tl:dr is run really fast and slide over the pop. It'll spawn but you'll be out of range to lose the ki
Did it by "accident" a couple times mashing the * key
~First And Final Line Of Defense V2.0~ |
||
~First and Final Line of Defense v2.0~
tl:dr is run really fast and slide over the pop. It'll spawn but you'll be out of range to lose the ki
Did it by "accident" a couple times mashing the * key Make a T3 then make a T2. Your T2 won't upgrade.
Don't need tools to not use it. Just have to time the tick right, which you can manually do. And even if you don't bother doing that, the window isn't that strict.
Asura.Eiryl said: » tl:dr is run really fast and slide over the pop. It'll spawn but you'll be out of range to lose the ki Did it by "accident" a couple times mashing the * key What happens if you press a vanilla Voke macro with a /wait 30 timer and then press another macro? It's the exact same thing. You guys resort to tools so much that you've forgotten how this game works. You couldn't do it simply by spamming the rest key. No idea how it works but it's got to be some combination of ja0 and/or flee+ speed
Its more likely based on dropping aggro off the popped NM.
Chances are the server does something like: Code var player = NM.ClaimedTarget.PlayerId player.KeyItems.Remove(Abyssite) Something like that, but its async and those two lines of code don't actually happen back to back, but off fired events. Thus when the 'remove KI' event fires off, but the monster goes unclaimed, server goes "hm I dunno who's KI to remove now, oh well" So the running really fast triggers it cause you ran more than 50' away and de-aggroed the NM instantly, causing its name to go white. Am I correct? Asura.Eiryl said: » You couldn't do it simply by spamming the rest key. You can my dude. That's how I do it, it's not 100%, but i'd estimate 75% success rate from doing 2 Ochains and a Harp. I've heard about the macros and scripts and stuff, but I've never tried them. Asura.Eiryl said: » You couldn't do it simply by spamming the rest key. No idea how it works but it's got to be some combination of ja0 and/or flee+ speed I don't use any speed or movement enhancing tool, I'm 100% vanilla in that regard. Furthermore, I made it happen while staying still. It's strictly based on ticks and the mechanic I speak of. soralin said: » Its more likely based on dropping aggro off the popped NM. I mean, it's really not complicated. When you do it, you notice something very clear when you succeed and when you fail. There is something you immediately see, notice. And that something is the very same thing that happens when you use different vanilla macros. rest macro with 1s waits work, alternatively use repeater at 0 delay.
It can be done without tools by spamming the heal button(s) when attempting to pop T3s.
Any use for Arke on PLD? Or is it better/comparable to just use the magic evasion already on souveran/af+3/relic+3 instead? Know might be ok for building TP quickly on PLD but not concerned with that.
Im not a fan of it, Souv+1's stats like Cure Pot Recieved are pretty nice.
People say paladin's Meva sucks, but I've resisted enough enfeebles during clutch moments to know that its not negligible. I don't use Souv+1 gear in my TPing set, or well, I will use hands+legs for when I go more turtle mode to get a lot more HP, but mostly Souv+1 is macro swap pieces for casting, especially once you get Moralltach to really reign in HP bounce. As usual, this is my hybdrid tanking set that caps acc on most content, has very solid TP build rates, and still has okay HP and capped DT: ItemSet 359870 To turtle up a bit more, swap in Souv+1 hands and legs Shiva.Berzerk said: » Any use for Arke on PLD? Or is it better/comparable to just use the magic evasion already on souveran/af+3/relic+3 instead? Know might be ok for building TP quickly on PLD but not concerned with that. It has its place, just not in soralin's sets because he doesn't like it. Page 56 Taint posted some sets and arguable points about the pros of using it. The debate started on the bottom of page 55. https://www.ffxiah.com/forum/topic/46016/first-and-final-line-of-defense-v20/57/#3428762
Not gonna waste time breaking down why arke is noob trap gear a second time, everything you need to know is in that post and its sibling after. tl;dr: arke set means sacrificing a ***tonne of dps and meva for basically nothing. The TP gained on taking dmg isnt going to give much because its gonna come in fat lump sums and most of it will be lost to over tp. soralin said: » So, Shining One on Paladin is pretty fun for soloing Job Points pretty fast :3 Using Ayame I can pretty consistently Darkness Skillchain every single WS, and do easily 35~50K dmg a pop. Absolutely insane clear speed. Would you mind sharing your tp/ws sets? ItemSet 360396
WSD+acc/att/str rolls on escha gear, WSD + Str + acc/att on cape. I have substantially improved my gear since I took those screenshots, I would peg myself at pulling off like 30k impulse drives now or so? Ive definitely done darkness SCs over 60k. However I did parsing and found the same game plan but with Savage Blade doing Light SCs with Ayame were substantially better dps overall and, of course, allowed me to keep ochain on for better tankiness. I have the sword as well, but no ochain, just aegis. I'll go that route. Just looking for an AE alternative, since that doesn't seem to work as well without ochain.
Asura.Solara said: » I have the sword as well, but no ochain, just aegis. I'll go that route. Just looking for an AE alternative, since that doesn't seem to work as well without ochain. Ochain is insanely easy to get compared, specially when compared to any other empy. It's only a three step process and can be done fairly quickly. The colorless souls kind of suck, but doing them in altepa wasn't to bad for me. And doing the dragon horns went a LOT faster for me when I realized you could get the pop item for him from large golden chests. Anyone have a really basic Judgement or Black Halo ws set they want to share? Working on grinding solo Ambuscade and since Club/Blunt damage is way more effective on the pots I'm trying to throw together something a little more optimized than my basic ws set. I don't know if gorgets are good for them or not, for example.
Is there a resource anywhere for which cape augments I want? Can capes only have one augment on them, or multiple?
Not that I've ever seen, I sat down and wrote out my own that would benefit me. You can have up to 5 augments on a cape, one each from the augment items, thread, sap, dye, etc.
Fenrir.Loynis said: » I am currently using STR rings in the set, and Rudianos is MND+20, ATT/ACC 20, WSD +10%. I don't see why the gorgets or belts wouldn't work, but I'm not a math person so I could be wrong. Judgement is 50% STR 50% MND. Black Halo is 30% STR 70% MND. Basic damage formula is (DMG + fSTR + WSmod) x fTP 4~6 STR is +1 to fSTR.... basically. So +30 STR is increasing base damage by +5~7 from the fSTR term, and then +15 for Judgement and by +9 for Black Halo; for a total of +20~22 and +14~16, respectively. Compared to the boost from a +30 MND being only +15 for Judgement and +21 for Black Halo. (STR also boost attack, which as PLD is an attack starved job, we tend to not be pDIF capped...) So as you can see, whenever you have a STR WSmod that's 50% or more, always gear for STR. (You'll also still tend to get bigger numbers on <50% STR mod WSs unless you're pDIF capped.) Belts and gorgets get a little more complicated, because both these WSs have varying fTPs. Each belt and gorget increasing that multiplier by 0.1... basically. So if you're shooting off Judgements at 1k every time, you're getting a 3.7 multiplier instead of the base 3.5... whereas at 3k TP, that fTP modifier jumps up to 12. So a boost of +0.2 is much smaller of a boost comparatively. (12.2x v 12x) Black Halo is similar at 1k with a 3, but only goes up to 9.75 at 3k. These don't have fTP transferring to other hits in the WS, so with such scaling something like Tjukurrpa medal's +6 STR (+4 base damage for Judgement, +3 for Black Halo) can often offer more overall damage... But personally I tend to favor the belt+gorget anyways since that 2% free WS outweighs the slight loss of base damage from +stat pieces... though I freely admit that there is a loss there. Just my personal taste in getting those freebies. (plus given how until the new Dynamis Necks, +6 was about as good as you'd get in either slot. So the loss is a bit bigger now than it used to be.) Ragnarok.Lowen said: » Is there a resource anywhere for which cape augments I want? Can capes only have one augment on them, or multiple?
I was typing from my phone earlier, so I couldn't list the ones I've been thinking of.
A tanking cape with HP, Att/acc, maybe enmity+ and DT-, and while I feel like Moonbeam/light is vastly superior, that's also a steep price for me, compared to some time in ambuscade. A magic evasion cape, but I doubt it will even be effective based on Martel's observations with Dyna-D, but like I can even do that solo.. A TPing cape, with DEX, Att/Acc, Haste (I use Flamma so it caps haste) Resin augment maybe regen over DT, as it's not usually serious if I am in a DD set. CDC cape, DEX, Att/Acc, Crit rate, I felt fine skipping a resin augment since it's only use is for CDC, and while DT is probably logical, I feel like it's something only to add when I have nothing left to throw points at. Normal WS, which is the one I listed earlier. It's built for sword WSs, but I was thinking of changing it down the road to STR when I eventually start work on Ragnarok and Caladbolg. Magic Damage, mostly for AE, but also Holy/Banish. INT, Macc/Matt, MAB, DT, and Magic Damage Finally I've been debating on a utility cape, essentially for fast cast / SIRD, and throwing evasion on it. Thanks for the math Cory. Offline
Posts: 2626
Should be able to cap gear haste without wasting a aug on haste. Hp cape you can just run hp/fc/vit/dt or pdt on, pld shouldnt need sird on cape i dont think since it gets a relatively easy time capping that, but could be misremembering there.
ItemSet 359409 Was the best at the time i beleive, can always downgrade for stuff you dont have Offline
Posts: 3575
Moonbeam/light cape and rings are for HP control more than anything.
No point in having sets that drop you to 2k HP when your TP/Turtle/DT sets have 3k+. Even that SIRD set would drop you well below your active sets. Wasting HP and wasting MP to replenish. Only thing I use SRID for on PLD is /BLU.
Does the new Odin gear change anything up for pld hybrid sets and would haste on capes be viable swap if necessary? thx
Offline
Posts: 3575
Bahamut.Omegus said: » Does the new Odin gear change anything up for pld hybrid sets and would haste on capes be viable swap if necessary? thx ItemSet 351749 New body is great for TP in general. Use the belt slot to cap haste, not the cape. |
||
All FFXI content and images © 2002-2024 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|