The Odyssey - || Strategy And Discussion ||

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The Odyssey - || Strategy and Discussion ||
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 Asura.Toralin
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By Asura.Toralin 2022-01-20 11:34:07  
Valefor.Cinzia said: »
Ruaumoko said: »
That convinces me that NIN will work on Arebati.
Ullr and switch between Yonin and Innin when crits needed.
I don't know how you want to beat Arebati, ranged damage is already lower DPS than a melee, you're using NIN's lower Archery skills to do dmg and higher than RNG or COR?

Have you tried V20 Arebati yet? I've done 8 or so fights and everytime there's not enough DPS or the add destroys everyone. The raaz has some sort of triple dmg or something and double attacks alot. I don't know how that other group without Idris GEO managed to beat it and not maxed out COR either.

Also using SCH means no dia2, so only def down is RUN's GA armor break.

We had the same problem with Arebati, and the issue ended up being that my noob *** didn't fully understand Hover Shot, and I was resetting my level to 0 because I was WSing without moving. Once I got the hovershot addon to track my level and got to level 25 I was totally crushing it. 30-50k Last Stands. before was doing 10-25k. I was doing 13-25k crits in Empy AM set.

We failed about 4x and just could not generate the DPS, but once got the hovershot figured out we had time so spare even with me disengaging 3x to shadowbind the add to let the SCH get things back under control
 Lakshmi.Buukki
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By Lakshmi.Buukki 2022-01-20 12:32:59  
Asura.Toralin said: »
hovershot addon

share this please
 Asura.Bippin
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By Asura.Bippin 2022-01-20 12:42:23  
Lakshmi.Buukki said: »
Asura.Toralin said: »
hovershot addon

share this please
https://www.ffxiah.com/forum/topic/53342/youll-shoot-your-eye-out-new-ffxi-rng-guide/65/#3579030
[+]
 Lakshmi.Buukki
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By Lakshmi.Buukki 2022-01-20 13:01:33  
Blessings family
 Asura.Toralin
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By Asura.Toralin 2022-01-20 13:25:16  
hovershot.lua
Code
_addon.name = 'hovershot'
_addon.author = 'Rubenator'
_addon.version = '0.2'
_addon.language = 'english'
_addon.commands = {'hovershot'}

require('chat')
require('functions')
config = require('config')
local texts = require('texts')
local packets = require('packets')
local sets = require('sets')
local res = require('resources')

local hovershotJAID = res.job_abilities:with('en','Hover Shot').id
local hovershotBuffID = res.buffs:with('en','Hover Shot').id
local rangedWeaponskills = res.weapon_skills:filter(function(ws) return S{25, 26}:contains(ws.skill) end)

local defaults = {}
defaults = {}
defaults.draggable = true
defaults.pos = {}
defaults.pos.x = 0
defaults.pos.y = 0
defaults.text = {}
defaults.text.size = 10
defaults.text.stroke = {}
defaults.text.stroke.aplha = 200
defaults.text.stroke.red = 20
defaults.text.stroke.green = 20
defaults.text.stroke.blue = 20
defaults.text.stroke.width = 2
defaults.text.color = {}
defaults.text.color.alpha = 200
defaults.text.color.red = 200
defaults.text.color.green = 200
defaults.text.color.blue = 200
defaults.bg = {}
defaults.bg.alpha = 0
defaults.bg.red = 30
defaults.bg.green = 30
defaults.bg.blue = 30
defaults.visible = true

local settings = config.load(defaults)

local text = texts.new('${stacks}: ${distance} ${ok}', settings)
text:hide()
local hovershotBuff = false
local stacks = 0

local lastReportedPosition = nil
local lastEndShotPosition = nil
local tempEndShotPosition = nil

local scheduledTimeout = nil
local particle = false
local lastMobIDShot = -1

--[[config.register(settings, function()
    if text then
        text:destroy()
    end
    text = texts.new('${stacks}: ${distance} ${ok}', settings)
end) --TODO]]

text:register_event("drag",function()
    settings.pos.x = text:pos_x()
    settings.pos.y = text:pos_y()
    config.save(settings)
end)

function update_pos(pos)
    pos = pos or lastReportedPosition
    if not pos then return end
    local distance = calcDistance(pos)
    if distance and distance >= 9.9 then
        distance = 9.9
    end
    if distance then
        text.distance = distance and "%.1f'":format(distance) or ""
        local sameAsLast = lastReportedPosition and pos.x == lastReportedPosition.x and pos.y == lastReportedPosition.y and pos.z == lastReportedPosition.z
        local lastDistance = calcDistance(lastReportedPosition)
        local lastOkay = lastDistance and lastDistance > 1
        if distance >= 1 then
            if sameAsLast or lastOkay then 
                text.ok = "OK":text_color(0,200,0)
            else 
                text.ok = "OK"
            end
        elseif lastOkay then
            text.ok = "OK":text_color(200,200,0)
        else
            text.ok = ""
        end
    end
end

function calcDistance(finish, start)
    start = start or lastEndShotPosition
    finish = finish or lastReportedPosition
    return start and finish and math.sqrt(math.pow(finish.x-start.x,2) + math.pow(finish.y-start.y,2))
end

function handleShot(hoverSuccess, targetChanged)
    if not hovershotBuff then return end
    if hoverSuccess ~= nil then
        coroutine.close(scheduledTimeout)
        scheduledTimeout = nil
    end
    particle = false
    local pos = tempEndShotPosition or lastReportedPosition
    local distance = calcDistance(pos)
    if hoverSuccess then
        stacks = stacks >= 25 and 25 or stacks + 1
        --print("particle found", stacks)
    elseif distance and distance >= 1 then
        stacks = stacks >= 25 and 25 or stacks + 1
        --print("distance verified at timeout", stacks)
    else
        stacks = 1
        --print("improper distance at timeout", stacks)
    end
    text.stacks = stacks
    text:show()
    lastEndShotPosition = pos
end

function initialize()
    if not windower.ffxi.get_info().logged_in then
        return
    end
    hovershotBuff = S(windower.ffxi.get_player().buffs):contains(hovershotBuffID)
end
windower.register_event('login', initialize)
windower.register_event('logout', function()
    hovershotBuff = false
    lastReportedPosition = nil
    stacks = 0
    text:hide()
end)
windower.register_event('gain buff', function(buff_id)
    if buff_id == hovershotBuffID then
        hovershotBuff = true
        lastReportedPosition = nil
        stacks = 0
        text:hide()
    end
end)
windower.register_event('lose buff', function(buff_id)
    if buff_id == hovershotBuffID then
        hovershotBuff = false
        lastReportedPosition = nil
        stacks = 0
        text:hide()
    end
end)
windower.register_event('zone change', function(buff_id) -- TODO
    hovershotBuff = false
    lastReportedPosition = nil
    stacks = 0
    text:hide()
end)

windower.register_event('action', function(act)
    if not hovershotBuff then return end
    if (act.category == 2 or (act.category == 3 and rangedWeaponskills[act.param])) and act.actor_id == windower.ffxi.get_mob_by_target("me").id then -- end shot or wsfinish(archery or marksmanship)
        if not particle then
            tempEndShotPosition = lastReportedPosition
            scheduledTimeout = coroutine.schedule(handleShot, 0.5)
        end
        if act.targets[1].id ~= lastMobIDShot then
            lastMobIDShot = act.targets[1].id
            stacks = 0
        end
    elseif act.category == 12 and act.actor_id == windower.ffxi.get_mob_by_target("me").id then -- start shot
        if scheduledTimeout then
            coroutine.close(scheduledTimeout)
            scheduledTimeout = nil
        end
        particle = false
        tempEndShotPosition = nil
    elseif act.category == 6 and act.param == hovershotJAID then -- hovershot resets stacks, even while effect already active
        lastReportedPosition = nil
        stacks = 0
        text:hide()
    end
end)
windower.register_event('outgoing chunk', function(id,original,modified,injected,blocked)
    if hovershotBuff and id == 0x015 and not blocked then
        local packet = packets.parse('outgoing', modified)
        lastReportedPosition = {x=packet.X, y=packet.Y, z=packet.Z}
        update_pos()
    end
end)
windower.register_event('incoming chunk', function(id,original,modified,injected,blocked)
    if hovershotBuff and id == 0x038 and not injected then
        local packet = packets.parse('incoming', original)
        if packet.Type == "hov1" then
            particle = true
            handleShot(true)
        end
    elseif id == 0x00E then
        local packet = packets.parse('incoming', original)
        if packet['Status'] == 3 then
            if lastMobIDShot == packet['NPC'] then
                lastMobIDShot = -1
                stacks = 0
                text:hide()
            end
        end
    end
end)
windower.register_event('prerender', function()
    if not hovershotBuff then return end
    update_pos(windower.ffxi.get_mob_by_target('me'))
end)

initialize()
 Sylph.Reain
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By Sylph.Reain 2022-01-20 13:49:19  
That pig sends your SCH its regards.

You may see it again on Bumba.
 Bahamut.Belkin
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By Bahamut.Belkin 2022-01-20 14:50:27  
Asura.Toralin said: »
hovershot.lua

How does this work? Didn't seem to do anything for me.

EDIT: Nevermind, its the tiniest little counter in the top left hand corner.
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By SimonSes 2022-01-21 08:37:23  
Sooo, anyone know what happens when you use Caper Emissarius on tank at lets say 76% and let tank push NM to 75% without anyone else doing anything? If none beside tank has hate, then what will add do?
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By Weeew 2022-01-21 08:47:26  
SimonSes said: »
Sooo, anyone know what happens when you use Caper Emissarius on tank at lets say 76% and let tank push NM to 75% without anyone else doing anything? If none beside tank has hate, then what will add do?

We tried that yesterday and the add starts attacking the NM. Makes V20 easier than V15.
[+]
 Odin.Wangwang
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By Odin.Wangwang 2022-01-21 09:23:30  
Weeew said: »
SimonSes said: »
Sooo, anyone know what happens when you use Caper Emissarius on tank at lets say 76% and let tank push NM to 75% without anyone else doing anything? If none beside tank has hate, then what will add do?

We tried that yesterday and the add starts attacking the NM. Makes V20 easier than V15.

How exactly does that work?
 Lakshmi.Buukki
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By Lakshmi.Buukki 2022-01-21 09:44:15  
Weeew said: »
SimonSes said: »
Sooo, anyone know what happens when you use Caper Emissarius on tank at lets say 76% and let tank push NM to 75% without anyone else doing anything? If none beside tank has hate, then what will add do?

We tried that yesterday and the add starts attacking the NM. Makes V20 easier than V15.

Come again?
 Valefor.Prothescar
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By Valefor.Prothescar 2022-01-21 10:10:07  
lol
[+]
 Asura.Chiaia
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By Asura.Chiaia 2022-01-21 10:10:16  
Lakshmi.Buukki said: »
Weeew said: »
SimonSes said: »
Sooo, anyone know what happens when you use Caper Emissarius on tank at lets say 76% and let tank push NM to 75% without anyone else doing anything? If none beside tank has hate, then what will add do?

We tried that yesterday and the add starts attacking the NM. Makes V20 easier than V15.

Come again?
Remember this is the person that bought you this quality post...
Weeew said: »
Hi guys. Is there any way I can switch off mastery level stars from config without losing the original 3 stars?
[+]
 Asura.Mapoosi
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By Asura.Mapoosi 2022-01-21 10:58:55  
Anyone having problems going into Sheol Goal? If i join a friends party with mooglephone IIx3... it wont let us join up saying not everyone meets prereqs.. but if i try solo/him trying without me in the party its like everythings fine.. No job duplicates or w/e.. shits confusing
 Lakshmi.Elidyr
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By Lakshmi.Elidyr 2022-01-21 11:04:08  
Asura.Mapoosi said: »
Anyone having problems going into Sheol Goal? If i join a friends party with mooglephone IIx3... it wont let us join up saying not everyone meets prereqs.. but if i try solo/him trying without me in the party its like everythings fine.. No job duplicates or w/e.. shits confusing

To further expand and the issue. All members 3+ 99, 3+KI, no jobs of same type, even subs. We can all enter separately, but as soon as the GEO and PLD in a party together, we can't apply? o.O
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By SimonSes 2022-01-21 11:17:14  
Human error is usually the most common. Check again if everyone have 3+ different 99 jobs than other.
 Lakshmi.Elidyr
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By Lakshmi.Elidyr 2022-01-21 11:21:31  
SimonSes said: »
Human error is usually the most common. Check again if everyone have 3+ different 99 jobs than other.

We have tried so many different ways lol. Everyone has at least 4+ 99. The weird part is dropping 1 person of any job lets anyone enter. If I drop, everyone else can enter. If PLD drops I can enter. If GEO drops then we can enter.

Also note: We all have Boss wins already lol.
 Shiva.Thorny
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By Shiva.Thorny 2022-01-21 11:23:09  
they probably have a less than perfect matching logic and it may depend on party order, member id order, etc. i've had times where i definitely had 3 unique jobs per member and wasn't allowed in, but capping all jobs on all chars made it go away forever

path of least resistance might be to just burn up a few unused 99s, doubt SE plans to refactor it anytime soon and most older players have a ton of jobs anyway

edit(theory, not proven):
it likely takes the first 3 99 jobs from player 1, locks them. takes the first 3 99 jobs from player 2 that are not yet locked, locks them. takes the first 3 99 jobs from player 3 that are not yet locked, locks them. and so on, so that even if you do have 3 unique jobs per player it's possible jobs are locked in an order that they don't all count. once it hits a player that doesn't have 3 remaining unique jobs, it fails.
 Lakshmi.Elidyr
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By Lakshmi.Elidyr 2022-01-21 11:26:27  
Shiva.Thorny said: »
they probably have a less than perfect matching logic and it may depend on party order, member id order, etc. i've had times where i definitely had 3 unique jobs per member and wasn't allowed in, but capping all jobs on all chars made it go away forever

path of least resistance might be to just burn up a few unused 99s, doubt SE plans to refactor it anytime soon and most older players have a ton of jobs anyway

Yeah I give up. It just wont let us enter with more than 5 members at all now lol. Doesn't matter who or what jobs. I can enter with any combination of 5, but 6 makes it throw unable to enter.
 Fenrir.Melphina
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By Fenrir.Melphina 2022-01-21 11:26:36  
Edit: Never mind, you guys are right. You do need unique jobs to queue into the lobby. Been a busy day here. My brain is kind of fried from a really long week. Sorry about that.
 Shiva.Thorny
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By Shiva.Thorny 2022-01-21 11:27:57  
Fenrir.Melphina said: »
You don't even need to have separate jobs to queue up into sheol Gaol. You just need three different jobs to enter the NM fights. But entering the lobby has no such requirements.

This is absolutely not true, and honestly it takes some balls to say that so firmly in a thread where multiple people are trying to figure out why they can't enter the lobby.
[+]
 Phoenix.Serveroz
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By Phoenix.Serveroz 2022-01-21 11:27:58  
Either the geo or the pld are duplicating a job.
If you are entering odyssey with 6 people. You must have 18 different jobs. Each member adding 3 to the total amount of jobs.
Example:
P1 WHM BLM RDM
P2 WAR MNK THF
P3 DRG DRK BST
P4 SAM NIN BLU
P5 COR BRD GEO
P6 PUP PLD RUN
 Lakshmi.Elidyr
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By Lakshmi.Elidyr 2022-01-21 11:28:56  
Fenrir.Melphina said: »
You don't even need to have separate jobs to queue up into sheol Gaol. You just need three different jobs to enter the NM fights. But entering the lobby has no such requirements.
Thats the thing, can't even get to the lobby. All members have boss KI, 4+ Jobs, 3KI. It just wont allow 6 members to enter. :shrug:
I'm waiting on a GM, but pretty much looking like a bust on doing any runs for myself today.

Tried rezoning, rebuilding party, inviting others, nothing works with 6 members.
 Shiva.Thorny
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By Shiva.Thorny 2022-01-21 11:30:44  
When unlocking on mules, it was very clear that they could not enter the lobby because they all shared the same 99 jobs. Adding more unique 99 jobs let them enter the lobby, but I still had some fails while all had 3 unique jobs. So, while the designed requirement is probably what Serveroz said, I don't think it's perfectly implemented. Some sort of flaw can cause it to fail to count jobs in the optimal manner, which makes sense given SE's incompetence and the levels of sorting required to check all combinations.
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By SimonSes 2022-01-21 11:32:17  
Shiva.Thorny said: »
When unlocking on mules, it was very clear that they could not enter the lobby because they all shared the same 99 jobs. Adding more unique 99 jobs let them enter the lobby, but I still had some fails while all had 3 unique jobs. So, while the designed requirement is probably what Serveroz said, I don't think it's perfectly implemented. Some sort of flaw can cause it to fail to count jobs in the optimal manner, which makes sense given SE's incompetence and the levels of sorting required to check all combinations.

Maybe, but I still think Elidyr's group doesn't even have 18 unique jobs and he thinks its not the requirement.
 Lakshmi.Elidyr
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By Lakshmi.Elidyr 2022-01-21 11:33:42  
That may so be the case. It says 3+ 99. I didn't think about needing 18+ Unique. Guess I need more then, never ran in to a problem until today. Done all my clears and such with out a problem before.

Got to love an event you can enter AFTER you already beat it lol.

Jobs are as though:
WAR WHM MNK BLM SMN RDM SCH
WAR MNK THF RNG SAM SMN BLM COR
WAR BLM SMN GEO
BRD WAR SMN
RDM SMN DRG COR
ALL 99
 Phoenix.Serveroz
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By Phoenix.Serveroz 2022-01-21 11:34:38  
I'm about 99% sure the way i discribed it is how it works. If you could send me all the jobs all your members have. I could try to point out which member is missing a job.
 Shiva.Thorny
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By Shiva.Thorny 2022-01-21 11:34:46  
Not maybe, I've firmly verified that having 3 unique jobs per character does not guarantee ability to enter, just not the exact mechanic by which it is triggered. I'm guessing that they reserve jobs one member at a time, so that for example:

Let's say you have these jobs:

P1 WHM BLM RDM RUN
P2 WAR MNK THF
P3 DRG DRK BST
P4 SAM NIN BLU
P5 COR BRD GEO
P6 WHM PUP PLD

At face value, this is 18 unique jobs(P1 counts RUN BLM RDM). In reality, since WHM BLM RDM are the lowest job IDs, the server might count them as P1's jobs. When it reaches P6, even though P1 also has RUN, it's counted WHM as taken and P6 is not eligible so the entry fails. Again, speculation.
[+]
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By SimonSes 2022-01-21 11:35:18  
Lakshmi.Elidyr said: »
That may so be the case. It says 3+ 99. I didn't think about needing 18+ Unique. Guess I need more then, never ran in to a problem until today. Done all my clears and such with out a problem before.

Got to love an event you can enter AFTER you already beat it lol.

Most people usually have lots of 99, even when they are naked and not used, so usually it's not a problem.
[+]
 Fenrir.Melphina
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By Fenrir.Melphina 2022-01-21 11:36:29  
Quote:
This is absolutely not true, and honestly it takes some balls to say that so firmly in a thread where multiple people are trying to figure out why they can't enter the lobby.

You're right. It's been a really long week for me here and I forgot that. We've had multiple people on the same jobs INSIDE the lobby before though with job changing. I was remembering a couple times when I queued us up to enter a NM fight and it wouldn't let me because two people had swapped to the same job, or the times we had two white mages in there for raising people. People do job swaps pretty frequently in the lobby and it slipped my mind that you weren't allowed to queue up with two of the same from rabao. So I apologize for that.
[+]
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