gargurty said: »
Just curious but i see allot of geo nuking done with grioavolr and grip, but isnt an afteglow idris with augs and ammurapi shield better?
Most geos aren't looking to spend an extra 200m to nuke a little bit better.
Bubble Trouble: A Geomancer Guide |
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Bubble Trouble: A Geomancer Guide
gargurty said: » Just curious but i see allot of geo nuking done with grioavolr and grip, but isnt an afteglow idris with augs and ammurapi shield better? Most geos aren't looking to spend an extra 200m to nuke a little bit better. Asura.Toralin said: » Not sure I am in agreement on the Geo Galero+3, any testing vs ea hat+1? This is what I am running ItemSet 358548 +41%MBD +35%MBDII(excluding cardinal chant) Using Grio b/c I have INT+15 30MAB/29Macc It will like many of these discussions come down to a m.acc requirement. I thought we had looked into bagua hat +3 chant enhancement a few months ago vs Ea. Not sure if anyone has tested it further to see if we actually get more MBII I know I was never really satisfied with the answer on that about the cardinal chant being burst II instead of burst I but didn't care enough to look myself.
The last word on it was the AF+3 galero is burst I and since it has no actual nuking stats was inferior to EA, and Relic+3 Galero has no burst on it. Really easy test, the galero covers the entire 40% burst I cap so if you fire 1 for 10k then 14000 with the galero it's burst I, but if you do 14400 then it's burst II (you have to wear +36int to make up for the int) We were messing around with melee Vir'ava. It decided to breakga into beautiful death. My GEO evaded it. But all damage was dead at 1%. So I went for it...
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atm im working on my amalric +1 set. What aug paths should i take. Atm im doing path d cos of the macc mab but dont know if thats the right way. Or should i take elemental+ skills?
path A for everything if you're spamming Death.
path D head, hands, feet if not. Not sure head is even used outside of death precast, refresh, and aquaveil anymore though. Offline
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ok d it is :) tyvm
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for the "pet duration" on bagua charm, does it need to be in midcast, or does it have to be idled in?
Pretty sure it's just at cast. But you should basically always idle in it for the damage absorb anyway.
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Just curious but is it possible to get 100% cons. mp with 900 geo skill at master geo? Trying to get gear for it but a bit clueless what to look for.
We have a 43% as a trait so we would only need 57% in gear if i understand it right. Offline
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It is possible, i have +63 in gear with 900+ skill.
Mind that 100 conserve is just 28% spell cost reduction. geigei said: » Mind that 100 conserve is just 28% spell cost reduction. Yeah but that can be the difference between Ulmia casting March or Ballad. Asura.Eiryl said: » I know I was never really satisfied with the answer on that about the cardinal chant being burst II instead of burst I but didn't care enough to look myself. The last word on it was the AF+3 galero is burst I and since it has no actual nuking stats was inferior to EA, and Relic+3 Galero has no burst on it. Really easy test, the galero covers the entire 40% burst I cap so if you fire 1 for 10k then 14000 with the galero it's burst I, but if you do 14400 then it's burst II (you have to wear +36int to make up for the int) gargurty said: » Just curious but is it possible to get 100% cons. mp with 900 geo skill at master geo? Trying to get gear for it but a bit clueless what to look for. We have a 43% as a trait so we would only need 57% in gear if i understand it right. When using Entrust, Solstice is already set with +15 seconds of duration & conserve MP +6. Gada can get 11% duration (which can translate into maybe 25 seconds of duration currently including gifts, legs & feet) or conserve MP +7 (maybe higher still). I'd personally forget about the MP & get the highest duration. ItemSet 339014 *Vanya path C *Can downgrade ring to NQ with Cape augment of geo skill +2 or better. For Geo- spells can do it without even touching neck, back, & waist. ItemSet 338470 *Feet: path D Conserve MP +7. *medium's sabots can get up to Conserve MP +7. **With Lifestream cape; no augments, can downgrade a ring to NQ. With geo skill +2 augment or better on the cape can downgrade both to NQ. *merlinic crackows can get up to +12 (8 aug). *lifestream cape with at least geo skill +1 can allow a ring to be downgraded to NQ. Both NQ with +7 or better. Offline
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Chimerawizard said: » When using Entrust, don't need Idris, so can use Solstice or Gada. Offline
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Cool thanks for the response.
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Asura.Toralin said: » Not sure I am in agreement on the Geo Galero+3, any testing vs ea hat+1? Yay, necro response since I forgot to check back in! lol As long as you actually take full advantage of Cardinal Chant, AF+3 hat wins by a landslide. Properly positioned, T5 MB does 30%~40% more damage w/ AF+3 compared to Ea+1 in my experience, all else being equal. Same buffs, same debuffs, same mob type/level, same gear other than the spiffy hat. ^^ I'm not good at reversing the math myself, so can't actually prove it, but I'm personally convinced that MBD from CC is at least MBDII, if not an actual entirely separate mod. (Which seems quite possible, but again, I don't have a clue on how to actually back out the magic damage formula to figure out what the grand total MBD value would have to be...) Even though there is a big potential advantage to abusing CC, it's not always something that can be relied on depending mostly on content type. Anything with a highly mobile target, or cramped zone layout, or lack of available time for setting up, or even refusal of group members to accommodate your positioning requirements.. there's a mountain of things that can possibly get in your way and turn AF+3 hat into a massive damage loss. If I know in advance that I will not be able to count on relative positioning, then I use Ea+1. ok, look, toralin was the person who tested it last time, and while I don't really trust him to do it accurately, I REALLY don't trust you to do it accurately.
It's such a simple test... but you... ugh. Offline
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Asura.Eiryl said: » ok, look, toralin was the person who tested it last time, and while I don't really trust him to do it accurately, I REALLY don't trust you to do it accurately. It's such a simple test... but you... ugh. I've never done it in the testing mindset, beyond "yep, this one works better". My observations are from 3box CPing, mainly on Apex Jagil in Woh Gates. All else equal, going from Ea Hat +1 > Geomancy Galero +3 does result in a very noticeable increase in MB damage, as long as my pgeo is positioned correctly. Offline
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Probably something similar to selfcure vs cureothers or composure buffs on self vs others.
I can't imagine it would be too hard, too busy with work to really *** around with my lua but it could probably pick it up with how I have my auto entrust.
Code function check_geo() if state.AutoBuffMode.value and not areas.Cities:contains(world.area) then if not player.indi and autoindi ~= 'None' then windower.chat.input('/ma "Indi-'..autoindi..'" <me>') tickdelay = (framerate * 2.1) return true elseif autoentrust ~= 'None' and windower.ffxi.get_ability_recasts()[93] < latency then send_command('@input /ja "Entrust" <me>; wait 1.1; input /ma "Indi-'..autoentrust..'" '..autoentrustee) tickdelay = (framerate * 3.5) return true elseif pet.isvalid then local pet = windower.ffxi.get_mob_by_target("pet") if pet.distance:sqrt() > 50 then --If pet is greater than detectable. windower.chat.input('/ja "Full Circle" <me>') tickdelay = (framerate * 1.8) return true else return false end elseif not pet.isvalid and autogeo ~= 'None' and (windower.ffxi.get_mob_by_target('bt') or geo_buffs:contains(autogeo)) then windower.chat.input('/ma "Geo-'..autogeo..'" <bt>') tickdelay = (framerate * 3.1) return true else return false end else return false end A quick sure-fire way to make it work is select a spell that you know you would almost always entrust like indi-str or something along those lines. Try this Code if state.Buff.Entrust and spell.english:startswith('Indi-') then if sets.midcast.Geomancy.main == 'Idris' and item_available('Solstice') then equip({main="Solstice"}) end end Offline
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Asura.Meliorah said: » I can't imagine it would be too hard, too busy with work to really *** around with my lua but it could probably pick it up with how I have my auto entrust. Code function check_geo() if state.AutoBuffMode.value and not areas.Cities:contains(world.area) then if not player.indi and autoindi ~= 'None' then windower.chat.input('/ma "Indi-'..autoindi..'" <me>') tickdelay = (framerate * 2.1) return true elseif autoentrust ~= 'None' and windower.ffxi.get_ability_recasts()[93] < latency then send_command('@input /ja "Entrust" <me>; wait 1.1; input /ma "Indi-'..autoentrust..'" '..autoentrustee) tickdelay = (framerate * 3.5) return true elseif pet.isvalid then local pet = windower.ffxi.get_mob_by_target("pet") if pet.distance:sqrt() > 50 then --If pet is greater than detectable. windower.chat.input('/ja "Full Circle" <me>') tickdelay = (framerate * 1.8) return true else return false end elseif not pet.isvalid and autogeo ~= 'None' and (windower.ffxi.get_mob_by_target('bt') or geo_buffs:contains(autogeo)) then windower.chat.input('/ma "Geo-'..autogeo..'" <bt>') tickdelay = (framerate * 3.1) return true else return false end else return false end A quick sure-fire way to make it work is select a spell that you know you would almost always entrust like indi-str or something along those lines. Try this Code if state.Buff.Entrust and spell.english:startswith('Indi-') then if sets.midcast.Geomancy.main == 'Idris' and item_available('Solstice') then equip({main="Solstice"}) end end Tried it and played around with it for a bit but not working atm :) I'm not certain how your gearswap is setup, I'm able to confirm it working here on my side.
Assuming things are setup similarly I ave a function declared for midcast where I have it set. Code function job_post_midcast(spell, spellMap, eventArgs) if spell.skill == 'Elemental Magic' and default_spell_map ~= 'ElementalEnfeeble' and spell.english ~= 'Impact' then if state.MagicBurstMode.value ~= 'Off' then if state.CastingMode.value:contains('Resistant') and sets.ResistantMagicBurst then equip(sets.ResistantMagicBurst) else equip(sets.MagicBurst) end end if spell.element == world.weather_element or spell.element == world.day_element then if state.CastingMode.value == 'Fodder' then -- if item_available('Twilight Cape') and not LowTierNukes:contains(spell.english) and not state.Capacity.value then -- sets.TwilightCape = {back="Twilight Cape"} -- equip(sets.TwilightCape) -- end if spell.element == world.day_element then if item_available('Zodiac Ring') then sets.ZodiacRing = {ring2="Zodiac Ring"} equip(sets.ZodiacRing) end end end end if spell.element and sets.element[spell.element] then equip(sets.element[spell.element]) end if state.RecoverMode.value ~= 'Never' and (state.RecoverMode.value == 'Always' or tonumber(state.RecoverMode.value:sub(1, -2)) > player.mpp) then if state.MagicBurstMode.value ~= 'Off' then if state.CastingMode.value:contains('Resistant') and sets.ResistantRecoverBurst then equip(sets.ResistantRecoverBurst) elseif sets.RecoverBurst then equip(sets.RecoverBurst) end elseif sets.RecoverMP then equip(sets.RecoverMP) end end elseif spell.skill == 'Geomancy' then for buff,active in pairs(state.Buff) do if active and sets.buff[buff] then equip(sets.buff[buff]) end end if state.Buff.Entrust and spell.english:startswith('Indi-') then if sets.midcast.Geomancy.main == 'Idris' and item_available('Solstice') then equip({main="Solstice"}) end end end end Lakshmi.Buukki
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Havent updated my Geomancy Conserve MP set in a while. Hadn't noticed Vanya Hood(c) and legs had CMP on them (I was using azimuth +1 for bonus instead). Thanks Chimera
Quick q: what skill do these sets put you at? I'm wondering if you can drop Dunna (18 handbell skill) with a high aug Lifestream and put more CMP in the non-throwing ammo slot. You cannot remove handbell or you lose handbell skill from your combined skill. You'd be casting bubbles with 441 combined skill without one. not recommended.
Indi- is at 51% (57 with solstice) Geo- is at 57% With an additional 43% from traits. edit: don't know why I mentioned the CMP numbers now. with cap'd merits & gifts: Indi- 904 (before augment) Geo- 900 with just dunna & the 2 HQ rings. Lakshmi.Buukki
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Oh damn, DUH. I always forget it's like BRD instruments in the calculation. Good catch, I farted north of the eyes there.
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Tried to add the line in my geo lua but cant get it to work to ue gada on entrust.
Here is my lua to maybe get an idea how it needs to fit in :) Code -- Original: Motenten / Modified: Arislan -- Keybinds -- Modes: [ F9 ] Offense mode -- [ F10 ] Emergency -PDT Mode -- [ ALT+F10 ] Toggle Kiting Mode -- [ F11 ] Emergency -MDT Mode -- [ CTRL+F11 ] Cycle Casting Modes -- [ F12 ] Update Current Gear / Report Current Status -- [ CTRL+F12 ] Cycle Idle Modes -- [ ALT+F12 ] Cancel Emergency -PDT/-MDT Mode -- [ ALT+` ] Magic Burst Mode Toggle -- [ WIN+C ] Toggle Capacity Points Mode -- -- Abilities: [ CTRL+` ] Full Circle -- [ CTRL+B ] Blaze of Glory -- [ CTRL+A ] Ecliptic Attrition -- [ CTRL+D ] Dematerialize -- [ CTRL+L ] Life Cycle -- -- Weapons: [ WIN+W ] Toggles Weapon Lock -- -- WS: [ CTRL+Numpad0 ] Myrkr -- -- -- (Global-Binds.lua contains additional non-job-related keybinds) -- Setup functions for this job. Generally should not be modified. -- Initialization function for this job file. function get_sets() mote_include_version = 2 -- Load and initialize the include file. include('Mote-Include.lua') end -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked. function job_setup() indi_timer = '' indi_duration = 320 state.CP = M(false, "Capacity Points Mode") lockstyleset = 17 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.CastingMode:options('Normal', 'Seidr', 'Resistant', 'Seidrres') state.IdleMode:options('Normal', 'DT') state.OffenseMode:options('engaged', 'DT', 'Dual', 'TH') state.WeaponLock = M(false, 'Weapon Lock') state.MagicBurst = M(false, 'Magic Burst') -- Additional local binds include('Global-Binds.lua') -- OK to remove this line include('Global-COR-Binds.lua') -- OK to remove this line send_command('bind ^` input /ja "Full Circle" <me>') --ctrl send_command('bind ^b input /ja "Blaze of Glory" <me>') --ctrl send_command('bind ^a input /ja "Ecliptic Attrition" <me>') --ctrl send_command('bind ^d input /ja "Dematerialize" <me>') --ctrl send_command('bind !` gs c toggle MagicBurst') --win send_command('bind @c gs c toggle CP') --win send_command('bind @w gs c toggle WeaponLock') --win select_default_macro_book() set_lockstyle() end function user_unload() send_command('unbind ^`') send_command('unbind !`') send_command('unbind ^,') send_command('unbind !.') send_command('unbind ^b') send_command('unbind ^b') send_command('unbind ^a') send_command('unbind ^d') send_command('unbind @c') send_command('unbind @w') send_command('unbind ^numpad7') send_command('unbind ^numpad8') send_command('unbind ^numpad9') send_command('unbind ^numpad6') send_command('unbind ^numpad1') send_command('unbind #`') send_command('unbind #1') send_command('unbind #2') send_command('unbind #3') send_command('unbind #4') send_command('unbind #5') send_command('unbind #6') send_command('unbind #7') send_command('unbind #8') send_command('unbind #9') send_command('unbind #0') end -- Define sets and vars used by this job file. function init_gear_sets() --bis merlinic (fern stones) macchead = { name="Merlinic Hood", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','Mag. Acc.+13','"Mag.Atk.Bns."+11',}} maccbody = { name="Merlinic Jubbah", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','"Conserve MP"+1','MND+13','Mag. Acc.+5','"Mag.Atk.Bns."+9',}} macchand = { name="Merlinic Dastanas", augments={'Mag. Acc.+23 "Mag.Atk.Bns."+23','"Fast Cast"+2','INT+10','"Mag.Atk.Bns."+7',}} macclegs = { name="Merlinic Shalwar", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','Magic Damage +5','MND+6','Mag. Acc.+14','"Mag.Atk.Bns."+11',}} maccfeet = { name="Merlinic Crackows", augments={'Mag. Acc.+23 "Mag.Atk.Bns."+23','"Conserve MP"+4','Mag. Acc.+11','"Mag.Atk.Bns."+13',}} maccback = { name="Nantosuelta's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','Mag. Acc.+10','"Mag.Atk.Bns."+10','Spell interruption rate down-10%',}} --bis merlinic with 7% fc (fern stones) fchead = {name="Merlinic Hood", augments={'Mag. Acc.+19','"Fast Cast"+6','CHR+4','"Mag.Atk.Bns."+1',}} --6 fcbody = {name="Helios Jacket", augments={'Mag. Acc.+18','"Fast Cast"+5','Weapon skill damage +2%',}} --5 fchand = { name="Merlinic Dastanas", augments={'Mag. Acc.+22','"Fast Cast"+7','INT+9',}} --7 fcfeet = { name="Merlinic Crackows", augments={'Attack+19','"Fast Cast"+7','INT+7','Mag. Acc.+1','"Mag.Atk.Bns."+14',}} --7 fcback = { name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Mag. Evasion+10','"Fast Cast"+10','Phys. dmg. taken-10%',}} --10 --bis telchine with 10% duration (duskdim) durhead = { name="Telchine Cap", augments={'Potency of "Cure" effect received+5%','Enh. Mag. eff. dur. +9',}} --9 durbody = { name="Telchine Chas.", augments={'Mag. Acc.+12 "Mag.Atk.Bns."+12','Pet: "Regen"+3','Enh. Mag. eff. dur. +9',}} --9 durhand = { name="Telchine Gloves", augments={'Evasion+12','Potency of "Cure" effect received+5%','Enh. Mag. eff. dur. +10',}} --10 durlegs = { name="Telchine Braconi", augments={'Pet: "Mag.Atk.Bns."+13','Pet: "Regen"+3','Enh. Mag. eff. dur. +9',}} --9 durfeet = { name="Telchine Pigaches", augments={'Potency of "Cure" effect received+4%','Enh. Mag. eff. dur. +9',}} --9 --bis merlinic with 11% potency (fern stones) aspirbody = { name="Helios Jacket", augments={'Mag. Acc.+12','"Drain" and "Aspir" potency +10','INT+1 MND+1',}} --10 aspirhand = { name="Helios Gloves", augments={'Mag. Acc.+18 "Mag.Atk.Bns."+18','"Drain" and "Aspir" potency +10','INT+3 MND+3',}} --10 aspirlegs = { name="Merlinic Shalwar", augments={'"Mag.Atk.Bns."+1','"Drain" and "Aspir" potency +11','MND+1',}} --11 aspirfeet = { name="Helios Boots", augments={'Mag. Acc.+20','"Drain" and "Aspir" potency +10',}} --10 --max phalanx a piece +6 (dark matter) phahead = { name="Merlinic Hood", augments={'Pet: "Subtle Blow"+4','Pet: Haste+5','Phalanx +1',}} --1 phabody = { } phahand = { } phalegs = { } phafeet = { name="Merlinic Crackows", augments={'Pet: "Subtle Blow"+8','"Snapshot"+3','Phalanx +3','Accuracy+6 Attack+6','Mag. Acc.+18 "Mag.Atk.Bns."+18',}} --3 petregbody = durbody --3 petreglegs = durlegs --3 petregback = { name="Nantosuelta's Cape", augments={'HP+60','Eva.+20 /Mag. Eva.+20','Mag. Evasion+10','Pet: "Regen"+10','Pet: "Regen"+5',}}--15 --bis merlinic with 11% potency (fern stones), helios is max 10% (duskdim) mbhead = { name="Merlinic Hood", augments={'"Mag.Atk.Bns."+17','Magic burst dmg.+11%','VIT+7','Mag. Acc.+13',}} --11 mbbody = { } mbhand = { name="Helios Gloves", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Occult Acumen"+10','Magic burst dmg.+10%',}} --10 mblegs = { } mbfeet = { name="Jhakri Pigaches +2"} --7 sets.TH = { head={ name="Merlinic Hood", augments={'STR+2','"Treasure Hunter"+2',}}, body="Volte Jupon", } -- Precast Sets -- Precast sets to enhance JAs sets.precast.JA.Bolster = {body="Bagua Tunic +3"} sets.precast.JA['Full Circle'] = {head="Azimuth Hood +1",hands="Bagua Mitaines +3"} sets.precast.JA['Life Cycle'] = {head="Bagua Galero +3", body="Geomancy Tunic +3", back="Nantosuelta's Cape"} sets.midcast['Radial Arcana'] = {head="Bagua Galero +3"} sets.midcast['Radial Arcana'] = {hands="Bagua Sandals +3"} sets.midcast['Cardinal Chant'] = {hands="Geomancy Galero +3"} sets.midcast['Mending Halation'] = {Legs="Bagua Pants +3"} sets.precast.JA['Lunge'] = set_combine(sets.midcast['Elemental Magic'], { }) sets.precast.JA['Swipe'] = sets.precast.JA['Lunge'] -- Fast cast sets for spells sets.precast.FC = { --fc80/hst26 /rdm 15 ammo="Hasty Pinion +1", --00/2 head=fchead, --14/6 body=fcbody, --08/3 hands=fchand, --07/3 legs="Geomancy Pants +3", --15/5 feet=fcfeet, --12/3 neck="Voltsurge Torque", --04/0 waist="Witful Belt", --03/3 left_ear="Loquac. Earring", --02 right_ear="Enchntr. Earring +1", --02 left_ring="Prolix Ring", --02 right_ring="Kishar Ring", --04 back=fcback, --10 } --83/25 --sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, { --waist="Siegel Sash", --back="Perimede Cape", --}) --sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, { --hands="Bagua Mitaines +3", --waist="Channeler's Stone", --}) --sets.precast.FC.Cure = set_combine(sets.precast.FC, { --main="Oranyan", --7 --sub="Clerisy Strap +1", --3 --ear1="Mendi. Earring", --5 --ring1="Lebeche Ring", --(2) --back="Perimede Cape", --(4) --}) --sets.precast.FC.Curaga = sets.precast.FC.Cure sets.precast.FC.Impact = set_combine(sets.precast.FC, {head=empty, body="Twilight Cloak"}) -- Weaponskill sets -- Default set for any weaponskill that isn't any more specifically defined sets.precast.WS = { ammo="Pemphredo tathlum", head="Jhakri Coronal +2", body="Jhakri robe +2", hands="Jhakri Cuffs +2", legs="Jhakri slops +2", feet="Jhakri Pigaches +2", neck="Fotia Gorget", waist="Fotia Belt", left_ear="Ishvara Earring", right_ear="Moonshade Earring", left_ring="Jhakri Ring", right_ring="Rufescent Ring", back={ name="Nantosuelta's Cape", augments={'INT+20','Accuracy+20 Attack+20','MND+10','Weapon skill damage +10%','Damage taken-5%',}}, } --int/mnd 50% sets.precast.WS['Exudation'] =set_combine(sets.precast.WS, { neck="Imbodla necklace", waist="Latria sash", }) --dex/int 40%/40% mab sets.precast.WS['Aeolian Edge'] =set_combine(sets.precast.WS, { head="Bagua Galero +3", body="Bagua Tunic +3", hands="Bagua Mitaines +3", legs="Bagua Pants +3", feet="Bagua Sandals +3", }) sets.precast.WS['Flash Nova'] =set_combine(sets.precast.WS, { head="Bagua Galero +3", body="Bagua Tunic +3", hands="Bagua Mitaines +3", legs="Bagua Pants +3", feet="Bagua Sandals +3", }) sets.precast.WS['Black Halo'] =set_combine(sets.precast.WS, { head="Bagua Galero +3", body="Bagua Tunic +3", hands="Bagua Mitaines +3", legs="Bagua Pants +3", feet="Bagua Sandals +3", }) sets.precast.WS['Cataclysm'] =set_combine(sets.precast.WS, { head="Pixie hairpin +1", body="Bagua Tunic +3", hands="Bagua Mitaines +3", legs="Bagua Pants +3", feet="Bagua Sandals +3", right_ring="Archon Ring", }) -- Midcast Sets -- Base fast recast for spells sets.midcast.FastRecast = set_combine(sets.precast.FC, { }) --prio haste sets.midcast.Geomancy = { --903 geo main="Idris", sub="Genmei Shield", range="Dunna", head={ name="Vanya Hood", augments={'MND+10','Spell interruption rate down +15%','"Conserve MP"+6',}}, body={ name="Vanya Robe", augments={'MND+10','Spell interruption rate down +15%','"Conserve MP"+6',}}, hands="Shrieker's Cuffs", legs={ name="Vanya Slops", augments={'MND+10','Spell interruption rate down +15%','"Conserve MP"+6',}}, feet={ name="Vanya Clogs", augments={'MND+10','Spell interruption rate down +15%','"Conserve MP"+6',}}, neck="Incanter's Torque", waist="Austerity Belt +1", left_ear="Calamitous Earring", right_ear="Gifted Earring", left_ring="Defending Ring", right_ring="Dark Ring", back="Lifestream Cape", } sets.midcast.Geomancy.Indi = set_combine(sets.midcast.Geomancy, { legs="Bagua Pants +3", feet="Azimuth gaiters +1", }) sets.midcast.Dia = sets.TH sets.midcast['Dia II'] = sets.TH sets.midcast.Diaga = sets.TH sets.midcast.Cure = {-- main="Gada", sub="Genbu's Shield", ammo="Staunch tathlum", head={ name="Vanya Hood", augments={'Healing magic skill +20','"Cure" spellcasting time -7%','Magic dmg. taken -3',}}, body={ name="Vanya Robe", augments={'Healing magic skill +20','"Cure" spellcasting time -7%','Magic dmg. taken -3',}}, hands={ name="Vanya Cuffs", augments={'Healing magic skill +20','"Cure" spellcasting time -7%','Magic dmg. taken -3',}}, legs={ name="Vanya Slops", augments={'Healing magic skill +20','"Cure" spellcasting time -7%','Magic dmg. taken -3',}}, feet={ name="Vanya Clogs", augments={'Healing magic skill +20','"Cure" spellcasting time -7%','Magic dmg. taken -3',}}, neck="Incanter's Torque", waist="Bishop's sash", left_ear="Mendi. Earring", right_ear="Beatific Earring", left_ring="Menelaus's Ring", right_ring="Sirona's Ring", back="Tempered Cape +1", } sets.midcast.Curaga = set_combine(sets.midcast.Cure, { }) sets.midcast.CureSelf = set_combine(sets.midcast.Cure, { head=durhead, --5 body={ name="Telchine Chas.", augments={'Pet: "Mag.Atk.Bns."+16','Potency of "Cure" effect received+7%','Pet: Haste+1',}}, --7 hands=durhand, --5 legs={ }, feet=durfeet, --4 neck="Phalaina Locket", --4 }) --25 cure recieved --53 potency sets.midcast.Cursna = set_combine(sets.midcast.Cure, { waist="Gishdubar Sash", right_ring="Haoma's Ring", back="Oretan. Cape +1", }) sets.midcast['Enhancing Magic'] = { main="Gada", sub="Genmei Shield", range="Dunna", head="Befouled Crown", body=durbody, hands=durhand, legs="Geomancy Pants +3", feet="Regal Pumps +1", neck="Incanter's Torque", waist="Witful Belt", left_ear="Loquac. Earring", right_ear="Enchntr. Earring +1", left_ring="Prolix Ring", right_ring="Kishar Ring", back=maccback, } sets.midcast.EnhancingDuration = set_combine(sets.midcast['Enhancing Magic'], { head=durhead, body=durbody, hands=durhand, legs=durlegs, feet=durfeet, }) sets.midcast.Regen = set_combine(sets.midcast.EnhancingDuration, { main="Bolelabunga", back="Grapevine Cape", feet="Inspirited Boots" }) sets.midcast.Phalanx = set_combine(sets.midcast['Enhancing Magic'], { head=phahead, feet=phafeet, }) sets.midcast.Refresh = set_combine(sets.midcast.EnhancingDuration, { head="Amalric coif +1", back="Grapevine Cape", waist="Gishdubar Sash", feet="Inspirited Boots" }) sets.midcast.Stoneskin = set_combine( sets.precast.FC, { ammo="Staunch tathlum", range=empty, head={ name="Vanya Hood", augments={'MND+10','Spell interruption rate down +15%','"Conserve MP"+6',}}, body={ name="Vanya Robe", augments={'MND+10','Spell interruption rate down +15%','"Conserve MP"+6',}}, hands={ name="Vanya Cuffs", augments={'MND+10','Spell interruption rate down +15%','"Conserve MP"+6',}}, legs={ name="Vanya Slops", augments={'MND+10','Spell interruption rate down +15%','"Conserve MP"+6',}}, feet={ name="Vanya Clogs", augments={'MND+10','Spell interruption rate down +15%','"Conserve MP"+6',}}, neck="Nodens Gorget", waist="Siegel Sash", left_ear="Earthcry Earring", right_ear="Halasz Earring", left_ring="Evanescence Ring", right_ring="Dark Ring", back=maccback, }) sets.midcast.Aquaveil = set_combine(sets.midcast.EnhancingDuration, { main="Vadose Rod", ammo="Staunch tathlum", range=empty, head="Amalric coif +1", body="Ros. Jaseran +1", hands={ name="Vanya Cuffs", augments={'MND+10','Spell interruption rate down +15%','"Conserve MP"+6',}}, legs="Geomancy Pants +3", waist="Emphatikos Rope", right_ear="Halasz Earring", left_ring="Evanescence Ring", right_ring="Dark Ring", back=maccback, }) sets.midcast.Protect = set_combine(sets.midcast.EnhancingDuration, { ring1="Sheltered Ring", }) sets.midcast.Protectra = sets.midcast.Protect sets.midcast.Shell = sets.midcast.Protect sets.midcast.Shellra = sets.midcast.Protect sets.midcast.MndEnfeebles = { main="Idris", sub="Ammurapi Shield", ammo="Pemphredo tathlum", head="Geomancy Galero +3", body="Geomancy Tunic +3", hands="Geomancy Mitaines +3", legs="Geomancy Pants +3", feet="Geomancy Sandals +3", neck="Bagua Charm", waist="Rumination Sash", left_ear="Digni. Earring", right_ear="Barkaro. Earring", left_ring="Globidonta Ring", right_ring="Kishar Ring", back=maccback, } -- MND/Magic accuracy sets.midcast.IntEnfeebles = set_combine(sets.midcast.MndEnfeebles, { }) -- INT/Magic accuracy sets.midcast['Dark Magic'] = { main="Rubicundity", sub="Ammurapi Shield", ammo="Pemphredo tathlum", head="Geomancy Galero +3", body="Geomancy Tunic +3", hands="Geomancy Mitaines +3", legs="Azimuth Tights +1", feet="Geomancy Sandals +3", neck="Erra Pendant", waist="Porous Rope", left_ear="Barkaro. Earring", right_ear="Gwati Earring", left_ring="Evanescence Ring", right_ring="Archon Ring", back=maccback, } sets.midcast.Drain = set_combine(sets.midcast['Dark Magic'], { head="Bagua Galero +3", body=aspirbody, hands=aspirhand, legs=aspirlegs, feet=aspirfeet, left_ear="Hirudinea Earring", right_ring="Excelsis Ring", waist="Austerity Belt +1", }) sets.midcast.Aspir = sets.midcast.Drain sets.midcast.Stun = set_combine(sets.midcast['Dark Magic'], { }) -- Elemental Magic sets sets.midcast['Elemental Magic'] = { main="Idris", sub="Ammurapi Shield", ammo="Pemphredo tathlum", range="Dunna", head=macchead, body="Amalric doublet +1", hands="Amalric gages +1", legs="Amalric slops +1", feet="Amalric nails +1", neck="Saevus Pendant +1", waist="Refoccilation stone", left_ear="Barkaro. Earring", right_ear="Crematio Earring", left_ring="Jhakri Ring", right_ring="Mallquis Ring", back=maccback, } sets.midcast['Elemental Magic'].Resistant = set_combine(sets.midcast['Elemental Magic'], { body=maccbody, hands=macchand, legs=macclegs, feet=maccfeet, right_ear="Gwati Earring", }) sets.midcast.GeoElem = set_combine(sets.midcast['Elemental Magic'], { }) sets.midcast['Elemental Magic'].Seidr = set_combine(sets.midcast['Elemental Magic'], { body="Seidr Cotehardie", }) sets.midcast['Elemental Magic'].Seidrres = set_combine(sets.midcast['Elemental Magic'].Resistant, { body="Seidr Cotehardie", }) sets.midcast.GeoElem.Seidr = set_combine(sets.midcast['Elemental Magic'].Seidr, { body="Seidr Cotehardie", }) sets.midcast.GeoElem.Seidrres = set_combine(sets.midcast['Elemental Magic'].Seidrres, { body="Seidr Cotehardie", }) sets.midcast.Impact = set_combine(sets.midcast['Elemental Magic'], { head=empty, body="Twilight Cloak", }) sets.midcast.Meteor = set_combine(sets.midcast['Elemental Magic'], { body="Onca suit", hands=empty, legs=empty, feet=empty, }) -- Initializes trusts at iLvl 119 sets.midcast.Trust = sets.precast.FC -- Idle Sets best merlinic with refresh +2 sets.idle = { main="Bolelabunga", sub="Genmei Shield", ammo="Staunch tathlum", head="Befouled crown", body="Jhakri Robe +2", hands="Bagua Mitaines +3", legs={ name="Merlinic Shalwar", augments={'DEX+1','INT+13','"Refresh"+2','Accuracy+18 Attack+18',}}, feet="Geomancy Sandals +3", neck="Bathy Choker +1", waist="Fucho-no-Obi", left_ear="Infused Earring", right_ear="Hearty Earring", left_ring="Defending Ring", right_ring="Sheltered Ring", back=fcback, } sets.resting = set_combine(sets.idle, { }) --shell II = -14%, Shell IV = -22% sets.idle.DT = set_combine(sets.idle, { main="Mafic cudgel", neck="Loricate Torque +1", left_ear="Etiolation Earring", right_ear="Hearty Earring", left_ring="Defending Ring", right_ring="Dark Ring", }) sets.idle.Weak = set_combine(sets.idle, { main="Mafic cudgel", neck="Loricate Torque +1", left_ear="Etiolation Earring", right_ear="Hearty Earring", left_ring="Defending Ring", right_ring="Dark Ring", }) -- .Pet sets are for when Luopan is present. sets.idle.Pet = set_combine(sets.idle, { -- Pet: -DT (37.5% to cap) / Pet: Regen (27) main="Idris", head="Azimuth Hood +1", body=petregbody, hands="Geomancy Mitaines +3", legs=petreglegs, feet="Bagua Sandals +3", neck="Bagua charm", waist="Isa Belt", left_ear="Etiolation Earring", right_ring="Dark Ring", back=petregback, }) sets.idle.DT.Pet = set_combine(sets.idle.Pet, { sub="Genmei Shield", head="Hagondes Hat +1", body="Mallquis Saio +2", legs="Hagondes pants +1", feet="Mallquis clogs +2", left_ring="Defending Ring", back=fcback, }) sets.idle.Town = set_combine(sets.idle, { main="Idris", range="Dunna", neck="Bagua charm", head="Geomancy Galero +3", body="Geomancy Tunic +3", legs="Geomancy Pants +3", hands="Geomancy Mitaines +3", feet="Geomancy Sandals +3", }) -- Defense sets sets.defense.PDT = sets.idle.DT sets.defense.MDT = sets.idle.DT sets.Kiting = { feet="Geomancy Sandals +3" } sets.latent_refresh = { waist="Fucho-no-obi" } -- 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 = { --acc 1040 ammo="Hasty Pinion +1", head="Jhakri Coronal +2", body="Onca suit", hands=empty, legs=empty, feet=empty, neck="Combatant's torque", waist="Cetl Belt", left_ear="Digni. Earring", right_ear="Cessance Earring", left_ring="K'ayres Ring", right_ring="Rajas Ring", back={ name="Nantosuelta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}}, } sets.engaged.DT = set_combine(sets.engaged, { --acc 1039 body="Onca suit", hands=empty, legs=empty, feet=empty, neck="Loricate Torque +1", left_ring="Defending Ring", right_ring="Dark Ring", }) sets.engaged.Dual = set_combine(sets.engaged, { --acc 1001 head={ name="Telchine Cap", augments={'Accuracy+15 Attack+15','Haste+2','DEX+10',}}, waist="Shetal Stone", left_ear="Eabani Earring", right_ear="Suppanomimi", right_ring="Jhakri Ring", back={ name="Nantosuelta's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dual Wield"+10','Damage taken-5%',}}, }) sets.engaged.TH = set_combine(sets.engaged, { head={ name="Merlinic Hood", augments={'STR+2','"Treasure Hunter"+2',}}, body="Volte Jupon", hands="Jhakri Cuffs +2", legs={ name="Telchine Braconi", augments={'Accuracy+16','Haste+3','STR+6 DEX+6',}}, feet="Jhakri Pigaches +2", }) -- Custom buff sets sets.magic_burst = { main="Idris", sub="Ammurapi Shield", ammo="Pemphredo tathlum", head=mbhead, --11 body=maccbody, hands=mbhand, --10 legs=macclegs, feet=mbfeet, -- 9 neck="Mizu. Kubikazari", -- 7 waist="Porous Rope", left_ear="Barkaro. Earring", right_ear="Crematio Earring", right_ring="Locus Ring", left_ring="Mujin Band", -- 5(mbII) skillchain bonus 5 back=maccback, } --42 magic busrt (40) sets.buff.Doom = {ring1="Haoma's Ring", ring2="Purity Ring", waist="Gishdubar Sash"} sets.Obi = {waist="Hachirin-no-Obi"} sets.CP = {back="Mecisto. Mantle"} end -- Job-specific hooks for standard casting events. function job_post_precast(spell, action, spellMap, eventArgs) if spell.name == 'Impact' then equip(sets.precast.FC.Impact) end end function job_post_midcast(spell, action, spellMap, eventArgs) if spell.skill == 'Elemental Magic' then if state.MagicBurst.value then equip(sets.magic_burst) if spell.english == "Impact" then equip(sets.midcast.Impact) end end if (spell.element == world.day_element or spell.element == world.weather_element) then equip(sets.Obi) end end if spellMap == 'Cure' and spell.target.type == 'SELF' then equip(sets.midcast.CureSelf) end if spell.skill == 'Enhancing Magic' and classes.NoSkillSpells:contains(spell.english) then equip(sets.midcast.EnhancingDuration) if spellMap == 'Refresh' then equip(sets.midcast.Refresh) end 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 == 'Elemental Magic' then -- state.MagicBurst:reset() end if spell.english == "Sleep II" then send_command('@timers c "Sleep II ['..spell.target.name..']" 90 down spells/00259.png') elseif spell.english == "Sleep" or spell.english == "Sleepga" then -- Sleep & Sleepga Countdown -- send_command('@timers c "Sleep ['..spell.target.name..']" 60 down spells/00253.png') end elseif not player.indi then classes.CustomIdleGroups:clear() 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 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 if buff == "doom" then if gain then equip(sets.buff.Doom) send_command('@input /p Doomed.') disable('ring1','ring2','waist') else enable('ring1','ring2','waist') handle_equipping_gear(player.status) end end end -- Handle notifications of general user state change. function job_state_change(stateField, newValue, oldValue) if state.WeaponLock.value == true then disable('main','sub') else enable('main','sub') end end -- User code that supplements standard library decisions. 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 elseif spell.skill == 'Elemental Magic' then if spellMap == 'GeoElem' then return 'GeoElem' end end end end function customize_idle_set(idleSet) if player.mpp < 51 then idleSet = set_combine(idleSet, sets.latent_refresh) end if state.CP.current == 'on' then equip(sets.CP) disable('back') else enable('back') end return idleSet end -- Called by the 'update' self-command. function job_update(cmdParams, eventArgs) classes.CustomIdleGroups:clear() if player.indi then classes.CustomIdleGroups:append('Indi') end end -- Function to display the current relevant user state when doing an update. function display_current_job_state(eventArgs) display_current_caster_state() eventArgs.handled = true end function job_self_command(cmdParams, eventArgs) if cmdParams[1]:lower() == 'nuke' then handle_nuking(cmdParams) eventArgs.handled = true end end -- Utility functions specific to this job. -- Select default macro book on initial load or subjob change. function select_default_macro_book() -- Default macro set/book: (set, book) if player.sub_job == 'RDM' then set_macro_page(1, 3) elseif player.sub_job == 'DNC' then set_macro_page(10, 3) elseif player.sub_job == 'BLM' then set_macro_page(9, 3) elseif player.sub_job == 'WAR' then set_macro_page(8, 3) elseif player.sub_job == 'WHM' then set_macro_page(7, 3) elseif player.sub_job == 'THF' then set_macro_page(6, 3) elseif player.sub_job == 'NIN' then set_macro_page(6, 3) elseif player.sub_job == 'SAM' then set_macro_page(5, 3) elseif player.sub_job == 'RUN' then set_macro_page(4, 3) else set_macro_page(1, 3) end end function set_lockstyle() send_command('wait 2; input /lockstyleset ' .. lockstyleset) end Nyarlko said: » Asura.Eiryl said: » ok, look, toralin was the person who tested it last time, and while I don't really trust him to do it accurately, I REALLY don't trust you to do it accurately. It's such a simple test... but you... ugh. I've never done it in the testing mindset, beyond "yep, this one works better". My observations are from 3box CPing, mainly on Apex Jagil in Woh Gates. All else equal, going from Ea Hat +1 > Geomancy Galero +3 does result in a very noticeable increase in MB damage, as long as my pgeo is positioned correctly. I went and tried again went outside Adoulin Sleep2 Mandy(level 100) stood my SCH on the mob, Geo was standing east of the mob, burst fire3, reset geo-malaise bubble each time best I could get with Fire3: Galero+3 54k (varied 52-54k probably because my positioning was off a degree or two each time) Eat hat+1 56k (consistent) Same conclusion I cannot get geo galero+3 to beat ea+1 in any circumstance |
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