaxchi",sub="Genbu's shield",
body="Heka's Kalasiris",
back="Pahtli Cape",legs="Doyen pants",feet="Vanya clogs"})
sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {ear2="Barkarole earring",
hands="Bagua Mitaines +1"})
--------------------------[Weaponskill sets]------------------------------
sets.precast.WS = {
head="Befouled crown",neck="Fotia gorget",ear1="Zennaroi Earring",ear2="Brutal Earring",
body="Onca Suit",hands=empty,ring1="Rajas Ring",ring2="Petrov Ring",
back="Refraction cape",waist="Fotia Belt",legs=empty,feet=empty }
sets.precast.WS['Flash Nova'] = {range=empty,ammo="Dosis Tathlum",
head=gear.nuke_head,neck="Fotia gorget",ear1="Friomisi Earring",ear2="Moonshade Earring",
body="Amalric doublet",hands="Helios gloves",ring1="Shiva Ring +1",ring2="Weatherspoon Ring",
back="Toro Cape",waist="Fotia Belt",legs=gear.MB_legs,feet=gear.nuke_feet }
sets.precast.WS['Starlight'] = {ear2="Moonshade Earring"}
sets.precast.WS['Moonlight'] = {ear2="Moonshade Earring"}
--------------------------[Midcast sets]------------------------------
sets.midcast.FastRecast = {main="Solstice",sub="Genmei shield",range=empty,ammo="Sapience orb",
head=gear.FC_head,neck="Voltsurge torque",ear1="loquacious earring",ear2="Enchanter earring +1",
body="Shango robe",hands="Helios gloves",ring1="Prolix ring",ring2="Weatherspoon ring",
back="Swith cape +1",waist="Ninurta's sash",legs="Geomancy Pants +1",feet=gear.nuke_feet }
sets.midcast.Stun = {main="Solstice",sub="Genmei shield",range=empty,ammo="Sapience orb",
head=gear.FC_head,neck="Voltsurge torque",ear1="Enchanter earring +1",ear2="Loquacious earring",
body="Shango Robe",hands="Helios gloves",ring1="Prolix Ring",ring2="Weatherspoon Ring",
back="Lifestream Cape",waist="Witful Belt",legs="Geomancy pants +1",feet=gear.MB_feet }
--------------------------[Geomancy sets]------------------------------
sets.midcast.Geomancy = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
head="Azimuth hood +1",neck="Incanter's Torque",ear1="Gifted Earring",ear2="Calamitous earring",
body="Azimuth Coat +1",hands="Geomancy mitaines +1",
back="Lifestream Cape",waist="Pythia sash +1",legs="Azimuth tights +1",feet="Azimuth gaiters +1"}
sets.midcast.Geomancy.Indi = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
head="Azimuth Hood +1",neck="Incanter's torque",ear1="Gifted Earring",ear2="Calamitous earring",
body="Azimuth Coat +1",hands="Geomancy mitaines +1",
back="Lifestream Cape",waist="Pythia sash +1",legs="Bagua pants +1",feet="Azimuth gaiters +1"}
--------------------------[Some White Magic sets]------------------------------
sets.midcast.Cure = {main="Tamaxchi",sub="Genmei shield",
head="Telchine cap",neck="Incanter's torque",ear1="Gifted earring",ear2="Beatific earring",
body="Heka's kalasiris",hands="Telchine gloves",ring1="Ephedra Ring",ring2="Sirona's Ring",
back="Swith Cape +1",waist="Pythia sash +1",legs="Geomancy Pants +1",feet="Vanya clogs"}
sets.midcast.Curaga = sets.midcast.Cure
sets.midcast['Enhancing Magic'] = {
head="Telchine Cap",neck="Incanter's Torque",ear1="Andoaa earring",
body="Telchine Chas.",hands="Telchine gloves",
back="Fi follet cape",waist="Olympus Sash",legs="Telchine Braconi",feet="Telchine Pigaches"}
sets.midcast.Regen = set_combine(sets.midcast['Enhancing Magic'], {main="Bolelabunga",sub="Genmei shield"})
sets.midcast.Haste = set_combine(sets.midcast['Enhancing Magic'],
{ammo="Sapience orb",
neck="Voltsurge torque",ear1="Enchanter earring +1",ear2="Loquacious earring",
ring1="Prolix ring",
back="Swith cape +1",waist="Ninurta's sash"})
sets.midcast.Refresh = set_combine(sets.midcast['Enhancing Magic'],{head="Amalric coif"})
sets.midcast.Aquaveil = set_combine(sets.midcast['Enhancing Magic'],
{head="Amalric coif",
waist="Emphatikos Rope"})
sets.midcast.Protectra = {ring1="Sheltered Ring"}
sets.midcast.Shellra = {ring1="Sheltered Ring"}
--------------------------[Black Magic sets & Magic burst set]------------------------------
sets.midcast['Dark Magic'] = {main="Rubicundity",sub="Genmei shield",range=empty,ammo="Pemphredo tathlum",
head="Bagua galero +1",neck="Incanter's Torque",ear1="Barkarole Earring",ear2="Gwati Earring",
body="Shango robe",hands="Amalric gages",ring1="Evanescence Ring",ring2="Archon Ring",
back="Perimede Cape",waist="Fucho-no-obi",legs="Azimuth tights +1",feet=gear.DA_feet }
sets.midcast['Drain'] = set_combine(sets.midcast['Dark Magic'], {head="Pixie Hairpin +1", legs=gear.DA_legs })
sets.midcast['Aspir'] = sets.midcast['Drain']
sets.midcast['Enfeebling Magic'] = {main="Solstice",sub="Genmei shield", ammo="Pemphredo tathlum",
head=gear.nuke_head, neck="Incanter's torque", ear1="Gwati earring", ear2="Enchanter earring +1",
body="Shango Robe", hands="Helios gloves", ring1="Weatherspoon Ring", ring2="Sangoma Ring",
back="Lifestream cape", waist="Rumination sash", legs="Psycloth lappas", feet="Bagua sandals +1" }
sets.midcast['Elemental Magic'] = {main="Solstice",sub="Genmei shield",range=empty,ammo="Pemphredo tathlum",
head=gear.nuke_head,neck="Saevus pendant +1",ear1="Barkarole Earring",ear2="Friomisi Earring",
body=gear.nuke_body,hands="Amalric gages",ring1="Shiva Ring +1",ring2="Shiva Ring +1",
back="Toro Cape",waist="Refoccilation Stone",legs=gear.nuke_legs,feet=gear.nuke_feet }
sets.midcast['Elemental Magic'].Resistant = {main="Solstice",sub="Genmei shield",range=empty,ammo="Pemphredo tathlum",
head=gear.nuke_head,neck="Sanctity Necklace",ear1="Barkarole Earring",ear2="Friomisi Earring",
body=gear.nuke_body,hands="Amalric gages",ring1="Weatherspoon Ring",ring2="Shiva Ring +1",
back="Toro Cape",waist="Eschan Stone",legs=gear.nuke_legs,feet=gear.nuke_feet }
sets.midcast.Impact = {main="Solstice",sub="Genmei shield",range=empty,ammo="Pemphredo Tathlum",
head=empty,neck="Sanctity necklace",ear1="Barkarole Earring",ear2="Gwati Earring",
body="Twilight Cloak",hands="Amalric gages",ring1="Shiva Ring +1",ring2="Archon Ring",
back="Toro cape",waist="Eschan Stone",legs=gear.nuke_legs,feet=gear.nuke_feet }
sets.magic_burst = {main="Solstice", sub="Genmei shield",
head=gear.MB_head,neck="Mizukage-no-Kubikazari",
hands="Amalric gages", ring1="Mujin Band",
back="Seshaw cape",legs=gear.MB_legs,feet=gear.MB_feet }
--------------------------[Idle sets]------------------------------
sets.resting = {main="Bolelabunga",sub="Genmei shield",range="Dunna",ammo=empty,
head="Befouled Crown",neck="Loricate Torque",ear1="Sanare Earring",ear2="Infused Earring",
body="Geomancy tunic +1",hands="Bagua Mitaines +1",ring1="Shneddick Ring",ring2="Defending Ring",
back="Solemnity Cape",waist="Witful Belt",legs="Assiduity Pants +1",feet="Azimuth gaiters +1"}
sets.idle = {main="Bolelabunga",sub="Genmei shield",range="Dunna",ammo=empty,
head="Befouled Crown",neck="Sanctity Necklace",ear1="Sanare Earring",ear2="Genmei Earring",
body="Geomancy tunic +1",hands="Bagua Mitaines +1",ring1="Defending Ring",ring2=gear.DarkRing.PDT,
back="Solemnity Cape",waist="Slipor sash",legs="Assiduity Pants +1",feet="Azimuth gaiters +1"}
sets.idle.PDT = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
head="Befouled crown",neck="Loricate Torque",ear1="Sanare Earring",ear2="Genmei Earring",
body="Vrikodara jupon",hands="Geomancy Mitaines +1",ring1="Defending Ring",ring2=gear.DarkRing.PDT,
back="Solemnity Cape",waist="Slipor sash",legs="Assiduity pants +1",feet="Azimuth gaiters +1"}
sets.idle.Town = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
head="Azimuth Hood +1",neck="Loricate Torque",ear1="Sanare Earring",ear2="Infused Earring",
body="Azimuth coat +1",hands="Bagua Mitaines +1",ring1=gear.DarkRing.PDT,ring2="Defending Ring",
back="Solemnity Cape",waist="Slipor Sash",legs="Assiduity Pants +1",feet="Herald's gaiters"}
sets.idle.Weak = {main="Bolelabunga",sub="Genmei shield",range="Dunna",ammo=empty,
head="Befouled crown",neck="Loricate Torque",ear1="Sanare Earring",ear2="Genmei Earring",
body="Vrikodara jupon",hands="Geomancy Mitaines +1",ring1="Defending Ring",ring2=gear.DarkRing.PDT,
back="Solemnity cape",waist="Slipor sash",legs="Doyen Pants",feet="Azimuth gaiters +1"}
-------------------------[When Luopan is present]-----------------------------------
sets.idle.Pet = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
head="Azimuth Hood +1",neck="Loricate Torque",ear1="Handler's Earring",ear2="Handler's Earring +1",
body="Amalric doublet",hands="Geomancy Mitaines +1",ring1="Defending Ring",ring2=gear.DarkRing.PDT,
back="Lifestream cape",waist="Isa Belt",legs="Assiduity Pants +1",feet="Bagua Sandals +1"}
sets.idle.PDT.Pet = set_combine(sets.idle.Pet,
{body="Vrikodara jupon",
legs="Psycloth lappas"})
--------------------------[When Indicolure spell is active]------------------------------
sets.idle.Indi = set_combine(sets.idle, {neck="Loricate torque"})
sets.idle.Pet.Indi = set_combine(sets.idle.Pet, {})
sets.idle.PDT.Indi = set_combine(sets.idle.PDT, {})
sets.idle.PDT.Pet.Indi = set_combine(sets.idle.PDT.Pet, {feet="Azimuth gaiters +1"})
--------------------------[Defense Sets]------------------------------
sets.defense.PDT = {main="Mafic Cudgel",sub="Genmei shield",range="Dunna",ammo=empty,
head="Befouled crown",neck="Loricate Torque",ear1="Sanare Earring",ear2="Genmei Earring",
body="Onca Suit",hands=empty,ring1="Defending Ring",ring2=gear.DarkRing.PDT,
back="Solemnity cape",waist="Slipor Sash",legs=empty,feet=empty }
sets.defense.MDT = {main="Bolelabunga",sub="Genmei shield",range="Dunna",ammo=empty,
head="Befouled crown",neck="Loricate Torque",ear1="Sanare Earring",ear2="Zennaroi Earring",
body="Onca Suit",hands=empty,ring1="Defending Ring",ring2="Archon Ring",
back="Solemnity cape",waist="Slipor Sash",legs=empty,feet=empty }
--------------------------[Misc. sets]------------------------------
sets.Kiting = {feet="Herald's gaiters"}
sets.latent_refresh = {waist="Fucho-no-obi"}
--------------------------[Engaged set(s)]------------------------------
sets.engaged = {main="Solstice",sub="Genmei shield",range="Dunna",ammo=empty,
head="Befouled crown",neck="Lissome necklace",ear1="Zennaroi Earring",ear2="Brutal Earring",
body="Onca Suit",hands=empty,ring1="Defending Ring",ring2="Rajas Ring",
back="Solemnity Cape",waist="Eschan Stone",legs=empty,feet=empty }
end
--------------------------[Job functions]------------------------------
--------------------------[Standard events]------------------------------
function job_precast(spell, action, spellMap, eventArgs)
if spell.english == "Impact" then
equip(set_combine(sets.precast.FC,{head=empty,body="Twilight Cloak"}))
end
end
function job_post_midcast(spell, action, spellMap, eventArts)
if spell.skill == 'Elemental Magic' and state.MagicBurst.value then
equip(sets.magic_burst)
end
end
function job_aftercast(spell, action, spellMap, eventArgs)
if not spell.interrupted then
if spell.english:startswith('Indi') then
if not classes.CustomIdleGroups:contains('Indi') then
classes.CustomIdleGroups:append('Indi')
end
send_command('@timers d "'..indi_timer..'"')
indi_timer = spell.english
send_command('@timers c "'..indi_timer..'" '..indi_duration..' down spells/00136.png')
elseif spell.skill == 'Enhancing Magic' then
adjust_timers(spell, spellMap)
elseif spell.english == 'Sleep' or spell.english == 'Sleepga' then
send_command('@timers c "'..spell.english..' ['..spell.target.name..']" 60 down spells/00220.png')
elseif spell.english == 'Sleep II' or spell.english == 'Sleepga II' then
send_command('@timers c "'..spell.english..' ['..spell.target.name..']" 90 down spells/00220.png')
end
if spell.skill == 'Elemental Magic' then
---state.MagicBurst:reset()
end
elseif not player.indi then
classes.CustomIdleGroups:clear()
end
end
function job_buff_change(buff, gain)
if player.indi and not classes.CustomIdleGroups:contains('Indi')then
classes.CustomIdleGroups:append('Indi')
handle_equipping_gear(player.status)
elseif classes.CustomIdleGroups:contains('Indi') and not player.indi then
classes.CustomIdleGroups:clear()
handle_equipping_gear(player.status)
end
end
function job_state_change(stateField, newValue, oldValue)
if stateField == 'Offense Mode' then
if newValue == 'Normal' then
disable('main','sub','range','ammo')
else
enable('main','sub','range','ammo')
end
end
end
--------------------------[Maps Indi- spells and enfeebles]------------------------------
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if spell.skill == 'Enfeebling Magic' then
if spell.type == 'WhiteMagic' then
return 'MndEnfeebles'
else
return 'IntEnfeebles'
end
elseif spell.skill == 'Geomancy' then
if spell.english:startswith('Indi') then
return 'Indi'
end
end
end
end
-----------------------------------------------------------------------------------
function customize_idle_set(idleSet)
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
function job_update(cmdParams, eventArgs)
classes.CustomIdleGroups:clear()
if player.indi then
classes.CustomIdleGroups:append('Indi')
end
end
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
end
-------------------------------------------------------------------------------
function select_default_macro_book()
set_macro_page(1, 6)
end
--------------------------[Custom Buff timers]------------------------------
function adjust_timers(spell, spellMap)
local current_time = os.time()
local temp_timer_list = {}
local dur = calculate_duration(spell, spellName, spellMap)
custom_timers[spell.name] = nil
send_command('timers delete "'..spell.name..' ['..spell.target.name..']"')
custom_timers[spell.name] = current_time + dur
send_command('timers create "'..spell.name..' ['..spell.target.name..']" '..dur..' down')
end
function calculate_duration(spell, spellName, spellMap)
local mult = 1.00
if player.equipment.Head == 'Telchine Cap' then mult = mult + 0.09 end
if player.equipment.Body == 'Telchine Chas.' then mult = mult + 0.09 end
if player.equipment.Hands == 'Telchine Gloves' then mult = mult + 0.09 end
if player.equipment.Legs == 'Telchine Braconi' then mult = mult + 0.09 end
if player.equipment.Feet == 'Telchine Pigaches' then mult = mult + 0.08 end
if player.equipment.Feet == 'Estq. Houseaux +2' then mult = mult + 0.20 end
if player.equipment.Legs == 'Futhark Trousers' then mult = mult + 0.10 end
if player.equipment.Legs == 'Futhark Trousers +1' then mult = mult + 0.20 end
if player.equipment.Hands == 'Atrophy Gloves' then mult = mult + 0.15 end
if player.equipment.Hands == 'Atrophy Gloves +1' then mult = mult + 0.16 end
if player.equipment.Back == 'Estoqueur\'s Cape' then mult = mult + 0.10 end
if player.equipment.Hands == 'Dynasty Mitts' then mult = mult + 0.05 end
if player.equipment.Body == 'Shabti Cuirass' then mult = mult + 0.09 end
if player.equipment.Body == 'Shabti Cuirass +1' then mult = mult + 0.10 end
if player.equipment.Feet == 'Leth. Houseaux' then mult = mult + 0.25 end
if player.equipment.Feet == 'Leth. Houseaux +1' then mult = mult + 0.30 end
if player.equipment.Head == 'Erilaz Galea' then mult = mult + 0.10 end
if player.equipment.Head == 'Erilaz Galea +1' then mult = mult + 0.15 end
local base = 0
if spell.name == 'Haste' then base = base + 180 end
if spell.name == 'Stoneskin' then base = base + 300 end
if spell.name:startswith("Bar") then base = base + 480 end
if spell.name == 'Blink' then base = base + 300 end
if spell.name == 'Aquaveil' then base = base + 600 end
if string.find(spell.english,'storm') then base = base + 180 end
if spell.name == 'Auspice' then base = base + 180 end
if spell.name:startswith("Boost") then base = base + 300 end
if spell.name == 'Phalanx' then base = base + 180 end
if spell.name:startswith("Protect") then base = base + 1800 end
if spell.name:startswith("Shell") then base = base + 1800 end
if spell.name:startswith("Refresh") then base = base + 150 end
if spell.name:startswith("Regen") then
base = base + 60
if buffactive['Light arts'] and player.main_job == 'SCH' then
base = base*2+60
-----the *2 here is the additional 60sec from Light Arts job points maxed
-----+48 is from light arts, +12 more from telchine chas.
elseif player.main_job == 'WHM' then
base = base + 60
if player.equipment.Hands == 'Ebers Mitts' then
base = base + 20
elseif player.equipment.Hands == 'Ebers Mitts +1' then
base = base + 22
end
if player.equipment.Legs == 'Theo. Pantaloons' or player.equipment.Legs == 'Theo. Pant. +1' then
base = base + 18
end
end
end
if spell.name == 'Adloquium' then base = base + 180 end
if spell.name:startswith("Animus") then base = base + 180 end
if spell.name == 'Crusade' then base = base + 300 end
if spell.name == 'Embrava' then base = base + 90 end
if spell.name:startswith("En") then base = base + 180 end
if spell.name:startswith("Flurry") then base = base + 180 end
if spell.name == 'Foil' then base = base + 30 end
if spell.name:startswith("Gain") then base = base + 180 end
if spell.name == 'Reprisal' then base = base + 60 end
if spell.name:startswith("Temper") then base = base + 180 end
if string.find(spell.english,'Spikes') then base = base + 180 end
if buffactive['Perpetuance'] then
if player.equipment.Hands == 'Arbatel Bracers' then
mult = mult*2.5
elseif player.equipment.Hands == 'Arbatel Bracers +1' then
mult = mult*2.55
else
mult = mult*2
end
end
if buffactive['Composure'] then
if spell.target.type == 'SELF' then
mult = mult*3
else
mult = mult
end
end
local totalDuration = math.floor(mult*base)
--print(totalDuration)
return totalDuration
end
function reset_timers()
for i,v in pairs(custom_timers) do
send_command('timers delete "'..i..'"')
end
custom_timers = {}
end
[+]
By Numquam 2016-02-02 08:17:42
Thank you!
VIP
サーバ: Asura
Game: FFXI
Posts: 234
By Asura.Darvamos 2016-02-10 00:31:40
Rank 7 Dunna: MP+12,MACC +6, FC +1. Dumped 51 Plutons to get to Rank 7 with 290 RP left to next Rank.
[+]
Ragnarok.Garota
サーバ: Ragnarok
Game: FFXI
Posts: 251
By Ragnarok.Garota 2016-02-10 01:12:47
20MP/10MAcc/3FC for capped Dunna. Save your time/gil.
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10105
By Asura.Sechs 2016-02-15 02:03:10
Ok, since I'm dumb and asked in the SCH forum instead of here.
Comparing legs options for debuffs:
Psycloth Lappas vs Merlinic legs.
At which +macc augment threshold does Merlinic start being better than Psycloth?
Guess the question should be split in two considering the low MND and extremely high INT values on Merlinic.
Asura.Cicion
サーバ: Asura
Game: FFXI
Posts: 211
By Asura.Cicion 2016-02-15 02:09:29
If enfeeb skill pushes potency of frazzle1 distract1 higher
id go with psycloth for me.
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10105
By Asura.Sechs 2016-02-15 02:46:39
Are there some more detailed data on tiers for Frazzle and Distract? (Tier 1 versions)
I only found SE's official data but that doesn't really say a lot.
How do you calculate if +X enfeebling magic skill pushes you up a tier or not?
Regardless to that, Frazzle and Distract are an "exception" in that even if they're black magic debuffs, their potency is affected by MND instead of INT. So I'm not sure if the additional amount of INT on Merlinic does anything for Frazzle/Distract.
It certainly doesn't affect the potency, but maybe it affects the macc?
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10105
By Asura.Sechs 2016-02-15 06:39:14
Cici according to some further read I had around it seems that Tier 1 Frazzle/Distract are autocapped in potency for the Enf skill part.
Which means adding more enf skill won't increase the max potency of the enf skill part.
Of course enf skill would still convert into macc, but I'm posting this to say that your point is moot, no gear with enf skill is gonna push the potency higher.
The only chance you get to raise the potency (to a max of 10) is raising your MND.
Every 10 points of MND that you're higher than your target's MND, you're gonna get one additional -meva or -eva, up to a cap of -10 when you're 100 MND above the target's MND.
But Skill caps at 125 for Distract and 135 for Frazzle.
サーバ: Sylph
Game: FFXI
Posts: 82
By Sylph.Chocobro 2016-02-29 08:46:46
JP dev post clears up the inconsistency of the Acumen and Fend numbers they posted. Unfortunately, the reality is that they aren't % gains after all:
Acumen: +15 MAB at 900 skill, +3 for each +Geomancy
Fend: +20 MDB at 900 skill, +4 for each +Geomancy
Source: http://forum.square-enix.com/ffxi/threads/353-%E6%95%99%E3%81%88%E3%81%A6%EF%BC%81%E9%96%8B%E7%99%BA%E3%81%95%E3%82%93%EF%BC%81?p=573236#post573236
By dustinfoley 2016-02-29 09:12:13
Kinda easy to tell though honestly. 30 MAB vs +30% mab...
サーバ: Siren
Game: FFXI
Posts: 116
By Siren.Blackroses 2016-03-02 14:08:47
Hello, I was wondering what are/is the best options in terms of nuking atm for get?
Are the sets in this guide still up to date, or is there better than nibiru/culminus?
Thanks!
サーバ: Sylph
Game: FFXI
Posts: 82
By Sylph.Chocobro 2016-03-03 10:28:11
Solstice is a little bit better, especially if you need some more magic accuracy. Max augmented Rubicundaty will have slightly less MAB, but a lot more MAcc. A Grioavolr with good augments will beat out club and shield, unless you have upgraded idris.
In terms of other gear, it's pretty much amalric + merlinic. Pemphredo tathlum will be better than Dosis.
[+]
サーバ: Siren
Game: FFXI
Posts: 6
By Siren.Blnasty 2016-03-07 15:29:54
Thanks for the .lua lygre, just one noob question. What's the toggle to change between bursting and reg nukes. I've tried every combination of alt, ctrl, F9-f12 with no luck so far.
サーバ: Lakshmi
Game: FFXI
Posts: 97
By Lakshmi.Ashtopcat 2016-03-07 15:50:21
if it's the same as the blm one i use it's alt ` (button to the left of 1), failing that can add your own keybind
Siren.Kyte
サーバ: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2016-03-07 16:56:01
Without double checking the resource, I'm pretty sure the one in question uses the windows key rather than alt.
By Inudesu 2016-03-07 17:04:05
Solstice is a little bit better, especially if you need some more magic accuracy. Max augmented Rubicundaty will have slightly less MAB, but a lot more MAcc. A Grioavolr with good augments will beat out club and shield, unless you have upgraded idris.
In terms of other gear, it's pretty much amalric + merlinic. Pemphredo tathlum will be better than Dosis.
Are there pieces of almaric that are better than merlinic or is it a case of having both sets because of varying macc and mab?
Bismarck.Dekusutaa
サーバ: Bismarck
Game: FFXI
Posts: 496
By Bismarck.Dekusutaa 2016-03-07 20:39:08
Quick question, do i need to equip skill gear at all times to maintain potency for my indi/geo spells?
サーバ: Sylph
Game: FFXI
Posts: 51
By Sylph.Parshias 2016-03-07 20:42:37
Bismarck.Dekusutaa said: »Quick question, do i need to equip skill gear at all times to maintain potency for my indi/geo spells?
Nope.
Bismarck.Dekusutaa
サーバ: Bismarck
Game: FFXI
Posts: 496
By Bismarck.Dekusutaa 2016-03-07 21:47:08
Thanks, so it works like any spell, can swap in for casting then swap out?
サーバ: Shiva
Game: FFXI
Posts: 167
By Shiva.Applesmash 2016-03-07 22:22:45
yes
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10105
By Asura.Sechs 2016-03-08 02:11:00
lolDDgeo opinion needed.
What would you offhand between these weapons when dualwielding?
1) Nehushtan (Accuracy+14, DA+3, DMG+24)
2) Nehushtan (Accuracy+15, DA+3, STR+15 DEX+15)
3) Divinity -1 (one step close to perf augs)
In my opinion the perfect OH is probably Gada with Melee augments, but I'm asking about these three for the time being.
I'm thinking that if you can afford the slightly inferior accuracy (you should honestly, if you need THAT much more accuracy then it's kinda likely you won't be able to melee on GEO to begin with) then Divinity's stats and att boosts are gonna be better than the rest.
But I'm saying this just on a hunch, if someone has more reliable and unbiased opinions I'll be glad to listen to them.
Ragnarok.Rydal
サーバ: Ragnarok
Game: FFXI
Posts: 192
By Ragnarok.Rydal 2016-03-08 11:45:41
Hey so fully augmented Dunna isn't completely useless!
ItemSet 342319
With no other augments, this set reaches 61/80 FC if subbing RDM (if I did my math correctly). Add +10 from the Helios pieces and better possible augments from Merlinic pieces, you could cap FC with your bell in hand and get a magic accuracy boost. I mean, worth 300 plutons/boulders/beitetsu? Maybe not compared to some of the other JSE, but the magic accuracy helps and it saves a slot in your inventory for a FC ammo piece. Right? :D
サーバ: Sylph
Game: FFXI
Posts: 82
By Sylph.Chocobro 2016-03-08 11:52:15
Merlinic will be better than nq amalric in pretty much every way if you get a strong augment on them. Gloves are the exception since the merlinic gloves are a smn piece and amalric gloves have a fantastic path D augment, as well as magic burst that breaks cap. There's other things like amalric pants probably being better for pure damage, but if you're getting full sets of merlinic, the content level your in is so high, you'll barely ever need a low accuracy nuking set.
Once you get good Merlinic gear, you still have options for amalric. Can go path c on them for good and easy aspir/dark skill pieces. Or keep them as is for BLU nuking.
Bismarck.Squah
サーバ: Bismarck
Game: FFXI
Posts: 106
By Bismarck.Squah 2016-03-08 12:02:02
With max Merlinic augs, you hit 65% base without /RDM with club/shield, Merlinic head/body/hands/feet and the 11% legs. You don't even need rings, waist, back, earrings or ammo.
サーバ: Lakshmi
Game: FFXI
Posts: 116
By Lakshmi.Kyosukerob 2016-03-10 22:01:20
Nearly ninja'd a nerf in next update, link here. Much disappoint.
サーバ: Sylph
Game: FFXI
Posts: 82
By Sylph.Chocobro 2016-03-17 09:49:51
Yeah. I'm likely to replace Acumen with INT after the next update for high content.
サーバ: Asura
Game: FFXI
Posts: 1
By Asura.Inudesu 2016-03-28 09:25:14
What's the ideal adoulin reward ring? So many choices that seen useful for a career geo
サーバ: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2016-03-28 09:27:28
What's the ideal adoulin reward ring? So many choices that seen useful for a career geo
We can cap geomancy skill rather easily (I can cast my spells in full Empyrean+1 now at 900 skill) so the geomancy skill ring is useless. I also don't find the refresh ring to be that good either.
I would go with weatherspoon no contest. Chose it, happy with it, wouldn't really see the point in anything else.
My Node section is messed up because of too much data usage and I am locked out of editing this guide. If you would like to reach out to Rooks to fix that problem like he said he would years ago when I asked him to fix it, feel free to do so. Until then, enjoy the half fixed guide I guess?
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