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The Black Sacrament -- A Guide to Black Mage
By Nyarlko 2018-06-21 13:21:57
After second death, the 3rd 4th 5th 6th 7th 8th for that set were no where near cap, extra +40% wouldv'e been... "noticeable"
Another really nice thing about taking advantage of -ja/Comet.. Only 1x BLM actually needs the pants (whoever is starting the timer.) So, for manaburn setups, that'd be a potential 100sec of boosted damage.. So theoretically, ~8-9x casts / +40%-45% from each BLM spamming the -ja/Comet if used on cooldown w/ capped FC. Good luck finding a tank back then who could hold agro against a BLM doing that though. XD
Would've been amusing to see what your 8x BLM setup could've pulled off with +320% damage. lol
Asura.Byrne
By Asura.Byrne 2018-06-21 14:56:01
I'll add a blurb about this to the node, it looks super interesting.
By Nyarlko 2018-06-21 15:39:55
I dbox BST+BLM a ton, using pets to self-sc on demand w/ BLM MBing, and it works great on damn near everything. Firaja/etc MBs do help push HP down faster a noticeable amount of time. Main challenge for properly utilizing -ja/Comet tho is actually the recast. Need a good amount of Haste to get all the way down from 45sec to 9sec recasts, and it's rare to find support players who remember to keep the BLM hasted. :(
By Endtanis 2018-06-22 06:49:09
Hi all, LOVE the guide/updates, it truly helps making coming back a lot easier so I really appreciate all the work put into this!
I apologize if this has been asked but I checked the form and through this thread and saw no mention of it, but how does the Ea Set (NQ) hold up against a Merlinic Set for Magic Burst set.
Currently using:
ItemSet 349889
Proposing:
ItemSet 359631
It seems I can still easily breech the 40% MB threshold but the Ea set offers more MBII. I won't have the Gil for HQ sets so I'd just be looking at NQ.
Any advice is greatly appreciated, keep up the great work!
サーバ: Asura
Game: FFXI
Posts: 167
By Asura.Verbannt 2018-06-22 07:12:52
The long and short of it is that while the ea set is better for the MB than the set you are using, you would still use the amalric gages they win in mab and equal the catagory 2 mb and you would still be at 40% mb cat 1 but with better mab.
This would provide more macc than your current set and more mb cat 2, over all it should be an upgrade from what your currently using, even assuming great augments, the blm af body and the boots really hurt your current set. Also a Raetic Staff would be a great bump in damage if you can afford the mp cost ( you just need to manage mp more aggressively to make it work, using good sets on aspir, or making a impact occult acumen set for myrkr can really help)
Blm af body does off set the 30% extra cost depending on how hard you hit and should be used when your low on mp, and out of options to refill your mp.
[+]
サーバ: Asura
Game: FFXI
Posts: 6
By Asura.Varunius 2018-07-10 19:44:12
I'm sure this has been posted before, but forgive me for not easily finding it.
Assuming you get Malaise / Acument, how much macc should you have on your gear to reliably hit Kei and other Omen bosses? Vir'ava? Ru Aun gods? Dyna D midboss?
サーバ: Shiva
Game: FFXI
Posts: 1052
By Shiva.Arislan 2018-07-10 21:21:20
I'm sure this has been posted before, but forgive me for not easily finding it.
Assuming you get Malaise / Acument, how much macc should you have on your gear to reliably hit Kei and other Omen bosses? Vir'ava? Ru Aun gods? Dyna D midboss?
To dent any Escha T4's and Dynamis Wave 2+ bosses, you need a metric ***-ton of macc. Like 35-50 Macc per armor slot, 20-30 in the weapon slot, and a big heaping load of INT overall.
To actually do consistent, good damage tho, you'll need a lot of support: Frazzle III, Threnody, Lang/Focus, Rayke, Stewpots, etc. Gear on its own is not enough.
[+]
サーバ: Asura
Game: FFXI
Posts: 1401
By Asura.Toralin 2018-07-11 07:40:22
I'm sure this has been posted before, but forgive me for not easily finding it.
Assuming you get Malaise / Acument, how much macc should you have on your gear to reliably hit Kei and other Omen bosses? Vir'ava? Ru Aun gods? Dyna D midboss?
To dent any Escha T4's and Dynamis Wave 2+ bosses, you need a metric ***-ton of macc. Like 35-50 Macc per armor slot, 20-30 in the weapon slot, and a big heaping load of INT overall.
To actually do consistent, good damage tho, you'll need a lot of support: Frazzle III, Threnody, Lang/Focus, Rayke, Stewpots, etc. Gear on its own is not enough. Sadly this is accurate. If you tried to MB Kei with No Geo, or other supporting functions, you would probably hit 10k, off of a SCH fragmentation. You add in Malaise/Focus/Gambit/Rayke, you can hit 99k. BLM needs some help from friends for the end game content. To answer your question more directly, there is not a checkparam feature for macc so the exact values of what is necessary are discussed much less just due to the calculation of where you are at any given time
サーバ: Bahamut
Game: FFXI
Posts: 21
By Bahamut.Lordshaxx 2018-07-18 23:20:59
Cheers for the pointers.
YouTube Video Placeholder
Had a real blast putting this together.
Is this possible without Aeonic staff?
By Excellia 2018-07-27 12:31:37
I switched to this guide's gearswap lua and have a problem. Every weapon skill I use on blm is now equipping the fast cast set instead of the ws set, like myrkr. Anyone have any ideas on how to prevent this? I tried to temporarily circumvent this by just making a macro to equip the set, disable all, use the ws, then renable all, and yet it still manages to use my fast cast set's feet instead, but at least everything else gets locked for the ws. I imagine that has something to do with the mana wall function. Any help is appreciated
By geigei 2018-07-27 12:33:22
Posting said lua might help.
By Excellia 2018-07-27 12:54:52
Well I had used the first page gearswap lua and just changed the fast cast set, idle, autorefresh idle, and myrkr sets to what I use. The one I currently use is very similar it seems so I'll just post that one.
Edit* Added in an if statement at the top of the function that fixed it finally. Not sure if others using this lua having the same issue but unaware.
Code function job_post_precast(spell, action, spellMap, eventArgs)
if spell.skill == 'Elemental Magic' or spell.skill == 'Enhancing Magic' or spell.skill == 'Healing Magic' or spell.skill == 'Dark Magic' or spell.skill == 'Enfeebling Magic' then
if player.mp > 2000 and state.VorsealMode.value == 'Vorseal' then
equip(sets.precast.FC.HighMP)
elseif player.mp < 2000 and state.VorsealMode.value == 'Vorseal' then
equip(sets.precast.FC)
elseif player.mp > 1500 and state.VorsealMode.value == 'Normal' then
equip(sets.precast.FC.HighMP)
elseif player.mp < 1500 and state.VorsealMode.value == 'Normal' then
equip(sets.precast.FC)
end
end
Code
---------------------------------------------------------------------------------
-- This lua is based off of the Kinematics template and uses Motenten globals. --
-- --
-----------------------------Authors of this file--------------------------------
------ ****************************************** ------
--- ---
-- Byrne (Asura) --------------- [handling of sets and autoMP arguments] --
-- Gamergiving (Asura) ----------- [movement speed conversion mechanics] --
-- Verbannt (Asura) ------------------- [organization of job functions] --
-- Lygre(Odin) ------------------------ [Made what this is based off of] --
-- --
---------------------------------------------------------------------------------
-- This file should be treated as a work in progress, check back to The Black Sacrament Guide or Github for updates
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
include('organizer-lib')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Setup which sets you want to contain which sets of gear.
-- By default my sets are: Normal is bursting gear, Occult_Acumen is Conserve MP/MP return body, FreeNuke_Effect self explanatory.
-- If you're new to gearswap, the F9~12 keys and CTRL keys in combination is how you activate this stuff.
function job_setup()
state.OffenseMode:options('None', 'Locked')
state.CastingMode:options('Normal', 'Occult_Acumen', 'FreeNuke_Effect')
state.IdleMode:options('Normal', 'PDT')
state.VorsealMode = M('Normal', 'Vorseal')
--Vorseal mode is handled simply when zoning into an escha zone--
state.Moving = M(false, "moving")
MagicBurstIndex = 0
state.MagicBurst = M(false, 'Magic Burst')
state.ConsMP = M(false, 'AF Body')
element_table = L{'Earth','Wind','Ice','Fire','Water','Lightning'}
state.AOE = M(false, 'AOE')
lowTierNukes = S{'Stone', 'Water', 'Aero', 'Fire', 'Blizzard', 'Thunder',
'Stone II', 'Water II', 'Aero II', 'Fire II', 'Blizzard II', 'Thunder II',
'Stone III', 'Water III', 'Aero III', 'Fire III', 'Blizzard III', 'Thunder III',
'Stonega', 'Waterga', 'Aeroga', 'Firaga', 'Blizzaga', 'Thundaga',
'Stonega II', 'Waterga II', 'Aeroga II', 'Firaga II', 'Blizzaga II', 'Thundaga II'}
degrade_array = {
['Fire'] = {'Fire','Fire II','Fire III','Fire IV','Fire V','Fire VI'},
['Firega'] = {'Firaga','Firaga II','Firaga III','Firaja'},
['Ice'] = {'Blizzard','Blizzard II','Blizzard III','Blizzard IV','Blizzard V','Blizzard VI'},
['Icega'] = {'Blizzaga','Blizzaga II','Blizzaga III','Blizzaja'},
['Wind'] = {'Aero','Aero II','Aero III','Aero IV','Aero V','Aero VI'},
['Windga'] = {'Aeroga','Aeroga II','Aeroga III','Aeroja'},
['Earth'] = {'Stone','Stone II','Stone III','Stone IV','Stone V','Stone VI'},
['Earthga'] = {'Stonega','Stonega II','Stonega III','Stoneja'},
['Lightning'] = {'Thunder','Thunder II','Thunder III','Thunder IV','Thunder V','Thunder VI'},
['Lightningga'] = {'Thundaga','Thundaga II','Thundaga III','Thundaja'},
['Water'] = {'Water', 'Water II','Water III', 'Water IV','Water V','Water VI'},
['Waterga'] = {'Waterga','Waterga II','Waterga III','Waterja'},
['Aspirs'] = {'Aspir','Aspir II','Aspir III'},
['Sleepgas'] = {'Sleepga','Sleepga II'}
}
send_command('bind f10 gs c cycle IdleMode')
send_command('bind f11 gs c cycle CastingMode')
send_command('bind ^z input /targetbnpc') -- control + z
send_command('bind ^` input /ws Myrkr <me>') -- control + `
send_command('bind !` gs equip sets.jalegs ') -- alt + `
send_command('bind @` input /ma Stun <t>') -- win + `
organizer_items = {aeonic="Khatvanga"}
select_default_macro_book()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind !`')
send_command('unbind @`')
send_command('unbind f10')
send_command('unbind ^z')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
---- Precast Sets ----
-- Precast sets to enhance JAs
sets.precast.JA['Mana Wall'] = {
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
feet="Wicce Sabots +1",
}
sets.precast.JA.Manafont = {body="Arch. coat"}
-- Can put HP/MP set here for convert
sets.precast.JA.Convert = {}
-- Base precast Fast Cast set, this set will have to show up many times in the function section of the lua
-- So dont forget to do that.
sets.precast.FC = {
ammo="Sapience Orb",
head={ name="Merlinic Hood", augments={'"Fast Cast"+7','Mag. Acc.+8',}},
body={ name="Merlinic Jubbah", augments={'Mag. Acc.+21 "Mag.Atk.Bns."+21','Magic Damage +1','Mag. Acc.+14','"Mag.Atk.Bns."+13',}},
hands="Mallquis Cuffs +1",
legs={ name="Psycloth Lappas", augments={'MP+80','Mag. Acc.+15','"Fast Cast"+7',}},
feet={ name="Merlinic Crackows", augments={'Mag. Acc.+15','"Fast Cast"+6','MND+8','"Mag.Atk.Bns."+1',}},
neck="Baetyl Pendant",
waist="Channeler's Stone",
left_ear="Etiolation Earring",
right_ear="Loquac. Earring",
left_ring="Prolix Ring",
right_ring="Kishar Ring",
back={ name="Taranus's Cape", augments={'MP+12','"Fast Cast"+10',}},
}
sets.precast.FC.HighMP = {
ammo="Sapience Orb",
head={ name="Amalric Coif +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
body={ name="Amalric Doublet +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
hands={ name="Amalric Gages +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs={ name="Psycloth Lappas", augments={'MP+80','Mag. Acc.+15','"Fast Cast"+7',}},
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Baetyl Pendant",
waist="Luminary Sash",
left_ear="Etiolation Earring",
right_ear="Loquac. Earring",
left_ring="Mephitas's Ring +1",
right_ring="Kishar Ring",
back={ name="Taranus's Cape", augments={'MP+60','MP+20','"Fast Cast"+10',}},
}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {waist="Siegel Sash"})
sets.precast.FC['Enfeebling Magic'] = sets.precast.FC
sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {ear1="Barkarole earring"})
sets.precast.FC['Healing Magic'] = set_combine(sets.precast.FC, {body="Heka's Kalasiris",legs="Doyen pants", back="Pahtli Cape"})
-- Midcast set for Death, Might as well only have one set, unless you plan on free-nuking death for some unexplainable reason.
sets.deathmode = {
main={ name="Grioavolr", augments={'Magic burst dmg.+5%','MP+79','Mag. Acc.+29','"Mag.Atk.Bns."+20',}},
sub="Niobid Strap",
}
sets.midcast['Death'] = {
main={ name="Grioavolr", augments={'Magic burst dmg.+5%','MP+79','Mag. Acc.+29','"Mag.Atk.Bns."+20',}},
sub="Niobid Strap",
ammo="Pemphredo Tathlum",
head="Pixie Hairpin +1",
body={ name="Amalric Doublet +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
hands={ name="Amalric Gages +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Mizu. Kubikazari",
waist="Hachirin-no-Obi",
left_ear="Barkaro. Earring",
right_ear="Static Earring",
left_ring="Mephitas's Ring +1",
right_ring="Archon Ring",
back={ name="Taranus's Cape", augments={'MP+60','Mag. Acc+20 /Mag. Dmg.+20','MP+20','"Mag.Atk.Bns."+10',}},
}
sets.jalegs = {
legs="Wicce Chausses +1",
}
-- Sets for WS, Feel free to add one for Vidohunir if you have Laevateinn
---- Midcast Sets ----
sets.midcast.FastRecast = {}
sets.midcast['Healing Magic'] = {}
sets.midcast['Enhancing Magic'] = {
ammo="Staunch Tathlum +1",
head={ name="Telchine Cap", augments={'Attack+17','"Fast Cast"+4','Enh. Mag. eff. dur. +9',}},
body={ name="Telchine Chas.", augments={'Accuracy+20','"Fast Cast"+4','Enh. Mag. eff. dur. +8',}},
hands={ name="Amalric Gages +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs={ name="Telchine Braconi", augments={'Accuracy+16','Spell interruption rate down -7%','Enh. Mag. eff. dur. +9',}},
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Incanter's Torque",
waist="Emphatikos Rope",
left_ear="Andoaa Earring",
right_ear="Loquac. Earring",
left_ring="Mephitas's Ring +1",
right_ring="Mephitas's Ring",
back={ name="Bane Cape", augments={'Elem. magic skill +3','Dark magic skill +6','"Mag.Atk.Bns."+2','"Fast Cast"+4',}},
}
-- I personally do not have gear to alter these abilities as of the time of disseminating this file, but
-- definitely add them here if you have them.
sets.midcast.Refresh = {head={ name="Amalric Coif +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},}
sets.midcast.Haste = {}
sets.midcast.Phalanx = {}
sets.midcast.Aquaveil = {waist="Emphatikos Rope", head={ name="Amalric Coif +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},}
sets.midcast.Stoneskin = {neck="Nodens Gorget",}
sets.midcast['Enfeebling Magic'] = {
ammo="Pemphredo Tathlum",
head="Befouled Crown",
body="Spaekona's Coat +3",
hands="Regal Cuffs",
legs={ name="Psycloth Lappas", augments={'MP+80','Mag. Acc.+15','"Fast Cast"+7',}},
feet={ name="Medium's Sabots", augments={'MP+45','MND+9','"Conserve MP"+5','"Cure" potency +4%',}},
neck="Src. Stole +2",
waist="Luminary Sash",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Stikini ring +1",
right_ring="Kishar Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
}
sets.midcast.Burn = {
ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','Mag. crit. hit dmg. +1%','Mag. Acc.+11',}},
body="Spaekona's Coat +3",
hands="Raetic Bangles +1",
legs="Spae. Tonban +3",
feet={ name="Arch. Sabots +3", augments={'Reduces Ancient Magic II MP cost',}},
neck="Src. Stole +2",
waist="Luminary Sash",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Stikini Ring +1",
right_ring="Stikini Ring +1",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
}
sets.midcast['Enfeebling Magic'].FreeNuke_Effect = set_combine(sets.midcast['Enfeebling Magic'],{
ammo="Pemphredo Tathlum",
head="Befouled Crown",
body="Spaekona's Coat +3",
hands="Jhakri Cuffs +2",
legs={ name="Psycloth Lappas", augments={'MP+80','Mag. Acc.+15','"Fast Cast"+7',}},
feet={ name="Medium's Sabots", augments={'MP+45','MND+9','"Conserve MP"+5','"Cure" potency +4%',}},
neck="Src. Stole +2",
waist="Luminary Sash",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Mephitas's Ring +1",
right_ring="Kishar Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
})
sets.midcast['Enfeebling Magic'].Occult_Acumen = set_combine(sets.midcast['Enfeebling Magic'],{
ammo="Pemphredo Tathlum",
head="Befouled Crown",
body="Spaekona's Coat +3",
hands="Jhakri Cuffs +2",
legs={ name="Psycloth Lappas", augments={'MP+80','Mag. Acc.+15','"Fast Cast"+7',}},
feet={ name="Medium's Sabots", augments={'MP+45','MND+9','"Conserve MP"+5','"Cure" potency +4%',}},
neck="Src. Stole +2",
waist="Luminary Sash",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Mephitas's Ring +1",
right_ring="Kishar Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
})
sets.midcast.ElementalEnfeeble = sets.midcast['Enfeebling Magic']
sets.midcast['Dark Magic'] = {
ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+26','"Drain" and "Aspir" potency +10',}},
body="Spaekona's Coat +3",
hands={ name="Merlinic Dastanas", augments={'Mag. Acc.+16 "Mag.Atk.Bns."+16','"Drain" and "Aspir" potency +5','Mag. Acc.+15','"Mag.Atk.Bns."+14',}},
legs="Spae. Tonban +3",
feet={ name="Merlinic Crackows", augments={'Mag. Acc.+19 "Mag.Atk.Bns."+19','"Drain" and "Aspir" potency +10','INT+7','Mag. Acc.+8',}},
neck="Erra Pendant",
waist="Fucho-no-Obi",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Stikini Ring +1",
right_ring="Evanescence Ring",
back={ name="Bane Cape", augments={'Elem. magic skill +3','Dark magic skill +6','"Mag.Atk.Bns."+2','"Fast Cast"+4',}},
}
-- Elemental Magic sets
sets.midcast['Elemental Magic'] = {
main="Raetic Staff +1",
sub="Enki Strap",
ammo="Pemphredo Tathlum",
head="Ea Hat +1",
body="Ea Houppe. +1",
hands={ name="Amalric Gages +1", augments={'INT+12','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs="Ea Slops +1",
feet="Ea Pigaches +1",
neck="Mizu. Kubikazari",
waist="Refoccilation Stone",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Mujin Band",
right_ring="Shiva Ring +1",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
}
sets.midcast['Elemental Magic'].FreeNuke_Effect = set_combine(sets.midcast['Elemental Magic'], {
main="Raetic Staff +1",
sub="Enki Strap",
ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Occult Acumen"+8','INT+10','Mag. Acc.+2','"Mag.Atk.Bns."+3',}},
body="Spaekona's Coat +3",
hands={ name="Amalric Gages +1", augments={'INT+12','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Src. Stole +2",
waist="Refoccilation Stone",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Shiva Ring +1",
right_ring="Shiva Ring +1",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
})
sets.midcast['Elemental Magic'].Occult_Acumen = set_combine(sets.midcast['Elemental Magic'], {
main="Raetic Staff +1",
sub="Enki Strap",
ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Occult Acumen"+8','INT+10','Mag. Acc.+2','"Mag.Atk.Bns."+3',}},
body="Spaekona's Coat +3",
hands={ name="Merlinic Dastanas", augments={'Mag. Acc.+21 "Mag.Atk.Bns."+21','"Occult Acumen"+4','INT+9','Mag. Acc.+15','"Mag.Atk.Bns."+10',}},
legs={ name="Merlinic Shalwar", augments={'"Mag.Atk.Bns."+29','"Occult Acumen"+10','MND+8','Mag. Acc.+13',}},
feet={ name="Merlinic Crackows", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','"Occult Acumen"+10','INT+6','Mag. Acc.+9',}},
neck="Combatant's Torque",
waist="Oneiros Rope",
left_ear="Telos Earring",
right_ear="Dedition Earring",
left_ring="Petrov Ring",
right_ring="Rajas Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Store TP"+10','System: 1 ID: 1155 Val: 4',}},
})
sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'], {})
sets.midcast['Elemental Magic'].HighTierNuke.FreeNuke_Effect = set_combine(sets.midcast['Elemental Magic'].HighTierNuke, {
main="Raetic Staff +1",
sub="Enki Strap",
ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Occult Acumen"+8','INT+10','Mag. Acc.+2','"Mag.Atk.Bns."+3',}},
body="Spaekona's Coat +3",
hands={ name="Amalric Gages +1", augments={'INT+12','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Src. Stole +2",
waist="Refoccilation Stone",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Shiva Ring +1",
right_ring="Shiva Ring +1",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
})
sets.midcast['Elemental Magic'].HighTierNuke.Occult_Acumen = set_combine(sets.midcast['Elemental Magic'].HighTierNuke, {
main="Raetic Staff +1",
sub="Enki Strap",
ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','"Occult Acumen"+8','INT+10','Mag. Acc.+2','"Mag.Atk.Bns."+3',}},
body="Spaekona's Coat +3",
hands={ name="Merlinic Dastanas", augments={'Mag. Acc.+21 "Mag.Atk.Bns."+21','"Occult Acumen"+4','INT+9','Mag. Acc.+15','"Mag.Atk.Bns."+10',}},
legs={ name="Merlinic Shalwar", augments={'"Mag.Atk.Bns."+29','"Occult Acumen"+10','MND+8','Mag. Acc.+13',}},
feet={ name="Merlinic Crackows", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','"Occult Acumen"+10','INT+6','Mag. Acc.+9',}},
neck="Combatant's Torque",
waist="Oneiros Rope",
left_ear="Telos Earring",
right_ear="Dedition Earring",
left_ring="Petrov Ring",
right_ring="Rajas Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Store TP"+10','System: 1 ID: 1155 Val: 4',}},
})
sets.midcast.Impact = {
ammo="Pemphredo Tathlum",
head=empty,body="Twilight Cloak",
hands={ name="Amalric Gages +1", augments={'INT+12','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs="Ea Slops +1",
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Src. Stole +2",
waist="Hachirin-no-Obi",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Mephitas's Ring +1",
right_ring="Archon Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
}
sets.midcast['Comet'] = set_combine(sets.midcast['Elemental Magic'], {
ammo="Pemphredo Tathlum",
head="Pixie Hairpin +1",
body="Ea Houppe. +1",
hands={ name="Amalric Gages +1", augments={'INT+12','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs="Ea Slops +1",
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Mizu. Kubikazari",
waist="Hachirin-no-Obi",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Mephitas's Ring +1",
right_ring="Archon Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
})
sets.midcast['Comet'].FreeNuke_Effect = set_combine(sets.midcast['Elemental Magic'], {
ammo="Pemphredo Tathlum",
head="Pixie Hairpin +1",
body="Ea Houppe. +1",
hands={ name="Amalric Gages +1", augments={'INT+12','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs="Ea Slops +1",
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Src. Stole +2",
waist="Hachirin-no-Obi",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Mephitas's Ring +1",
right_ring="Archon Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
})
-- These next two sets are used later in the functions to determine what gear will be used in High MP and Low MP situations
-- SPECIFICALLY for Aspir spells. In the LowMP set, put your best Aspir+ gear, in the other set put your best Max MP gear.
-- Find out how much your maximum MP is in each set, and adjust the MP values in the function area accordingly
-- (CTRL+F: Aspir Handling)
sets.midcast.HighMP = { -- 2071
ammo="Pemphredo Tathlum",
head="Pixie Hairpin +1",
body="Spaekona's Coat +3",
hands={ name="Amalric Gages +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs="Spae. Tonban +3",
feet={ name="Merlinic Crackows", augments={'Mag. Acc.+19 "Mag.Atk.Bns."+19','"Drain" and "Aspir" potency +10','INT+7','Mag. Acc.+8',}},
neck="Erra Pendant",
waist="Fucho-no-Obi",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Mephitas's Ring +1",
right_ring="Evanescence Ring",
back={ name="Bane Cape", augments={'Elem. magic skill +3','Dark magic skill +6','"Mag.Atk.Bns."+2','"Fast Cast"+4',}},
}
sets.midcast.LowMP = {
ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+26','"Drain" and "Aspir" potency +10',}},
body="Spaekona's Coat +3",
hands={ name="Merlinic Dastanas", augments={'Mag. Acc.+16 "Mag.Atk.Bns."+16','"Drain" and "Aspir" potency +5','Mag. Acc.+15','"Mag.Atk.Bns."+14',}},
legs="Spae. Tonban +3",
feet={ name="Merlinic Crackows", augments={'Mag. Acc.+19 "Mag.Atk.Bns."+19','"Drain" and "Aspir" potency +10','INT+7','Mag. Acc.+8',}},
neck="Erra Pendant",
waist="Fucho-no-Obi",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Stikini Ring +1",
right_ring="Evanescence Ring",
back={ name="Bane Cape", augments={'Elem. magic skill +3','Dark magic skill +6','"Mag.Atk.Bns."+2','"Fast Cast"+4',}},
}
--Set to be equipped when Day/Weather match current spell element
sets.Obi = {waist='Hachirin-no-Obi'}
-- I actually have two references to equip this item, just in case your globals are out of date.
-- Resting sets
sets.resting = {}
-- Idle sets: Make general idle set a max MP set, later hooks will handle the rest of your refresh sets, but
-- remember to alter the refresh sets (Ctrl+F to find them)
sets.idle = {
main="Raetic Staff +1",
sub="Enki Strap",
ammo="Staunch Tathlum +1",
head={ name="Amalric Coif +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
body={ name="Amalric Doublet +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
hands={ name="Amalric Gages +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Loricate Torque +1",
waist="Luminary Sash",
left_ear="Etiolation Earring",
right_ear="Lugalbanda Earring",
left_ring="Mephitas's Ring +1",
right_ring="Mephitas's Ring",
back="Moonlight Cape",
}
-- Idle mode that keeps PDT gear on, but doesn't prevent normal gear swaps for precast/etc.
sets.idle.PDT = {
ammo="Staunch Tathlum +1",
head={ name="Amalric Coif +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
body="Mallquis Saio +2",
hands={ name="Merlinic Dastanas", augments={'Mag. Acc.+14','Phys. dmg. taken -4%','CHR+10','"Mag.Atk.Bns."+8',}},
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet="Wicce Sabots +1",
neck="Loricate Torque +1",
waist="Carrier's Sash",
left_ear="Etiolation Earring",
right_ear="Genmei Earring",
left_ring="Vocane Ring",
right_ring="Defending Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
}
sets.Adoulin = {
body="Councilor's Garb",
}
sets.MoveSpeed = {
feet = "Crier's Gaiters",
}
sets.TreasureHunter = {waist="Chaac Belt"}
--- PDT set is designed to be used for MP total set, MDT can be used for whatever you like but in MDT mode
--- the player.mp arguments will likely stop working properly
sets.defense.PDT = {
ammo="Staunch Tathlum +1",
head={ name="Amalric Coif +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
body="Mallquis Saio +2",
hands={ name="Merlinic Dastanas", augments={'Mag. Acc.+14','Phys. dmg. taken -4%','CHR+10','"Mag.Atk.Bns."+8',}},
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet="Wicce Sabots +1",
neck="Loricate Torque +1",
waist="Carrier's Sash",
left_ear="Etiolation Earring",
right_ear="Genmei Earring",
left_ring="Vocane Ring",
right_ring="Defending Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
}
--Free to add a set in MDT
sets.defense.MDT = {}
sets.Kiting = {feet="Crier's Gaiters"}
sets.latent_refresh = {waist="Fucho-no-Obi"}
sets.auto_refresh = {
ammo="Staunch Tathlum +1",
head="Befouled Crown",
body="Jhakri Robe +2",
hands={ name="Amalric Gages +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs="Assid. Pants +1",
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Loricate Torque +1",
waist="Gishdubar Sash",
left_ear="Hearty Earring",
right_ear="Eabani Earring",
right_ring="Stikini Ring +1",
left_ring="Stikini Ring +1",
back="Moonlight Cape",
}
-- Mana Wall idle set
sets.buff['Mana Wall'] = {
ammo="Staunch Tathlum +1",
head={ name="Amalric Coif +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
body="Mallquis Saio +2",
hands={ name="Merlinic Dastanas", augments={'Mag. Acc.+14','Phys. dmg. taken -4%','CHR+10','"Mag.Atk.Bns."+8',}},
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet="Wicce Sabots +1",
neck="Loricate Torque +1",
waist="Carrier's Sash",
left_ear="Etiolation Earring",
right_ear="Genmei Earring",
left_ring="Vocane Ring",
right_ring="Defending Ring",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Store TP"+10','System: 1 ID: 1155 Val: 4',}},
}
-- Engaged sets
-- Set is designed for engaging a monster before pop to ensure you are at maximum MP value when Geas Fete triggers an MP refill.
-- This is mostly used in this lua in situations where a fight is about to be initiated and you arent above whatever the maximum
-- value for your idle set is. Another simple way around this is to simply make a macro to equip the gear before the fight starts.
sets.precast.WS = {
ammo="Pemphredo Tathlum",
head={ name="Amalric Coif +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
body={ name="Amalric Doublet +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
hands={ name="Amalric Gages +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Sanctity Necklace",
waist="Luminary Sash",
left_ear="Etiolation Earring",
right_ear="Halasz Earring",
left_ring="Mephitas's Ring +1",
right_ring="Mephitas's Ring",
back={ name="Bane Cape", augments={'Elem. magic skill +3','Dark magic skill +6','"Mag.Atk.Bns."+2','"Fast Cast"+4',}},
}
sets.precast.WS['Myrkr'] = {
ammo="Pemphredo Tathlum",
head={ name="Amalric Coif +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
body={ name="Amalric Doublet +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
hands={ name="Amalric Gages +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Sanctity Necklace",
waist="Luminary Sash",
left_ear="Etiolation Earring",
right_ear="Halasz Earring",
left_ring="Mephitas's Ring +1",
right_ring="Mephitas's Ring",
back={ name="Bane Cape", augments={'Elem. magic skill +3','Dark magic skill +6','"Mag.Atk.Bns."+2','"Fast Cast"+4',}},
}
sets.precast.WS['Vorpal Scythe'] = {
ammo="Floestone",
head="Jhakri Coronal +2",
body="Jhakri Robe +2",
hands="Jhakri Cuffs +2",
legs="Jhakri Slops +2",
feet="Jhakri Pigaches +2",
neck="Caro Necklace",
waist="Grunfeld Rope",
left_ear={ name="Moonshade Earring", augments={'Attack+4','TP Bonus +25',}},
right_ear="Brutal Earring",
left_ring="Rufescent Ring",
right_ring="Ifrit Ring +1",
back="Moonlight Cape",
}
sets.precast.WS['Dark Harvest'] = {
ammo="Pemphredo Tathlum",
head="Pixie Hairpin +1",
body={ name="Amalric Doublet +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
hands="Jhakri Cuffs +2",
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Fotia Gorget",
waist="Fotia Belt",
left_ear={ name="Moonshade Earring", augments={'Attack+4','TP Bonus +25',}},
right_ear="Regal Earring",
left_ring="Archon Ring",
right_ring="Shiva Ring +1",
back={ name="Taranus's Cape", augments={'MP+60','Mag. Acc+20 /Mag. Dmg.+20','MP+20','"Mag.Atk.Bns."+10',}},
}
sets.precast.WS['Vidohunir'] = {
ammo="Pemphredo Tathlum",
head="Pixie Hairpin +1",
body="Jhakri Robe +2",
hands={ name="Amalric Gages +1", augments={'INT+12','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
legs={ name="Amalric Slops +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
feet={ name="Amalric Nails +1", augments={'MP+80','Mag. Acc.+20','"Mag.Atk.Bns."+20',}},
neck="Baetyl Pendant",
waist="Yamabuki-no-Obi",
left_ear="Barkaro. Earring",
right_ear="Regal Earring",
left_ring="Archon Ring",
right_ring="Shiva Ring +1",
back={ name="Taranus's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10','System: 1 ID: 1155 Val: 4',}},
}
sets.engaged = {
ammo="Amar Cluster",
head="Jhakri Coronal +2",
body="Jhakri Robe +2",
hands="Raetic Bangles +1",
legs="Jhakri Slops +2",
feet="Jhakri Pigaches +2",
neck="Combatant's Torque",
waist="Goading Belt",
left_ear="Cessance Earring",
right_ear="Telos Earring",
left_ring="Petrov Ring",
right_ring="Chirich Ring +1",
back="Moonlight Cape",
}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
--- Define MP and buff specific Fast Cast and Midcast sets for conservation of MP for death sets, most will be
--- handled on thier own. What you need to change is the player.mp value to match slightly under what your max
--- MP is in your standard fast cast set. The set is designed to Dynamically switch fast cast sets to sets that
--- preserve your MP total if you are above the amount at which equiping your standard set would decrease your
--- maximum MP. Due to a rework in how these arguments are organised, all gearsets are being handled above the
--- function block for this file.
function job_precast(spell, action, spellMap, eventArgs)
enable('feet','back')
end
function job_post_precast(spell, action, spellMap, eventArgs)
if player.mp > 2000 and state.VorsealMode.value == 'Vorseal' then
equip(sets.precast.FC.HighMP)
elseif player.mp < 2000 and state.VorsealMode.value == 'Vorseal' then
equip(sets.precast.FC)
elseif player.mp > 1650 and state.VorsealMode.value == 'Normal' then
equip(sets.precast.FC.HighMP)
elseif player.mp < 1650 and state.VorsealMode.value == 'Normal' then
equip(sets.precast.FC)
end
if spell.english == "Impact" then
equip({head=empty,body="Twilight Cloak"})
elseif spellMap == 'Cure' or spellMap == 'Curaga' then
gear.default.obi_waist = "Hachirin-no-obi"
end
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_midcast(spell, action, spellMap, eventArgs)
-- This section is for you to define at what value your Aspir sets will change. This is to let your aspirs
-- get you into your death idle and higher MP values. This number should be around 100 MP lower than the
-- Fast cast argument above this to prevent looping. The intent is to ensure that if you use aspir while you
-- are already above a value defined in this section then it will put on your highest MP set, capping you off
-- rather than simply capping you to whatever your Aspir potency set's max MP value happens to be.
if spell.action_type == 'Magic' then
if spell.element == world.weather_element or spell.element == world.day_element then
equip(set_combine(sets.midcast['Elemental Magic'], {waist="Hachirin-no-Obi",}))
end
if spell.english == 'Death' then
equip(sets.midcast['Death'])
end
end
end
-- Aspir Handling
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.english == 'Aspir' or spell.english == 'Aspir II' or spell.english == 'Aspir III' and state.VorsealMode.value == 'Vorseal' and player.mp > 1750 then
equip(sets.midcast.HighMP)
elseif spell.english == 'Aspir' or spell.english == 'Aspir II' or spell.english == 'Aspir III' and state.VorsealMode.value == 'Vorseal' and player.mp < 1750 then
equip(sets.midcast.LowMP)
elseif spell.english == 'Aspir' or spell.english == 'Aspir II' or spell.english == 'Aspir III' and state.VorsealMode.value == 'Normal' and player.mp > 1400 then
equip(sets.midcast.HighMP)
elseif spell.english == 'Aspir' or spell.english == 'Aspir II' or spell.english == 'Aspir III' and state.VorsealMode.value == 'Normal' and player.mp < 1400 then
equip(sets.midcast.LowMP)
end
if spell.element == world.day_element or spell.element == world.weather_element then
if string.find(spell.english,'helix') then
equip(sets.midcast.Helix)
else
equip(sets.Obi)
end
end
if spell.skill == 'Enfeebling Magic' and state.HybridMode ~= 'Resist' then
equip(sets.midcast['Enfeebling Magic'].Effect)
end
end
-- Duration arguments
-- Below you can include wait inputs for all spells that you are interested in having timers for
-- For the sake of brevity, I've only included crowd control spells into this list, but following
-- the same general format you should be able to intuitively include whatever you like.
function job_aftercast(spell, action, spellMap, eventArgs)
-- Lock feet after using Mana Wall.
if buffactive['Mana Wall'] then
enable('feet','back')
equip(sets.buff['Mana Wall'])
disable('feet','back')
end
if not spell.interrupted then
if spell.english == "Sleep II" or spell.english == "Sleepga II" then -- Sleep II Countdown --
send_command('wait 60;input /echo Sleep Effect: [WEARING OFF IN 30 SEC.];wait 15;input /echo Sleep Effect: [WEARING OFF IN 15 SEC.];wait 10;input /echo Sleep Effect: [WEARING OFF IN 5 SEC.]')
elseif spell.english == "Sleep" or spell.english == "Sleepga" then -- Sleep & Sleepga Countdown --
send_command('wait 30;input /echo Sleep Effect: [WEARING OFF IN 30 SEC.];wait 15;input /echo Sleep Effect: [WEARING OFF IN 15 SEC.];wait 10;input /echo Sleep Effect: [WEARING OFF IN 5 SEC.]')
elseif spell.english == "Break" or spell.english == "Breakga" then -- Break Countdown --
send_command('wait 25;input /echo Break Effect: [WEARING OFF IN 5 SEC.]')
elseif spell.english == "Paralyze" then -- Paralyze Countdown --
send_command('wait 115;input /echo Paralyze Effect: [WEARING OFF IN 5 SEC.]')
elseif spell.english == "Slow" then -- Slow Countdown --
send_command('wait 115;input /echo Slow Effect: [WEARING OFF IN 5 SEC.]')
end
end
end
function nuke(spell, action, spellMap, eventArgs)
if player.target.type == 'MONSTER' then
if state.AOE.value then
send_command('input /ma "'..degrade_array[element_table:append('ga')][#degrade_array[element_table:append('ga')]]..'" '..tostring(player.target.name))
else
send_command('input /ma "'..degrade_array[element_table][#degrade_array[element_table]]..'" '..tostring(player.target.name))
end
else
add_to_chat(5,'A Monster is not targetted.')
end
end
function job_self_command(commandArgs, eventArgs)
if commandArgs[1] == 'element' then
if commandArgs[2] then
if element_table:contains(commandArgs[2]) then
element_table = commandArgs[2]
add_to_chat(5, 'Current Nuke element ['..element_table..']')
else
add_to_chat(5,'Incorrect Element value')
return
end
else
add_to_chat(5,'No element specified')
end
elseif commandArgs[1] == 'nuke' then
nuke()
end
end
function refine_various_spells(spell, action, spellMap, eventArgs)
local aspirs = S{'Aspir','Aspir II','Aspir III'}
local sleeps = S{'Sleep','Sleep II'}
local sleepgas = S{'Sleepga','Sleepga II'}
local newSpell = spell.english
local spell_recasts = windower.ffxi.get_spell_recasts()
local cancelling = 'All '..spell.english..' spells are on cooldown. Cancelling spell casting.'
local spell_index
end
--mov = {counter=0}
--if player and player.index and windower.ffxi.get_mob_by_index(player.index) then
-- mov.x = windower.ffxi.get_mob_by_index(player.index).x
-- mov.y = windower.ffxi.get_mob_by_index(player.index).y
-- mov.z = windower.ffxi.get_mob_by_index(player.index).z
--end
--mov = {counter=0}
--if player and player.index and windower.ffxi.get_mob_by_index(player.index) then
-- mov.x = windower.ffxi.get_mob_by_index(player.index).x
-- mov.y = windower.ffxi.get_mob_by_index(player.index).y
-- mov.z = windower.ffxi.get_mob_by_index(player.index).z
--end
--moving = false
--windower.raw_register_event('prerender',function()
-- mov.counter = mov.counter + 1;
---- if buffactive['Mana Wall'] then
-- moving = false
-- elseif mov.counter>15 then
-- local pl = windower.ffxi.get_mob_by_index(player.index)
-- if pl and pl.x and mov.x then
-- dist = math.sqrt( (pl.x-mov.x)^2 + (pl.y-mov.y)^2 + (pl.z-mov.z)^2 )
-- if dist > 1 and not moving then
-- state.Moving.value = true
-- send_command('gs c update')
--- send_command('gs equip sets.MoveSpeed')
-- if world.area:contains("Adoulin") then
-- send_command('gs equip sets.Adoulin')
-- end
--
-- moving = true
--
-- elseif dist < 1 and moving then
-- state.Moving.value = false
-- send_command('gs c update')
---- moving = false
-- end
-- end
-- if pl and pl.x then
-- mov.x = pl.x
-- mov.y = pl.y
-- mov.z = pl.z
-- end
-- mov.counter = 0
-- 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 buff == "Vorseal" then
send_command('gs c cycle VorsealMode')
elseif buff == "Vorseal" and not gain then
send_command('gs c cycle VorsealMode')
end
if buff == "Visitant" then
send_command('gs l blm3.lua')
end
-- Unlock feet when Mana Wall buff is lost.
if buff == "Mana Wall" then
send_command('wait 0.5;gs c update')
end
if buff == "Mana Wall" and not gain then
enable('feet','back')
handle_equipping_gear(player.status)
end
end
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
if stateField == 'Offense Mode' then
if newValue == 'Locked' then
disable('main','sub','range')
else
enable('main','sub','range')
end
end
if stateField == 'Death Mode' then
if newValue == true then
state.OffenseMode:set('Locked')
predeathcastmode = state.CastingMode.value
--[[Insert 'equip(<set consisting of Death v and sub, to have them automatically lock when changing into Death mode>)']]
elseif newValue == false then
state.CastingMode:set(predeathcastmode)
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
--[[function job_update(cmdParams, eventArgs)
job_display_current_state(eventArgs)
eventArgs.handled = true
end]]
function display_current_job_state(eventArgs)
eventArgs.handled = true
local msg = ''
if state.OffenseMode.value ~= 'None' then
msg = msg .. 'Combat ['..state.OffenseMode.value..']'
if state.CombatForm.has_value then
msg = msg .. ' (' .. state.CombatForm.value .. ')'
end
msg = msg .. ', '
end
--[[if state.HybridMode.value ~= 'Normal' then
msg = msg .. '/' .. state.HybridMode.value
end]]
msg = msg .. 'Casting ['..state.CastingMode.value..'], Idle ['..state.IdleMode.value..']'
if state.MagicBurst.value then
msg = msg .. ', MB [ON]'
else
msg = msg .. ', MB [OFF]'
end
if state.ConsMP.value then
msg = msg .. ', AF Body [ON]'
else
msg = msg .. ', AF Body [OFF]'
end
if state.DefenseMode.value ~= 'None' then
msg = msg .. ', ' .. 'Defense: ' .. state.DefenseMode.value .. ' (' .. state[state.DefenseMode.value .. 'DefenseMode'].value .. ')'
end
if state.Kiting.value then
msg = msg .. ', Kiting [ON]'
end
if state.PCTargetMode.value ~= 'default' then
msg = msg .. ', Target PC: '..state.PCTargetMode.value
end
if state.SelectNPCTargets.value == true then
msg = msg .. ', Target NPCs'
end
add_to_chat(122, msg)
end
-- Custom spell mapping.
function job_get_spell_map(spell, default_spell_map)
if spell.skill == 'Elemental Magic' and default_spell_map ~= 'ElementalEnfeeble' then
if lowTierNukes:contains(spell.english) then
return 'LowTierNuke'
else
return 'HighTierNuke'
end
end
end
-- Modify the default idle set after it was constructed.
--- This is where I handle Death Mode Idle set construction, rather than weave it into the Idle state var
function customize_idle_set(idleSet)
if buffactive['Mana Wall'] then
idleSet = sets.buff['Mana Wall']
elseif player.mpp < 51 and state.IdleMode.value == 'PDT' then
idleSet = sets.idle.PDT
elseif player.mpp < 51 and state.IdleMode.value == 'Normal' then
idleSet = set_combine(sets.auto_refresh, sets.latent_refresh)
elseif player.mp < 2050 and state.VorsealMode.value == 'Vorseal' and state.IdleMode.value == 'PDT' then
idleSet = sets.idle.PDT
elseif player.mp < 1700 and state.VorsealMode.value == 'Vorseal' then
idleSet = sets.auto_refresh
elseif player.mp < 1650 and state.VorsealMode.value == 'Normal' and state.IdleMode.value == 'PDT' then
idleSet = sets.idle.PDT
elseif player.mp < 1532 and state.VorsealMode.value == 'Normal' and state.IdleMode.value == 'Normal' then
idleSet = sets.auto_refresh
end
return idleSet
end
--- This is where I handle Death Mode Melee set modifications
function customize_melee_set(meleeSet)
if buffactive['Mana Wall'] then
meleeSet = set_combine(meleeSet, sets.buff['Mana Wall'])
end
return meleeSet
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
set_macro_page(1, 8)
-- Do not remove below argument or the file WILL NOT WORK PROPERLY when reloaded in an escha area--
if buffactive['Vorseal'] and state.VorsealMode.value == 'Normal' then
send_command('gs c cycle VorsealMode')
end
end
By geigei 2018-07-27 16:31:20
I'm not seeing anything wrong in the ws section.
By Excellia 2018-07-27 17:00:09
Have you tried using that lua and myrkr with it? showswaps had shown I was swapping into my fast cast set rather than myrkr set for me... and all blm weapon skills I would try using. Wonder why I would be the only one with that issue
サーバ: Asura
Game: FFXI
Posts: 167
By Asura.Verbannt 2018-07-28 13:51:19
Press F9, it locks your main and sub, the lua is not wrong. It's that your in a mode that assumes your not using myrkr. When offense mode is locked it will not change your main sub.
Odin.Slore
サーバ: Odin
Game: FFXI
Posts: 1350
By Odin.Slore 2018-08-07 10:50:01
Q!uick question on relic head and feet. Do these replace Almaric +1? I see on this guide it has a set with ALL relic +3 but besides head/feet/hands its pretty meh. I have most of shards for these but lack like 3 total and before I drop 20mil was just wondering.
Cerberus.Kaht
サーバ: Cerberus
Game: FFXI
Posts: 619
By Cerberus.Kaht 2018-08-07 12:23:59
Q!uick question on relic head and feet. Do these replace Almaric +1? I see on this guide it has a set with ALL relic +3 but besides head/feet/hands its pretty meh. I have most of shards for these but lack like 3 total and before I drop 20mil was just wondering.
Depends, are you only fighting 119 content? If so Amalric +1 is pretty great.
The problem with Amalric Nails +1 is the fact that it has no innate macc, and assuming path A your augment is only going to provide +20macc. That's similar stats to HTBF gear, which is pretty dated. If you're fighting 140+ content, the 42 macc and 17 elemental magic on Archmage Sabots +3 will start to shine (and it still provides a healthy dose of mab - 54 to be exact)
[+]
サーバ: Asura
Game: FFXI
Posts: 1401
By Asura.Toralin 2018-08-07 12:28:30
I agree with the previous mentioned assessment, if macc is no issue amalric nails+1 nukes harder, but you can get almost 22 more macc and 17 ele skill with the feet.
Same type issue with Lathi, 119 < content when macc isnt an issue, it nukes the hardest, but alternatives have MASSIVE Macc over Lathi
[+]
Odin.Slore
サーバ: Odin
Game: FFXI
Posts: 1350
By Odin.Slore 2018-08-25 14:23:41
whats the general feeling about Laevateinn? With talk of upgrades I wonder if I should jump ahead and make one. It doesn't look bad but when you look on ah owned there isn't very many out there.
サーバ: Shiva
Game: FFXI
Posts: 357
By Shiva.Berzerk 2018-08-25 14:37:51
whats the general feeling about Laevateinn? With talk of upgrades I wonder if I should jump ahead and make one. It doesn't look bad but when you look on ah owned there isn't very many out there.
Recently made Laevateinn in case it's going to be relevant in the upcoming updates but haven't really had a use for it compared to Lathi/Grio besides lockstyle. I don't think it beats Lathi since there's no INT on it. Maybe good for fodder or AM? I'm not really sure. If you have an OA set maybe maintaining AM1 or 2 with it might make it a decent option, but just speculation so far.
EDIT: Tested on some adoulin mobs, Laev ahead 2-300 damage on nukes where magic damage matters more than MAB, so T1-3 spells, otherwise Lathi won. My Lathi is path A. T4+ and Lathi won
[+]
Fenrir.Jumeya
サーバ: Fenrir
Game: FFXI
Posts: 155
By Fenrir.Jumeya 2018-08-25 17:31:24
Just remember that the INT works on pushing you into new tiers of base damage, so depending on the rest of your gear/target etc, it won't have much effect other then translate into m.acc
サーバ: Asura
Game: FFXI
Posts: 99
By Asura.Clairxi 2018-09-04 01:14:16
Has anyone found out the cap for Magic Burst Damage II?
サーバ: Bahamut
Game: FFXI
Posts: 974
By Bahamut.Justthetip 2018-09-04 03:19:57
Has anyone found out the cap for Magic Burst Damage II? From what I understand the answer is no. Seems even with the stuff offered we dont know so maybe the new augment stuff change that but doesn't seem like it will. Hell outside of a free nuke set I dont even think BLM stuff is worth it so.
By Jetackuu 2018-09-04 03:44:52
Tip you were supposed to be going to sleep :D
[+]
サーバ: Asura
Game: FFXI
Posts: 1401
By Asura.Toralin 2018-09-04 07:38:33
Has anyone found out the cap for Magic Burst Damage II? no known cap even with equipping all MBD II gear
サーバ: Bahamut
Game: FFXI
Posts: 974
By Bahamut.Justthetip 2018-09-04 08:52:39
I was just getting ready for work lol. But ya I've tried my best to look at numbers as others have no known cap.
By mrlooolz 2018-09-04 16:56:33
Hello Awesome peeps^^
I wanted your advise on improvements to my MB set :
Code main="Lathi",
sub="Enki Strap",
ammo="Pemphredo Tathlum",
head="Ea Hat +1", -- 7
body="Spaekona Coat +3",
hands="Arch. Gloves +3", --20
legs="Ea Slops +1", -- 8
feet=gear.merlinic_burst_feet, --11
neck="Baetyl Pendant",
waist=gear.obi_high_nuke_waist,
left_ear="Barkarole Earring",
right_ear="Regal Earring",
ring2="Mujin Band", --5
ring1="Shiva Ring +1",
back=MB_Nuke_back} --5
Should I replace Mujin with Shiva Ring +1 ?
Should I replace my merlinic feet with something else? They are rolle MB 11, MAB 35, MAC 36.
Any feedback is appreciated.
Bismarck.Snprphnx
サーバ: Bismarck
Game: FFXI
Posts: 2707
By Bismarck.Snprphnx 2018-09-04 17:27:13
Hello Awesome peeps^^
I wanted your advise on improvements to my MB set :
Code main="Lathi",
sub="Enki Strap",
ammo="Pemphredo Tathlum",
head="Ea Hat +1", -- 7
body="Spaekona Coat +3",
hands="Arch. Gloves +3", --20
legs="Ea Slops +1", -- 8
feet=gear.merlinic_burst_feet, --11
neck="Baetyl Pendant",
waist=gear.obi_high_nuke_waist,
left_ear="Barkarole Earring",
right_ear="Regal Earring",
ring2="Mujin Band", --5
ring1="Shiva Ring +1",
back=MB_Nuke_back} --5
Should I replace Mujin with Shiva Ring +1 ?
Should I replace my merlinic feet with something else? They are rolle MB 11, MAB 35, MAC 36.
Any feedback is appreciated.
Leave Mujin Band. It is MB2, and does not count towards the cap, and offers far more of a boost than a second Shiva Ring +1
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