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Random Question thread (FFXI related)
By tyalangan 2019-12-09 16:06:04
Is there any reason I shouldn’t get an AF piece with Monthly RoE that I currently don’t own? I.E pup AF2 hands when I don’t own AF109
By Mattelot 2019-12-09 16:31:49
Now that I've figured out the Sylvie thing. I do notice that with Indi-Haste, Koru does not cast Haste II on me. Just Sylvie casts regular Haste. This is level 96. Possibly knowing I'm at the cap?
By vil872 2019-12-09 16:34:59
Koru won't overwrite Haste 1 with Haste 2, so it comes down to where each of those trusts is on their priority list. Arciela is a rare one that will cast Haste 2 if you have Haste 1 on.
[+]
By Mattelot 2019-12-09 17:29:52
After a second time releasing Koru and resummoning, he casted Haste 2... weird. I must be having a twilight zone day with trusts.
By Nariont 2019-12-09 18:14:09
As stated koru wont overwrite haste with haste2, i think only arciela has that AI, maybe king. It gets real fun when you have ygnas/sylvie/non-arc out. Get to fight 2 trusts with high haste priority in the hopes youll get haste 2
[+]
By Mattelot 2019-12-09 18:57:39
Sylvie was casting haste right away, which would prevent Koru from casting Haste 2 like you said.
I am working on Ygnas but I planned to use Arc II. I hope that works.
[+]
By Mattelot 2019-12-10 16:48:32
I'm wanting to evolve my behemoth cub. Am I reading the bg wiki right?... I can skip the Behemoth stage by giving my cub a savory shank and make him a King Behemoth?
By silvchan 2019-12-10 17:40:20
I'm wanting to evolve my behemoth cub. Am I reading the bg wiki right?... I can skip the Behemoth stage by giving my cub a savory shank and make him a King Yes, That is correct. You can skip the behemoth phase.
[+]
By Mattelot 2019-12-10 17:49:11
Sweet, thank you!
By Mattelot 2019-12-11 15:45:57
Ok, so my behemoth cub is 2 stars now, which BG wiki says it has to be to evolve. I gave him a savory shank and it said I strongly resonated with him, no evolution. Same with giving my dragon hatchling a honey wine. Am I doing something wrong?
サーバ: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2019-12-11 15:48:58
"Note: Some exceptions to the growth requirement for evolution are the dragon hatchling, behemoth, cactus, mandragora, and ferromantoise monsters, which require ★★☆ stars before they will evolve."
You need it to be at 2.5 stars.
By Mattelot 2019-12-11 16:07:04
Ok, mine are 2 stars and a .
But my baby sabotender is the same and he squirmed when giving him a burdock root :(
By clearlyamule 2019-12-11 17:38:23
Did it evolve though?
And yeah occasionally you might see something evolve early. One of my mandies waaaaaaaas way early. All the others wouldn't though. Might just be some kind of glitch or weird random bonus from campaign+ shirt idk but it's not something you can even remotely count on
By Mattelot 2019-12-11 18:48:10
No, it didn't evolve. I read that the sabotender is the most pain to evolve but it's cheer is very attractive.
サーバ: Asura
Game: FFXI
Posts: 734
By Asura.Lunafreya 2019-12-11 18:55:14
I know these (annoying) questions get asked all the time but I am feeling pretty indecisive....opinions, perhaps from some who have all of these weapons?
R7 Trishula, R7 Apoc, R0 Kikoku. Which to R15 first out of these 3 and why in your experience? Only R15 I currently have is Terp.
By Rafai 2019-12-11 19:55:49
I say R15 trish, it's really good
Bismarck.Sterk
サーバ: Bismarck
Game: FFXI
Posts: 309
By Bismarck.Sterk 2019-12-12 15:51:57
Does something in particular cause Quetzalcoatl to Charm? I remember when it was new, Charm was pretty common for a while, but then there was a couple years where I never saw him attempt to Charm anymore. I figured it was just patched out. But just now he used Charm 3 times in a single fight.
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10098
By Asura.Sechs 2019-12-13 14:59:06
Are you sure it wasn't just a case of him trying to charm a Trust, hence failing the Charm because Trusts are immune to that?
Phoenix.Capuchin
サーバ: Phoenix
Game: FFXI
Posts: 3599
By Phoenix.Capuchin 2019-12-13 18:26:17
I know these (annoying) questions get asked all the time but I am feeling pretty indecisive....opinions, perhaps from some who have all of these weapons?
R7 Trishula, R7 Apoc, R0 Kikoku. Which to R15 first out of these 3 and why in your experience? Only R15 I currently have is Terp.
I'd agree with the previous Trish suggestion as first priority. R15 Trish DRG is a top tier DD (at the very least, undeniably hanging right around the top tier - but I'm not trying to get in dumb "this DD is best" arguments).
I'd say Kikoku next, as it takes a pretty underwhelming R0 RMEA and turns it into an excellent NIN option.
Apoc last. Upgrades are upgrades, but in cases where Apoc shines, I don't feel like the difference between R7 and R15 makes comparatively as much of a difference in DRK performance. Still helps you stay alive great either way, so you're adding incremental damage. That's my sense, though I'm not a DRK so perhaps I'm somewhat off base there. (if the choice was Caladbolg, I'd prob have said to R15 that or Trish first though based on job you like more, same reasoning for both)
Seriously though, those last couple augment levels are annoying enough that I'd maybe say get one R15 first, then considering getting everything to ~R10 or so for more bang for your buck before going from there to R15.
[+]
Bismarck.Sterk
サーバ: Bismarck
Game: FFXI
Posts: 309
By Bismarck.Sterk 2019-12-13 19:06:45
Are you sure it wasn't just a case of him trying to charm a Trust, hence failing the Charm because Trusts are immune to that? Pretty sure.
Code 13:45:18Quetzalcoatl uses Charm, but misses Sterk.
13:45:41Quetzalcoatl uses Charm.Sterk is charmed.
13:46:10Quetzalcoatl uses Charm.Rorona is charmed.
The fight after that: Code 14:33:09Quetzalcoatl uses Charm, but misses Sterk.
14:33:22Quetzalcoatl uses Charm, but misses Sterk.
14:33:28Quetzalcoatl uses Charm, but misses Sterk.
14:33:36Quetzalcoatl uses Charm, but misses Sterk.
サーバ: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2019-12-13 19:08:45
The amount of times he uses charms goes up with the number of players fighting him, I believe. Were you fighting him with few players around previously?
Bismarck.Sterk
サーバ: Bismarck
Game: FFXI
Posts: 309
By Bismarck.Sterk 2019-12-13 19:10:37
Probably. It was pre-update Domain Invasion after all.
サーバ: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2019-12-14 15:19:57
Other than STR/DEX/VIT/AGI/INT/MND/CHR, what vorseals does the Fortitude blessing effect?
By Draylo 2019-12-15 13:10:55
Does anyone have an old version of azuresets? I can't understand why it takes like 10m now to change sets.
Bahamut.Dannyl
サーバ: Bahamut
Game: FFXI
Posts: 1550
By Bahamut.Dannyl 2019-12-15 13:43:48
I have _addon.version = '1.23'
is that old enough?
By Draylo 2019-12-15 13:57:20
That is the one I am using now, do your spells take forever to set?
Asura.Eiryl
By Asura.Eiryl 2019-12-15 14:42:30
There is a v1.24 out (still says 1.23 though)
Quote: Changes:
v1.23 - v1.24
Changed default spellset method to preserve traits.
Added setting for setmethod to either PresereTraits or ClearFirst.
Added setting for setspeed. Wait time between each spell being set. Faster timing may result in multiple attempts at setting the spell and could lead to increased total set time. Default: 0.65 seconds.
I have a v1.22 Code _addon.name = 'AzureSets'
_addon.version = '1.22'
_addon.author = 'Nitrous (Shiva)'
_addon.commands = {'aset','azuresets','asets'}
require('tables')
require('strings')
require('logger')
config = require('config')
files = require('files')
res = require('resources')
chat = require('chat')
defaults = {}
defaults.setmode = 'PreserveTraits'
defaults.setspeed = 0.65
defaults.spellsets = {}
defaults.spellsets.default = T{}
defaults.spellsets.vw1 = T{slot01='Firespit', slot02='Heat Breath', slot03='Thermal Pulse', slot04='Blastbomb',
slot05='Infrasonics', slot06='Frost Breath', slot07='Ice Break', slot08='Cold Wave',
slot09='Sandspin', slot10='Magnetite Cloud', slot11='Cimicine Discharge', slot12='Bad Breath',
slot13='Acrid Stream', slot14='Maelstrom', slot15='Corrosive Ooze', slot16='Cursed Sphere',
slot17='Awful Eye'
}
defaults.spellsets.vw2 = T{slot01='Hecatomb Wave', slot02='Mysterious Light', slot03='Leafstorm', slot04='Reaving Wind',
slot05='Temporal Shift', slot06='Mind Blast', slot07='Blitzstrahl', slot08='Charged Whisker',
slot09='Blank Gaze', slot10='Radiant Breath', slot11='Light of Penance', slot12='Actinic Burst',
slot13='Death Ray', slot14='Eyes On Me', slot15='Sandspray'
}
settings = config.load(defaults)
function initialize()
spells = res.spells:type('BlueMagic')
get_current_spellset()
end
windower.register_event('load', initialize:cond(function() return windower.ffxi.get_info().logged_in end))
windower.register_event('login', initialize)
windower.register_event('job change', initialize:cond(function(job) return job == 16 end))
function set_spells(spellset, setmode)
if windower.ffxi.get_player()['main_job_id'] ~= 16 --[[and windower.ffxi.get_player()['sub_job_id'] ~= 16]] then
error('Main job not set to Blue Mage.')
return
end
if settings.spellsets[spellset] == nil then
error('Set not defined: '..spellset)
return
end
if is_spellset_equipped(settings.spellsets[spellset]) then
log(spellset..' was already equipped.')
return
end
log('Starting to set '..spellset..'.')
if setmode:lower() == 'clearfirst' then
remove_all_spells()
set_spells_from_spellset:schedule(settings.setspeed, spellset, 'add')
elseif setmode:lower() == 'preservetraits' then
set_spells_from_spellset(spellset, 'remove')
else
error('Unexpected setmode: '..setmode)
end
end
function is_spellset_equipped(spellset)
return S(spellset):map(string.lower) == S(get_current_spellset())
end
function set_spells_from_spellset(spellset, setPhase)
local setToSet = settings.spellsets[spellset]
local currentSet = get_current_spellset()
if setPhase == 'remove' then
-- Remove Phase
for k,v in pairs(currentSet) do
if not setToSet:contains(v:lower()) then
setSlot = k
local slotToRemove = tonumber(k:sub(5, k:len()))
windower.ffxi.remove_blue_magic_spell(slotToRemove)
--log('Removed spell: '..v..' at #'..slotToRemove)
set_spells_from_spellset:schedule(settings.setspeed, spellset, 'remove')
return
end
end
end
-- Did not find spell to remove. Start set phase
-- Find empty slot:
local slotToSetTo
for i = 1, 20 do
local slotName = 'slot%02u':format(i)
if currentSet[slotName] == nil then
slotToSetTo = i
break
end
end
if slotToSetTo ~= nil then
-- We found an empty slot. Find a spell to set.
for k,v in pairs(setToSet) do
if not currentSet:contains(v:lower()) then
if v ~= nil then
local spellID = find_spell_id_by_name(v)
if spellID ~= nil then
windower.ffxi.set_blue_magic_spell(spellID, tonumber(slotToSetTo))
--log('Set spell: '..v..' ('..spellID..') at: '..slotToSetTo)
set_spells_from_spellset:schedule(settings.setspeed, spellset, 'add')
return
end
end
end
end
end
-- Unable to find any spells to set. Must be complete.
log(spellset..' has been equipped.')
windower.send_command('@timers c "Blue Magic Cooldown" 60 up')
end
function find_spell_id_by_name(spellname)
for spell in spells:it() do
if spell['english']:lower() == spellname:lower() then
return spell['id']
end
end
return nil
end
function set_single_spell(setspell,slot)
if windower.ffxi.get_player()['main_job_id'] ~= 16 --[[and windower.ffxi.get_player()['sub_job_id'] ~= 16]] then return nil end
local tmpTable = T(get_current_spellset())
for key,val in pairs(tmpTable) do
if tmpTable[key]:lower() == setspell then
error('That spell is already set.')
return
end
end
if tonumber(slot) < 10 then slot = '0'..slot end
--insert spell add code here
for spell in spells:it() do
if spell['english']:lower() == setspell then
--This is where single spell setting code goes.
--Need to set by spell id rather than name.
windower.ffxi.set_blue_magic_spell(spell['id'], tonumber(slot))
windower.send_command('@timers c "Blue Magic Cooldown" 60 up')
tmpTable['slot'..slot] = setspell
end
end
tmpTable = nil
end
function get_current_spellset()
if windower.ffxi.get_player().main_job_id ~= 16 then return nil end
return T(windower.ffxi.get_mjob_data().spells)
-- Returns all values but 512
:filter(function(id) return id ~= 512 end)
-- Transforms them from IDs to lowercase English names
:map(function(id) return spells[id].english:lower() end)
-- Transform the keys from numeric x or xx to string 'slot0x' or 'slotxx'
:key_map(function(slot) return 'slot%02u':format(slot) end)
end
function remove_all_spells(trigger)
windower.ffxi.reset_blue_magic_spells()
notice('All spells removed.')
end
function save_set(setname)
if setname == 'default' then
error('Please choose a name other than default.')
return
end
local curSpells = T(get_current_spellset())
settings.spellsets[setname] = curSpells
settings:save('all')
notice('Set '..setname..' saved.')
end
function get_spellset_list()
log("Listing sets:")
for key,_ in pairs(settings.spellsets) do
if key ~= 'default' then
local it = 0
for i = 1, #settings.spellsets[key] do
it = it + 1
end
log("\t"..key..' '..settings.spellsets[key]:length()..' spells.')
end
end
end
function get_spellset_content(spellset)
log('Getting '..spellset..'\'s spell list:')
settings.spellsets[spellset]:print()
end
windower.register_event('addon command', function(...)
if windower.ffxi.get_player()['main_job_id'] ~= 16 --[[and windower.ffxi.get_player()['sub_job_id'] ~= 16]] then
error('You are not on (main) Blue Mage.')
return nil
end
local args = T{...}
if args ~= nil then
local comm = table.remove(args,1):lower()
if comm == 'removeall' then
remove_all_spells('trigger')
elseif comm == 'add' then
if args[2] ~= nil then
local slot = table.remove(args,1)
local spell = args:sconcat()
set_single_spell(spell:lower(),slot)
end
elseif comm == 'save' then
if args[1] ~= nil then
save_set(args[1])
end
elseif comm == 'spellset' or comm == 'set' then
if args[1] ~= nil then
set_spells(args[1], args[2] or settings.setmode)
end
elseif comm == 'currentlist' then
get_current_spellset():print()
elseif comm == 'setlist' then
get_spellset_list()
elseif comm == 'spelllist' then
if args[1] ~= nil then
get_spellset_content(args[1])
end
elseif comm == 'help' then
local helptext = [[AzureSets - Command List:')
1. removeall - Unsets all spells.
2. spellset <setname> [ClearFirst|PreserveTraits] -- Set (setname)'s spells,
optional parameter: ClearFirst or PreserveTraits: overrides
setting to clear spells first or remove individually,
preserving traits where possible. Default: use settings or
preservetraits if settings not configured.
3. set <setname> (clearfirst|preservetraits) -- Same as spellset
4. add <slot> <spell> -- Set (spell) to slot (slot (number)).
5. save <setname> -- Saves current spellset as (setname).
6. currentlist -- Lists currently set spells.
7. setlist -- Lists all spellsets.
8. spelllist <setname> -- List spells in (setname)
9. help --Shows this menu.]]
for _, line in ipairs(helptext:split('\n')) do
windower.add_to_chat(207, line..chat.controls.reset)
end
end
end
end)
But I don't use them so no idea what the issue is, if there is one.
Asura.Bippin
サーバ: Asura
Game: FFXI
Posts: 1085
By Asura.Bippin 2019-12-16 13:15:48
For Aeonic Weapons is there a level requirement for getting the KI with beads? Don't see anything on wiki about it
Shiva.Thorny
サーバ: Shiva
Game: FFXI
Posts: 2786
By Shiva.Thorny 2019-12-16 13:26:50
For Aeonic Weapons is there a level requirement for getting the KI with beads? Don't see anything on wiki about it no
For those of you that visit Bg you already know the premise of this thread but for those that don't, it's simple.
Quote: This thread is for off-the-cuff questions that don't merit a full topic to answer. 'What should I wear for my level 65 pup?' 'What's the best way to learn the Qutrub Blu spell?'
General Guidelines.
Any questions goes be it FFXI related or not this community has a plethora of people surely one will be able to assist you.
Please don't bash people for asking questions hating someone for seeking knowledge even if you deem it a stupid thing to ask makes you look like an even bigger tool.
If your answer is on the large side either providing a link or spoilering the answer might be a good idea to help reduce the thread size.
Have fun!
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