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All for One, and More for Me: A Guide to Red Mage
サーバ: Asura
Game: FFXI
Posts: 95
By Asura.Omnijuggernaut 2015-10-06 14:05:52
Damn is good, with light day/weather proc ?
Show your set, i'm curious
Yeah I go /sch and use ele belt, I don't have any cure II potency yet and need to get more healing skill, I sit at 508 skill and right now. 99+176mnd (without gain-mnd up) 99+201 with.
Main Serenity
ammo Oreiad's tathlum
head Befouled crown
neck Nodens gorget
ear1 Lifestorm Earring
ear2 Psystorm Earring
body Vitivation tabard +1
hands Buremte (telchine with at least +5% cure pot aug I dont have yet when I cure others)
ring1 Haoma's Ring
ring2 Haoma's Ring
back Oretania's cape +1 (need that aug on hand to swap this for skill)
waist ElementalObi since /sch gets aurorastorm)
legs Atrophy Tights +1(switching to vanya path B today)
feet Vanya clogs(path B already)
I maxed out at 1380 cure 4 on self with
511 healing skill
Main Serenity
Added Curatio grip
ammo Oreiad's tathlum
head Befouled crown
neck Nodens gorget
ear1 Lifestorm Earring
ear2 Psystorm Earring
body Vitivation tabard +1
hands Buremte (telchine with at least +5% cure pot aug I dont have yet when I cure others)
ring1 Haoma's Ring
Added ring2 Asklepian ring on self and Haoma's Ring on others
back Oretania's cape +1 (Still using since hands only have 3% aug)
waist ElementalObi since /sch gets aurorastorm)
legs Atrophy Tights +1 (Vanya legs for pt/ally)
feet Vanya clogs(path B already)
I spent an hour running back in and out of mog house resetting timer to be able to convert and spam cures, over and over I got these same numbers.
99+201 mnd and 511 skill self cure 4 1380
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-07 02:07:20
Asura.Omnijuggernaut said: »Damn is good, with light day/weather proc ?
Show your set, i'm curious
Yeah I go /sch and use ele belt, I don't have any cure II potency yet and need to get more healing skill, I sit at 508 skill and right now. 99+176mnd (without gain-mnd up) 99+201 with.
Main Serenity
ammo Oreiad's tathlum
head Befouled crown
neck Nodens gorget
ear1 Lifestorm Earring
ear2 Psystorm Earring
body Vitivation tabard +1
hands Buremte (telchine with at least +5% cure pot aug I dont have yet when I cure others)
ring1 Haoma's Ring
ring2 Haoma's Ring
back Oretania's cape +1 (need that aug on hand to swap this for skill)
waist ElementalObi since /sch gets aurorastorm)
legs Atrophy Tights +1(switching to vanya path B today)
feet Vanya clogs(path B already)
I maxed out at 1380 cure 4 on self with
511 healing skill
Main Serenity
Added Curatio grip
ammo Oreiad's tathlum
head Befouled crown
neck Nodens gorget
ear1 Lifestorm Earring
ear2 Psystorm Earring
body Vitivation tabard +1
hands Buremte (telchine with at least +5% cure pot aug I dont have yet when I cure others)
ring1 Haoma's Ring
Added ring2 Asklepian ring on self and Haoma's Ring on others
back Oretania's cape +1 (Still using since hands only have 3% aug)
waist ElementalObi since /sch gets aurorastorm)
legs Atrophy Tights +1 (Vanya legs for pt/ally)
feet Vanya clogs(path B already)
I spent an hour running back in and out of mog house resetting timer to be able to convert and spam cures, over and over I got these same numbers.
99+201 mnd and 511 skill self cure 4 1380
How are you getting +201 MND? Gain-MND? You have +177 MND in gear shown:
+19 MND weapon
+4 MND ammo
+33 MND head
+4 MND ear
+35 MND body
+34 MND hands (assuming you put +8 MND augment)
+29 MND legs
+19 MND feet
If that is the case you can get your Gain-MND to go one higher with a little bit more enhancing skill.
To improve upon your amount cured you could use Beatific Earring (or another MND+ earring) over Psystorm Earring as that doesn't improve amount cured (unless you were going for the enmity - in which case Domesticator's Earring gives -5, or Cytherea Pearl gives -4). As for your Rings, changing out a Haoma's Ring for a Sirona's Ring or Kunaji Ring will give better results. If you find yourself not going /sch and not being able to benefit from ele belt, then could use Gishdubar Sash or even Chuq'aba Belt. Also recommend Phalaina Locket over Nodens Gorget. Obviously could improve even more having Kaykaus+1 gear, but good luck getting those.
Edit: after further analysis I see that your cure Power is over 700... Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill. In which case adding MND/VIT/Healing Skill will not help as Cure 4 caps at 700 Power. You would gain more benefit by converting some of your equipment over to cure potency received, which caps at 30%.
サーバ: Asura
Game: FFXI
Posts: 95
By Asura.Omnijuggernaut 2015-10-07 09:07:22
Asura.Omnijuggernaut said: »Damn is good, with light day/weather proc ?
Show your set, i'm curious
Yeah I go /sch and use ele belt, I don't have any cure II potency yet and need to get more healing skill, I sit at 508 skill and right now. 99+176mnd (without gain-mnd up) 99+201 with.
Main Serenity
ammo Oreiad's tathlum
head Befouled crown
neck Nodens gorget
ear1 Lifestorm Earring
ear2 Psystorm Earring
body Vitivation tabard +1
hands Buremte (telchine with at least +5% cure pot aug I dont have yet when I cure others)
ring1 Haoma's Ring
ring2 Haoma's Ring
back Oretania's cape +1 (need that aug on hand to swap this for skill)
waist ElementalObi since /sch gets aurorastorm)
legs Atrophy Tights +1(switching to vanya path B today)
feet Vanya clogs(path B already)
I maxed out at 1380 cure 4 on self with
511 healing skill
Main Serenity
Added Curatio grip
ammo Oreiad's tathlum
head Befouled crown
neck Nodens gorget
ear1 Lifestorm Earring
ear2 Psystorm Earring
body Vitivation tabard +1
hands Buremte (telchine with at least +5% cure pot aug I dont have yet when I cure others)
ring1 Haoma's Ring
Added ring2 Asklepian ring on self and Haoma's Ring on others
back Oretania's cape +1 (Still using since hands only have 3% aug)
waist ElementalObi since /sch gets aurorastorm)
legs Atrophy Tights +1 (Vanya legs for pt/ally)
feet Vanya clogs(path B already)
I spent an hour running back in and out of mog house resetting timer to be able to convert and spam cures, over and over I got these same numbers.
99+201 mnd and 511 skill self cure 4 1380
How are you getting +201 MND? Gain-MND? You have +177 MND in gear shown:
+19 MND weapon
+4 MND ammo
+33 MND head
+4 MND ear
+35 MND body
+34 MND hands (assuming you put +8 MND augment)
+29 MND legs
+19 MND feet
If that is the case you can get your Gain-MND to go one higher with a little bit more enhancing skill.
To improve upon your amount cured you could use Beatific Earring (or another MND+ earring) over Psystorm Earring as that doesn't improve amount cured (unless you were going for the enmity - in which case Domesticator's Earring gives -5, or Cytherea Pearl gives -4). As for your Rings, changing out a Haoma's Ring for a Sirona's Ring or Kunaji Ring will give better results. If you find yourself not going /sch and not being able to benefit from ele belt, then could use Gishdubar Sash or even Chuq'aba Belt. Also recommend Phalaina Locket over Nodens Gorget. Obviously could improve even more having Kaykaus+1 gear, but good luck getting those.
Edit: after further analysis I see that your cure Power is over 700... Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill. In which case adding MND/VIT/Healing Skill will not help as Cure 4 caps at 700 Power. You would gain more benefit by converting some of your equipment over to cure potency received, which caps at 30%.
Yes gain-mnd is on,
as for the gishdubar sash it has yet to drop, I do use kunaji ring in self cast with the Asklepian, I forgot to mention I was doing so in my sets.
If that is the case you can get your Gain-MND to go one higher with a little bit more enhancing skill.
I will have to check my gear and find out what I am missing, I know I have over 585 enhancing so missing 1 in stat from gain-spell something may not be logging with my casting. I have checked in the past and got +25 in gain-spell so I will double check.
I wasn't sure the Chuq'aba would beat the obi with weather bonus so I hadn't even considered it at this point. I know I need more cure pot received but I haven't begun on that just yet, I just started in on more than just cure pot for this character. For a while I was happy with just +50% until I started getting caught up on more avenues.
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-07 21:24:16
Asura.Omnijuggernaut said: »
Yes gain-mnd is on,
as for the gishdubar sash it has yet to drop, I do use kunaji ring in self cast with the Asklepian, I forgot to mention I was doing so in my sets.
If that is the case you can get your Gain-MND to go one higher with a little bit more enhancing skill.
I will have to check my gear and find out what I am missing, I know I have over 585 enhancing so missing 1 in stat from gain-spell something may not be logging with my casting. I have checked in the past and got +25 in gain-spell so I will double check.
I wasn't sure the Chuq'aba would beat the obi with weather bonus so I hadn't even considered it at this point. I know I need more cure pot received but I haven't begun on that just yet, I just started in on more than just cure pot for this character. For a while I was happy with just +50% until I started getting caught up on more avenues.
If you are getting the obi bonus that will be better, but the other waist pieces I mentioned will be your best options if you cannot gain the bonus of the obi (i.e.: when you aren't subbed SCH).
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-09 02:59:28
Asura.Omnijuggernaut said: »
Yes gain-mnd is on,
as for the gishdubar sash it has yet to drop, I do use kunaji ring in self cast with the Asklepian, I forgot to mention I was doing so in my sets.
If that is the case you can get your Gain-MND to go one higher with a little bit more enhancing skill.
I will have to check my gear and find out what I am missing, I know I have over 585 enhancing so missing 1 in stat from gain-spell something may not be logging with my casting. I have checked in the past and got +25 in gain-spell so I will double check.
I wasn't sure the Chuq'aba would beat the obi with weather bonus so I hadn't even considered it at this point. I know I need more cure pot received but I haven't begun on that just yet, I just started in on more than just cure pot for this character. For a while I was happy with just +50% until I started getting caught up on more avenues.
I was just over on the WHM forums and they were talking about cure potency and brought up a good idea. Iridal/Chatoyant Staff. Since you can get Iridescence on top of cure potency, you could see quite the boost to your cures if you force it with aurastorm. To make up for the difference in cure potency from serenity to chatoyant, you could swap out your head with augmented gendewitha or augmented vanya. You could also swap out your two earrings for the two 5% cure potency earrings. By doing that, that would open up your legs to be telchine augmented with cure potency received.
[+]
サーバ: Asura
Game: FFXI
Posts: 95
By Asura.Omnijuggernaut 2015-10-09 10:55:27
Asura.Omnijuggernaut said: »
Yes gain-mnd is on,
as for the gishdubar sash it has yet to drop, I do use kunaji ring in self cast with the Asklepian, I forgot to mention I was doing so in my sets.
If that is the case you can get your Gain-MND to go one higher with a little bit more enhancing skill.
I will have to check my gear and find out what I am missing, I know I have over 585 enhancing so missing 1 in stat from gain-spell something may not be logging with my casting. I have checked in the past and got +25 in gain-spell so I will double check.
I wasn't sure the Chuq'aba would beat the obi with weather bonus so I hadn't even considered it at this point. I know I need more cure pot received but I haven't begun on that just yet, I just started in on more than just cure pot for this character. For a while I was happy with just +50% until I started getting caught up on more avenues.
I was just over on the WHM forums and they were talking about cure potency and brought up a good idea. Iridal/Chatoyant Staff. Since you can get Iridescence on top of cure potency, you could see quite the boost to your cures if you force it with aurastorm. To make up for the difference in cure potency from serenity to chatoyant, you could swap out your head with augmented gendewitha or augmented vanya. You could also swap out your two earrings for the two 5% cure potency earrings. By doing that, that would open up your legs to be telchine augmented with cure potency received.
Those are some really good idea's thanks.
I believe this set caps cure pot/received and still uses path B on feet for skill and both weather bonus items.
ItemSet 338554
Now to max get the rest of venerian gear to redo the cure set all over again
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-10 00:03:52
Asura.Omnijuggernaut said: »Now to max get the rest of venerian gear to redo the cure set all over again
Venerian are the abjurations for nuking gear. You'll want the Cyllenian abjurations for curing.
サーバ: Asura
Game: FFXI
Posts: 95
By Asura.Omnijuggernaut 2015-10-10 00:35:50
Asura.Omnijuggernaut said: »Now to max get the rest of venerian gear to redo the cure set all over again
Venerian are the abjurations for nuking gear. You'll want the Cyllenian abjurations for curing.
Thats right, I get the two mixed up, I know I have like 3/5 on both
Asura.Nunzio
サーバ: Asura
Game: FFXI
Posts: 12
By Asura.Nunzio 2015-10-10 02:33:43
I was just over on the WHM forums and they were talking about cure potency and brought up a good idea. Iridal/Chatoyant Staff. Since you can get Iridescence on top of cure potency, you could see quite the boost to your cures if you force it with aurastorm. To make up for the difference in cure potency from serenity to chatoyant, you could swap out your head with augmented gendewitha or augmented vanya. You could also swap out your two earrings for the two 5% cure potency earrings. By doing that, that would open up your legs to be telchine augmented with cure potency received. What about reforged AF legs instead? +10% cure potency, +13 healing magic skill. That would be a srs boost as compared to augmented telchine.
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-10 06:49:39
I was just over on the WHM forums and they were talking about cure potency and brought up a good idea. Iridal/Chatoyant Staff. Since you can get Iridescence on top of cure potency, you could see quite the boost to your cures if you force it with aurastorm. To make up for the difference in cure potency from serenity to chatoyant, you could swap out your head with augmented gendewitha or augmented vanya. You could also swap out your two earrings for the two 5% cure potency earrings. By doing that, that would open up your legs to be telchine augmented with cure potency received. What about reforged AF legs instead? +10% cure potency, +13 healing magic skill. That would be a srs boost as compared to augmented telchine.
No. His set he showed is already at capped cure potency. So the augmented telchine with cure potency received is better.
Asura.Psylo
サーバ: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2015-10-10 08:31:43
But, all of your set include staff, but during melee situation, which set use, atm in DD mode, when i cure myself, i get @ max 980 hp with cure IV.
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-10 09:27:06
But, all of your set include staff, but during melee situation, which set use, atm in DD mode, when i cure myself, i get @ max 980 hp with cure IV.
For melee, if you don't have Kaykaus +1, I recommend:
Head - Gendewitha +1 or Vanya augmented with cure potency+
Ammo - Quartz Tathlum +1 or Oreiad's Tathlum
Neck - Phalaina Locket
Ear1 - Roundel Earring
Ear2 - Mendicant Earring
Body - Vitivation Tabard +1
Hands - Buremte Gloves (MND+8 augment)
Finger1 - Kunaji Ring
Finger2 - Janniston Ring or Sirona's Ring
Back - Tempered Cape +1
Waist - Gishdubar Sash
Legs - Atrophy Tights +1
Feet - Vanya Clogs (path B augment)
If you can't get Gishdubar Sash, then use Chuq'aba Belt and swap Finger2 with Asklepian Ring.
[+]
サーバ: Asura
Game: FFXI
Posts: 114
By Asura.Blittzjr 2015-10-13 15:53:19
Yo Protey would dual Emissary's Path D be best for dual wield nuking?
Asura.Psylo
サーバ: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2015-10-13 15:57:57
rubicundity have better stat in pure nuking dual.
サーバ: Asura
Game: FFXI
Posts: 114
By Asura.Blittzjr 2015-10-13 17:40:28
Thank you sir. Wasnt even away of this item lol
Phoenix.Skyfire
サーバ: Phoenix
Game: FFXI
Posts: 116
By Phoenix.Skyfire 2015-10-19 04:22:16
main - Chatoyant Staff
ammo - Oreiad's tathlum
head - Vanya Hood
body - Despair Mail
back - Twilight Cape
waist - Korin Obi
neck - Phalaina Locket
hands - Buremte Gloves
legs - Atrophy Tights +1
feet - Vanya Clogs
ring1 - Kunaji Ring
ring2 - Asklepian Ring
ear1 - Mendicant's Earring
ear2 - Roundel Earring
with light arts, gain-mnd, and aurorastorm I am getting 1523 cure IV's on myself.
I know there is room for improvement.
What I am trying to find though is -enmity to sub in for when main healing. Any suggestions, that won't sacrifice to much cure power?
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-19 08:00:02
main - Chatoyant Staff
ammo - Oreiad's tathlum
head - Vanya Hood
body - Despair Mail
back - Twilight Cape
waist - Korin Obi
neck - Phalaina Locket
hands - Buremte Gloves
legs - Atrophy Tights +1
feet - Vanya Clogs
ring1 - Kunaji Ring
ring2 - Asklepian Ring
ear1 - Mendicant's Earring
ear2 - Roundel Earring
with light arts, gain-mnd, and aurorastorm I am getting 1523 cure IV's on myself.
I know there is room for improvement.
What I am trying to find though is -enmity to sub in for when main healing. Any suggestions, that won't sacrifice to much cure power?
You could put gendewitha head +1, which you can augment with the same amount of cure potency as vanya head, but gendewitha head +1 has more enmity -. Can also swap out that ammo for Esper Stone+1. It's difficult to tell what else to change because I don't know your stats (total MND after gain-MND, VIT, healing skill while under light arts).
Phoenix.Skyfire
サーバ: Phoenix
Game: FFXI
Posts: 116
By Phoenix.Skyfire 2015-10-19 13:11:09
Total mnd with gain-mnd is 276. In light arts my healing magic skill is 493.
Thanks for the suggestion. Don't know why I did not even consider the Gendewitha Head.
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-19 13:51:03
Total mnd with gain-mnd is 276. In light arts my healing magic skill is 493.
Thanks for the suggestion. Don't know why I did not even consider the Gendewitha Head.
For your grip I recommend Achaq grip (you didn't say what you had there, and this gives MND+4 and -4 enmity). You could also swap out your legs with Vanya Slops path A for -6 enmity. You will still be capped cure potency and the loss of 13 skill isn't that big of a hit (it's about 13 HP loss cured on yourself using Cure IV with your setup).
Phoenix.Skyfire
サーバ: Phoenix
Game: FFXI
Posts: 116
By Phoenix.Skyfire 2015-10-21 20:21:56
Are Uk'uxkaj Boots still used for potency of enfeebles? For instance Frazzle/distract, do I want those in my set for these or just focus on landing them on high-end content?
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-21 20:53:31
Are Uk'uxkaj Boots still used for potency of enfeebles? For instance Frazzle/distract, do I want those in my set for these or just focus on landing them on high-end content?
They can still be used, and it depends on whether or not you have difficulty landing. Typically if you have a GEO giving you magic accuracy up and magic evasion down on the mob you will have no problem landing stuff on almost all high end content. Without GEO there will be a few NMs you will have difficulty.
Phoenix.Skyfire
サーバ: Phoenix
Game: FFXI
Posts: 116
By Phoenix.Skyfire 2015-10-21 23:38:22
So with 550 Skill and an ample amount of Magic accuracy landing shouldn't be much of an issue?
I ask only because did an Undead Vagary Chamber today and I couldn't land frazzle II for the life of me. That was also with Geo-m.Acc on.
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-22 08:57:14
So with 550 Skill and an ample amount of Magic accuracy landing shouldn't be much of an issue?
I ask only because did an Undead Vagary Chamber today and I couldn't land frazzle II for the life of me. That was also with Geo-m.Acc on.
Yea, the fomors after the first wave are really difficult to land enfeebles on. Even with awesome gear and 1200 JP. I don't even bother to cast anything but dia 3 on them. The NMs though you can enfeeble, at least slow2, paralyze2, poison2, addle2, and inundation; not sure about frazzle as the group I roll with relies mainly on RNGs and a couple melee for damage.
By stuntmandan 2015-10-22 21:48:18
Can someone post their lua that has the 2 different enhancing sets for "self" and "others"? Mine works fine for "self", just having issues with "others". Thx in advance.
サーバ: Asura
Game: FFXI
Posts: 95
By Asura.Omnijuggernaut 2015-10-23 00:11:53
Can someone post their lua that has the 2 different enhancing sets for "self" and "others"? Mine works fine for "self", just having issues with "others". Thx in advance. Code sets.midcast['Enhancing Magic'] = {
head="Befouled crown",neck="Colossus's Torque",ear1="Andoaa earring",ear2="Augmenting earring",
body="Vitivation tabard +1",hands="Atrophy gloves +1",ring1="Weatherspoon ring",
back="Ghostfyre cape",waist="Olympus Sash",legs="Atrophy tights +1",feet="Lethargy Houseaux +1"}
sets.midcast.Stoneskin = {head="Atrophy chapeau +1",
neck="Nodens gorget",ear1="Loquacious Earring",ear2="Earthcry earring",
body="Vitivation tabard +1",hands="Stone mufflers",ring1="Weatherspoon ring",
back="Swith cape +1",waist="Siegel Sash",legs="Shedir Seraweels"}
sets.midcast['Enhancing Magic'].Refresh = set_combine(sets.midcast['Enhancing Magic'],{legs="Lethargy fuseau +1"})
sets.midcast['Enhancing Magic'].EnSpells = set_combine(sets.midcast['Enhancing Magic'],{ear2="Hollow Earring",hands="Vitivation Gloves +1"})
sets.midcast['Enhancing Magic'].GainSpells = set_combine(sets.midcast['Enhancing Magic'],{hands="Vitivation Gloves +1"})
sets.midcast.EnhancingDuration = {head="Telchine Cap",body="Telchine Chasuble",legs="Telchine Braconi"}
sets.buff.ComposureOther = {head="Lethargy Chappel +1",body="Lethargy Sayon +1",legs="Lethargy Fuseau +1",feet="Lethargy Houseaux +1"}
sets.midcast.Protect = {ring2="Sheltered Ring"}
sets.midcast.Shell = sets.midcast.Protect
sets.midcast.Phalanx = set_combine(sets.midcast['Enhancing Magic'],{main="Egeking"})
and rule I have as
Code function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
equip(sets.buff.Saboteur)
elseif spell.skill == 'Elemental Magic' and spell.english:startswith('Aero') then
equip({main="Marin Staff +1"})
elseif spell.skill == 'Elemental Magic' and spell.english:startswith('Anemo') then
equip({main="Marin Staff +1"})
elseif spell.skill == 'Elemental Magic' and spell.english:startswith('Bliz') then
equip({main="Ngqoqwanb"})
elseif spell.skill == 'Elemental Magic' and spell.english:startswith('Cryo') then
equip({main="Ngqoqwanb"})
elseif spell.skill == 'Enhancing Magic' and not spell.english == 'Stoneskin' then
equip(sets.midcast.EnhancingDuration)
if buffactive.composure and spell.target.type == 'PLAYER' then
equip(sets.buff.ComposureOther)
end
end
end
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if spell.skill == 'Enhancing Magic' then
if spell.english:startswith('En') then
return 'EnSpells'
elseif spell.english:startswith('Refresh') then
return 'Refresh'
elseif spell.english:startswith('Gain') then
return 'GainSpells'
end
elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
equip(sets.midcast.CureSelf)
end
end
end
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9916
By Asura.Saevel 2015-10-23 02:38:21
Yeah that's way more complicated then it needs to be. Just have two gear sets for whichever spell your casting, one for Enhancing_Self and another that's Enhancing_Other. Then during midcast have a
Code
if spell.skill == 'Enhancing Magic' then
if spell.target.type == 'SELF' then
equip(Enhancing_Self)
else
equip(Enhancing_Other)
end
elseif spell.skill == 'blah blah blah
Casting on yourself is a binary situation, you either are or are not. So just check to see if you are and if so use that set, otherwise all other casting must be on others and thus use that set. You can bring this further by separating the enhancing down by type and weather you want to focus on +potency or +duration.
Unless someone is either a trained coder or an export in lua I would highly recommend always using simple solutions. I've seen nothing but problems with normal folks take some crazy complex GS and then attempt to update / modify it. I've spent hours debugging people's lua files and ultimately always recommend following the KISS (Keep It Simple Stupid) principle.
Asura.Yeira
サーバ: Asura
Game: FFXI
Posts: 4
By Asura.Yeira 2015-10-26 13:25:55
Omni is actually correct to do what he does. One set should be for enhancing magic that does not rely on skill (max duration if not refresh) and another set should be for spells like temper where you want to get 500 skill but mix in enhancing duration as well since it's relatively easy to get 500 skill.
Edit Edit: Fixed. TLDR: You need some special cases in Mote-Mappings.lua to get EnhancingDuration to work or do what Omni does but include a section for MB!
Code function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
equip(sets.buff.Saboteur)
elseif spell.skill == 'Elemental Magic' and state.MagicBurst.value then
equip(sets.magic_burst)
elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
equip(sets.midcast.CureSelf)
elseif spell.skill == 'Enhancing Magic' and buffactive.composure and spell.target.type == 'SELF' then
equip(sets.midcast.EnhancingDuration)
elseif spell.skill == 'Enhancing Magic' and buffactive.composure and spell.target.type == 'PLAYER' then
equip(sets.buff.ComposureOther)
end
end
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if spell.skill == 'Enhancing Magic' then
if spell.english:startswith('En') then
return 'EnSpells'
elseif spell.english:startswith('Refresh') then
return 'Refresh'
elseif spell.english:startswith('Gain') then
return 'GainSpells'
elseif spell.english:startswith('Bar') then
return 'BarSpells'
elseif spell.english:startswith('Temper') then
return 'Temper'
elseif spell.english:startswith('Regen') then
return 'Regen'
elseif spell.english:startswith('Haste') then
return 'Haste'
end
end
end
end
function job_aftercast(spell, action, spellMap, eventArgs)
if not spell.interrupted and spell.skill == 'Elemental Magic' then
state.MagicBurst:reset()
end
end
Edit: After a lot of debugging, I can reliably say that equip(sets.midcast.EnhancingDuration) in the following function isn't working:
Code function job_post_midcast(spell, action, spellMap, eventArgs)
Unfortunately, I'm out of ideas. Hopefully one of you can tell me I'm crazy and it's working fine for you using GS showswaps or that we can come up with a solution ourselves.
___________________________
I'm having a bit of trouble differentiating between enhancing duration and the default enhancing magic set. Even using the default Mote RDM.lua and testing Omni's lua, the enhancing duration set simply won't equip itself.
Code function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.skill == 'Enfeebling Magic' and state.Buff.Saboteur then
equip(sets.buff.Saboteur)
elseif spell.skill == 'Enhancing Magic' then
equip(sets.midcast.EnhancingDuration)
if buffactive.composure and spell.target.type == 'PLAYER' then
equip(sets.buff.ComposureOther)
end
elseif spellMap == 'Cure' and spell.target.type == 'SELF' then
equip(sets.midcast.CureSelf)
end
end
I've been working with it for the past 2 days trying to figure out what the deal is but have had no luck. The closest thing I got to a solution was to define new spell maps in the Mappings LUA to specify that certain buffs are to be defined under 'EnhancingDuration' but this creates problem with ComposureOther.
I would be so grateful if someone could help me with this. It's driving me nuts!
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9916
By Asura.Saevel 2015-10-27 04:09:33
Omni is actually correct to do what he does. One set should be for enhancing magic that does not rely on skill (max duration if not refresh) and another set should be for spells like temper where you want to get 500 skill but mix in enhancing duration as well since it's relatively easy to get 500 skill.
*Cough*
You can bring this further by separating the enhancing down by type and whether you want to focus on +potency or +duration.
I just outlined some basic logic to use instead of hoping those additional functions work the way you want them to. In my own lua file I defined two arrays and two different gear sets, one for max potency and another for max duration. The arrays are your basic S{"Spell 1","Spell 2"}. The logic checks to see if spell.name:contains comes true and then executes the appropriate gear selections.
I always try to use the least complex logic path for the actual executable code even if it means slightly larger data sets. This way there is the fewest number of moving parts or places for something to break or "not work right". Again it's from debugging so many people's lua's, usually one of the "Mote's" variety that's been modified, posted, edited, reposted and eventually this poor sap, who doesn't have any coding experience, is trying to get it to swap into gear A in situation B and it's just failing completely.
:Edit:
Ok here we go.
First we statically define exactly which spells are what. This makes it piss easy for some random third party to update or modify it in the future without breaking something else. Self_Spells are spells that can only be cast on oneself and tend to require enhancing potency. FC_Spells is an old name from spellcast days and I'm too lazy to change it, it's the spells that need duration and / or are expected to be cast on others.
Code Self_Spells = S{"Enstone","Enwater","Enaero","Enfire","Enblizzard","Enthunder","Enstone II","Enwater II","Enaero II","Enfire II","Enblizzard II","Enthunder II","Temper","Gain-STR","Gain-DEX","Gain-MND","Gain-INT","Gain-VIT","Gain-AGI","Gain-CHR","Stoneskin","Aquaveil","Phalanx"}
FC_Spells = S{"Flurry II","Haste II","Haste","Utsusemi: Ichi","Utsusemi: Ni","Refresh","Refresh II","Regen","Regen II","Firestorm","Hailstorm","Windstorm","Rainstorm","Sandstorm","Voidstorm","Aurorastorm"}
Then in sets area you define each set either individually or using combine logic.
Code sets.midcast_EnhancingMagic = {}
sets.midcast_SelfSpell = {}
sets.midcast_Duration = {}
sets.midcast_Duration_Self = {}
Then in logic section we explicitly say exactly what we're doing using simple Boolean checks. No extraneous functions or variable checking, no required third party libraries, no includes, just basic if / then / else logic with echoed feedback to let the user know what it's doing. I try to keep this as easy to debug and edit as possible just in case someone screws something up.
Code function midcast(spell)
<Lots of other stuff not related to enhancing magic>
elseif spell.skill == 'Enhancing Magic' then
if FC_Spells:contains(spell.name) then
if spell.target.type == 'SELF' then
equip(sets.midcast_Duration_Self)
send_command('@input /echo Enhancing Duration Self Set')
else
equip(sets.midcast_Duration)
send_command('@input /echo Enhancing Duration Set')
end
elseif Self_Spells:contains(spell.name) then
equip(sets.midcast_SelfSpell)
send_command('@input /echo Self Enhancing Set')
else
equip(sets.midcast_EnhancingMagic)
send_command('@input /echo Enhancing Regular Set')
end
Asura.Psylo
サーバ: Asura
Game: FFXI
Posts: 446
By Asura.Psylo 2015-10-27 06:56:11
Was thinking about this combo :
+
VERSUS
+
So basicly MAS 228 MA 46 <=> MAS 215 MA 46 INT21 MND6
(if club full augment)
Leviathan.Protey
サーバ: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-27 09:41:33
Omni is actually correct to do what he does. One set should be for enhancing magic that does not rely on skill (max duration if not refresh) and another set should be for spells like temper where you want to get 500 skill but mix in enhancing duration as well since it's relatively easy to get 500 skill.
Temper 1 and 2, as well as enspells, do not cap at 500 skill. So I do not recommend sacrificing skill for duration with them as you are hurting your DPS significantly by doing so.
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