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A Scholar's Education (Guide)
By Chimerawizard 2022-08-24 14:58:24
Quetzalcoatl.Jakey said: »I don't suppose anyone has a complete list of which debuffs immunobreak and which don't? maybe?
Slow, Paralyze, Silence, Addle, Blind, Gravity, Bind, Poison, Break, Sleep.
unsure but probably repose lullaby and elegy too.
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10135
By Asura.Sechs 2022-08-24 15:44:09
Nope. Only applies to enfeebling magic, spells that fall under the Enfeebling Skill.
I think at least? Regardless of that it doesn't work for songs.
Spells for which Immunobreak don't work that I can think of are Impact, Frazzle, Addle, Inundation. The latter always lands 100% I think.
Frazzle and Addle receive an innate ~100 macc bonus (or so SE said?) to compensate for the fact they can't immunobreak.
I dunno, did they really have to do that? I wonder. I guess adding spells to the immunobreak mechanic must be so boring that the devs didn't want to bother back then lol?
サーバ: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2022-08-24 16:12:42
Immunobreaks work by lowering a mob's specific enfeeble resistance rank. To add immunobreaks to the likes of Frazzle it'd mean they'd have to add an additional, completely new status resistance rank to every mob in the game. That's not a trivial task with their much smaller team by then, so I can understand them taking this shortcut.
The complete list of enfeebles that can immunobreak are: Slow, Break, Poison, Silence, Gravity, Paralyze, Bind, Sleep, and Blind.
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10135
By Asura.Sechs 2022-08-24 16:20:11
So Addle can't immunobreak? I was about to bet on Addle's immunobreak chance, but think again Sechs, think again!
By Asura.Disclai 2022-08-24 16:32:45
Are you sure Addle can't immunobreak? I thought it was considered the same as Slow for resistance purposes.
Addle can't immunobreak. Addle, Distract, Frazzle, and Dispel are the primary examples Enfeebling Magic that can't immunobreak.
No initial-damage-dealing spell such as Dia, Bio, or Impact can immunobreak. Basically nothing that has an enfeeble as an additional effect.
Not aware of any spell that RDM doesn't get natively that can immunobreak, actually. Don't think Repose or BRD songs or DRK absorbs can (none of which are Enfeebling Magic anyway).
So I suppose a "complete list" of immunobreak-able spells would be something like: Bind, Sleep, Break, Silence, Gravity, Paralyze, Slow, Blind, Poison.
Did I miss any? Only spell I'm not certain of off-hand is Stun, but I doubt it can since it's Dark Magic.
サーバ: Asura
Game: FFXI
Posts: 4
By Asura.Matthious 2022-08-27 19:35:04
Anyone seeing any issue with the new hands +2? Trying everything but it's almost like the extra 60% Perpetuance isn't kicking in.
Regen V W/O Perpetuance: 5:11
Regen V W/Perpetuance, +2 Hands Locked = 10:23
Yesterday prior to upgrade were much higher than today's. Curious what others are maxing out at now.
By Asura.Disclai 2022-08-27 20:08:58
Anyone seeing any issue with the new hands +2? Trying everything but it's almost like the extra 60% Perpetuance isn't kicking in.
Regen V W/O Perpetuance: 5:11
Regen V W/Perpetuance, +2 Hands Locked = 10:23
Yesterday prior to upgrade were much higher than today's. Curious what others are maxing out at now.
Are you judging by the Timers plugin? It wasn't updated correctly to account for Arbatel Bracers +2.
サーバ: Asura
Game: FFXI
Posts: 4
By Asura.Matthious 2022-08-27 20:58:38
Thanks Disc, I thought it was weird and that was the issue. Actual is clocking in closer to 13:30
By Slowforever 2022-08-30 10:26:03
hello, wanted to know what stats to go with for a helix MB cap? Int or magic dmg etc
サーバ: Asura
Game: FFXI
Posts: 1408
By Asura.Toralin 2022-08-30 11:12:06
hello, wanted to know what stats to go with for a helix MB cap? Int or magic dmg etc ItemSet 356832
This is what I have been using Agwu/Bunzi@r25
By SimonSes 2022-08-30 11:14:45
hello, wanted to know what stats to go with for a helix MB cap? Int or magic dmg etc ItemSet 356832
This is what I have been using Agwu/Bunzi@r25
You updated the earring and you haven't updated feet to the most broken nuking item in the game? :)
By Vaerix 2022-08-30 11:15:41
hello, wanted to know what stats to go with for a helix MB cap? Int or magic dmg etc ItemSet 356832
This is what I have been using Agwu/Bunzi@r25
You updated the earring and you haven't updated feet to the most broken nuking item in the game? :)
Was just about to ask where's the glory klimaform feets!
サーバ: Asura
Game: FFXI
Posts: 1408
By Asura.Toralin 2022-08-30 11:59:55
hello, wanted to know what stats to go with for a helix MB cap? Int or magic dmg etc ItemSet 356832
This is what I have been using Agwu/Bunzi@r25
You updated the earring and you haven't updated feet to the most broken nuking item in the game? :)
Was just about to ask where's the glory klimaform feets! Haven't upgraded the feet yet!
By Asura.Disclai 2022-08-30 12:49:38
Speaking of the feet, I've been having a lot of fun duoing V1VD on SCH. Post-upgrade, without outside buffs, I'm doing over 10k helixes without MBing (nearly 30k MBing with Ebullience), and nearly damage cap Ebullience MB nukes.
Who needs BLM anymore?
Bismarck.Zuidar
サーバ: Bismarck
Game: FFXI
Posts: 1273
By Bismarck.Zuidar 2022-08-30 14:52:27
Ugh... I didn't notice until I realized helix spells not using sacro cord but hachi obi instead all this time, getting frustrated in how to make it use INT waist and not the ele obi. Code -------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
--[[
Custom commands:
Shorthand versions for each strategem type that uses the version appropriate for
the current Arts.
Light Arts Dark Arts
gs c scholar light Light Arts/Addendum
gs c scholar dark Dark Arts/Addendum
gs c scholar cost Penury Parsimony
gs c scholar speed Celerity Alacrity
gs c scholar aoe Accession Manifestation
gs c scholar power Rapture Ebullience
gs c scholar duration Perpetuance
gs c scholar accuracy Altruism Focalization
gs c scholar enmity Tranquility Equanimity
gs c scholar skillchain Immanence
gs c scholar addendum Addendum: White Addendum: Black
--]]
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
info.addendumNukes = S{"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",
"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
update_active_strategems()
state.ConsMP = M(false, 'Seidr Body')
send_command('bind !` gs c toggle ConsMP')
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('None', 'Normal')
state.CastingMode:options('Normal', 'Resistant')
state.IdleMode:options('Normal', 'PDT')
state.MagicBurst = M(false, 'Magic Burst')
state.MagicBurst2 = M(false, 'Magic Burst B')
info.low_nukes = S{"Stone", "Water", "Aero", "Fire", "Blizzard", "Thunder"}
info.mid_nukes = S{"Stone II", "Water II", "Aero II", "Fire II", "Blizzard II", "Thunder II",
"Stone III", "Water III", "Aero III", "Fire III", "Blizzard III", "Thunder III",
"Stone IV", "Water IV", "Aero IV", "Fire IV", "Blizzard IV", "Thunder IV",}
info.high_nukes = S{"Stone V", "Water V", "Aero V", "Fire V", "Blizzard V", "Thunder V"}
send_command('bind ^` input /ma Stun <t>')
send_command('bind delete gs c toggle MagicBurst')
select_default_macro_book()
end
function user_unload()
send_command('unbind ^`')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
--------------------------------------
-- Start defining the sets
--------------------------------------
-- Precast Sets
sets.precast.JA['Modus Veritas'] = {ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Argute Stole +1",ear1="Malignance Earring",ear2="Regal Earring",
body={ name="Merlinic Jubbah", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','Magic burst dmg.+6%','INT+4','Mag. Acc.+9','"Mag.Atk.Bns."+13',}},hands="Kaykaus Cuffs +1",ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2="Etana Ring",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs="Merlinic Shalwar",feet={ name="Merlinic Crackows", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','"Drain" and "Aspir" potency +9','INT+8','Mag. Acc.+13',}}, }
-- Precast sets to enhance JAs
sets.precast.JA['Tabula Rasa'] = {legs="Pedagogy Pants"}
-- Fast cast sets for spells
sets.precast.FC = {ammo="Sapience Orb",
head={ name="Merlinic Hood", augments={'"Mag.Atk.Bns."+6','"Fast Cast"+7','CHR+7',}}, ear1="Malignance Earring", ear2="Loquacious Earring", neck="Orunmila's Torque",
body={ name="Merlinic Jubbah", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','"Fast Cast"+6','MND+9','"Mag.Atk.Bns."+14',}},hands={ name="Merlinic Dastanas", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','"Fast Cast"+6','Mag. Acc.+10',}},ring1="Weatherspoon Ring +1",ring2="Kishar Ring",
back={ name="Lugh's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10',}},waist="Witful Belt",legs="Psycloth Lappas",feet={ name="Merlinic Crackows", augments={'Mag. Acc.+23','"Fast Cast"+7','CHR+2',}},}
sets.precast.FC['Enhancing Magic'] = set_combine(sets.precast.FC, {})
sets.precast.FC['Elemental Magic'] = set_combine(sets.precast.FC, {head={ name="Merlinic Hood", augments={'"Mag.Atk.Bns."+6','"Fast Cast"+7','CHR+7',}}, feet={ name="Merlinic Crackows", augments={'Mag. Acc.+23','"Fast Cast"+7','CHR+2',}}, ear1="Malignance Earring"})
sets.precast.FC.Cure = set_combine(sets.precast.FC, {feet={ name="Merlinic Crackows", augments={'Mag. Acc.+23','"Fast Cast"+7','CHR+2',}},back="Fi Follet Cape +1"})
sets.precast.FC.Curaga = sets.precast.FC.Cure
sets.precast.FC.Impact = set_combine(sets.precast.FC['Elemental Magic'], {head=empty,body="Crepuscular Cloak"})
-- Midcast Sets
sets.midcast.FastRecast = {Ammo="Sapience Orb",
head={ name="Merlinic Hood", augments={'"Mag.Atk.Bns."+6','"Fast Cast"+7','CHR+7',}},ear2="Loquacious Earring",
body={ name="Merlinic Jubbah", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','"Fast Cast"+6','MND+9','"Mag.Atk.Bns."+14',}},hands={ name="Merlinic Dastanas", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','"Fast Cast"+6','Mag. Acc.+10',}},ring1="Weatherspoon Ring +1",ring2="Kishar Ring",
back={ name="Lugh's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10',}},waist="Witful Belt",legs="Psycloth Lappas",feet={ name="Merlinic Crackows", augments={'Mag. Acc.+23','"Fast Cast"+7','CHR+2',}},}
sets.midcast.Cure = {
head="Vanya Hood",neck="Incanter's Torque",ear2="Loquacious Earring",
body="Vrikodara Jupon",hands="Pedagogy Bracers +3",ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2={name="Stikini Ring +1", bag="wardrobe2"},
back={ name="Lugh's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10',}},waist="Hachirin-no-obi",legs="Telchine Braconi",feet="Vanya Clogs"}
sets.midcast.CureWithLightWeather = {main="Chatoyant Staff",sub="Achaq Grip",
head="Vanya Hood",neck="Incanter's Torque",ear2="Loquacious Earring",
body="Vrikodara Jupon",hands="Pedagogy Bracers +3",ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2={name="Stikini Ring +1", bag="wardrobe2"},
back="Fi Follet Cape +1",waist="Hachirin-no-obi",legs="Telchine Braconi",feet="Vanya Clogs"}
sets.midcast.Curaga = sets.midcast.Cure
sets.midcast.Regen = {head="Arbatel Bonnet +1",body="Telchine Chasuble",legs="Telchine Braconi",waist="Embla Sash",feet="Telchine Pigaches",hands="Telchine Gloves", back="Bookworm's Cape"}
sets.midcast.Haste = {head="Telchine Cap",body="Telchine Chasuble",legs="Telchine Braconi",waist="Embla Sash",hands="Telchine Gloves",feet="Telchine Pigaches"}
sets.midcast.Flurry = {head="Telchine Cap",body="Telchine Chasuble",legs="Telchine Braconi",waist="Embla Sash",hands="Telchine Gloves",feet="Telchine Pigaches"}
sets.midcast.Refresh = {head="Amalric Coif +1",body="Telchine Chasuble",waist="Embla Sash",legs="Telchine Braconi",hands="Telchine Gloves",feet="Telchine Pigaches"}
sets.midcast.Cursna = {
head="Vanya Hood",
neck="Incanter's Torque",
body="Vanya Robe",
ring1="Haoma's Ring",ring2="Ephedra Ring",
waist="Gishdubar Sash",
feet="Vanya Clogs"}
sets.midcast['Enhancing Magic'] = {
head="Arbatel Bonnet +1",neck="Incanter's Torque",
body="Pedagogy Gown +3",hands="Telchine Gloves",lring="Stikini Ring +1",rring="Stikini Ring +1",
legs="Shedir Seraweels",feet="Telchine Pigaches",waist="Embla Sash"}
sets.midcast.Stoneskin = set_combine(sets.midcast['Enhancing Magic'], {})
sets.midcast.Aquaveil = set_combine(sets.midcast['Enhancing Magic'], {head="Amalric Coif +1", hands="Regal Cuffs", legs="Shedir Seraweels"})
sets.midcast.Storm = set_combine(sets.midcast['Enhancing Magic'], {head="Telchine Cap",legs="Telchine Braconi",hands="Telchine Gloves",feet="Pedagogy Loafers"})
sets.midcast.Protect = {head="Telchine Cap", body="Telchine Chasuble",hands="Telchine Gloves", legs="Telchine Braconi", Feet="Telchine Pigaches"}
sets.midcast.Protectra = sets.midcast.Protect
sets.midcast.Shell = {head="Telchine Cap", body="Telchine Chasuble",hands="Telchine Gloves", legs="Telchine Braconi", Feet="Telchine Pigaches"}
sets.midcast.Shellra = sets.midcast.Shell
sets.midcast.Phalanx = set_combine(sets.midcast['Enhancing Magic'], {head="Telchine Cap", legs="Telchine Braconi", feet={ name="Merlinic Crackows", augments={'Pet: Accuracy+4 Pet: Rng. Acc.+4','Pet: Phys. dmg. taken -2%','Phalanx +5','Mag. Acc.+3 "Mag.Atk.Bns."+3',}},} )
sets.midcast.Adloquium = set_combine(sets.midcast['Enhancing Magic'], {head="Telchine Cap",legs="Telchine Braconi",hands="Telchine Gloves",feet="Telchine Pigaches"} )
sets.midcast.Embrava = set_combine(sets.midcast['Enhancing Magic'], {head="Telchine Cap",legs="Telchine Braconi"} )
-- Custom spell classes
sets.midcast.MndEnfeebles = {main="Grioavolr",ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Argute Stole +1",ear1="Malignance Earring",ear2="Regal Earring",
body="Academic's Gown +3",hands="Kaykaus Cuffs +1",ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2="Kishar Ring",
back={ name="Lugh's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10',}},waist="Luminary Sash",legs="Chironic Hose",feet="Academic's Loafers +3"}
sets.midcast.IntEnfeebles = {main="Grioavolr",ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Argute Stole +1",ear1="Malignance Earring",ear2="Regal Earring",
body="Academic's Gown +3",hands="Kaykaus Cuffs +1",ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2="Kishar Ring",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Luminary Sash",legs="Chironic Hose",feet="Academic's Loafers +3"}
sets.midcast.ElementalEnfeeble = sets.midcast.IntEnfeebles
sets.midcast['Dark Magic'] = {ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Erra Pendant",ear1="Malignance Earring",ear2="Regal Earring",
body="Academic's Gown +3",hands="Amalric Gages +1",ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2={name="Stikini Ring +1", bag="wardrobe2"},
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Witful Belt",legs="Psycloth Lappas",feet={ name="Merlinic Crackows", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','"Drain" and "Aspir" potency +9','INT+8','Mag. Acc.+13',}}, }
sets.midcast.Kaustra = {main="Grioavolr",ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','Magic burst dmg.+10%','Mag. Acc.+13',}}, neck="Argute Stole +1",ear1="Malignance Earring",ear2="Regal Earring",
body="Agwu's Robe",hands="Amalric Gages +1",ring1="Mujin Band",ring2="Archon Ring",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs="Agwu's Slops", feet="Arbatel Loafers +2"}
sets.midcast.Drain = {ammo="Pemphredo Tathlum",
head="Pixie Hairpin +1",neck="Erra Pendant",ear1="Malignance Earring",ear2="Regal Earring",
body="Academic's Gown +3",hands="Kaykaus Cuffs +1",ring1="Stikini Ring +1",ring2="Archon Ring",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Austerity Belt +1",feet="Agwu's Pigaches" }
sets.midcast.Aspir = sets.midcast.Drain
sets.midcast.Stun = {
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Erra Pendant",ear1="Malignance Earring",ear2="Regal Earring",
body="Academic's Gown +3",hands={ name="Merlinic Dastanas", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','"Fast Cast"+6','Mag. Acc.+10',}},ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2={name="Stikini Ring +1", bag="wardrobe2"},
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Witful Belt",legs="Psycloth Lappas",feet="Academic's Loafers +3"}
sets.midcast.Stun.Resistant = set_combine(sets.midcast.Stun, {})
-- Elemental Magic sets are default for handling low-tier nukes.
sets.midcast['Elemental Magic'] = {main="Grioavolr",ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}}, neck="Argute Stole +1",ear1="Malignance Earring",ear2="Regal Earring",
body={ name="Merlinic Jubbah", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','Magic burst dmg.+6%','INT+4','Mag. Acc.+9','"Mag.Atk.Bns."+13',}},hands="Amalric Gages +1",ring1="Freke Ring",ring2="Shiva Ring +1",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs="Agwu's Slops",feet={ name="Merlinic Crackows", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','"Drain" and "Aspir" potency +9','INT+8','Mag. Acc.+13',}}, }
sets.midcast['Elemental Magic'].Resistant = {ammo="Pemphredo Tathlum",
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Argute Stole +1",ear1="Malignance Earring",ear2="Regal Earring",
body={ name="Merlinic Jubbah", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','Magic burst dmg.+6%','INT+4','Mag. Acc.+9','"Mag.Atk.Bns."+13',}},hands="Amalric Gages +1",ring1="Freke Ring",ring2="Shiva Ring +1",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs={ name="Merlinic Shalwar", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','Magic burst dmg.+11%','CHR+3','Mag. Acc.+14',}},feet={ name="Merlinic Crackows", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','"Drain" and "Aspir" potency +9','INT+8','Mag. Acc.+13',}}, }
-- Custom refinements for certain nuke tiers
sets.midcast['Elemental Magic'].HighTierNuke = set_combine(sets.midcast['Elemental Magic'], {})
sets.midcast['Elemental Magic'].HighTierNuke.Resistant = set_combine(sets.midcast['Elemental Magic'].Resistant, {})
sets.midcast['Elemental Magic'].Helix = set_combine(sets.midcast['Elemental Magic'], {waist="Sacro Cord", body={ name="Merlinic Jubbah", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','Magic burst dmg.+6%','INT+4','Mag. Acc.+9','"Mag.Atk.Bns."+13',}},})
sets.midcast.Noctohelix = set_combine(sets.midcast['Elemental Magic'], {waist="Sacro Cord", ring2="Archon Ring"})
sets.midcast.Impact = {ammo="Pemphredo Tathlum",
head=empty,neck="Argute Stole +1",ear1="Malignance Earring",ear2="Dignitary's Earring",
body="Crepuscular Cloak",hands="Jhakri Cuffs +2",ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2="Archon Ring",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs={ name="Merlinic Shalwar", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','Magic burst dmg.+11%','CHR+3','Mag. Acc.+14',}},feet="Jhakri Pigaches +2"}
-- Sets to return to when not performing an action.
-- Resting sets
sets.resting = {main="Chatoyant Staff",
head={ name="Merlinic Hood", augments={'"Mag.Atk.Bns."+9','Sklchn.dmg.+1%','"Refresh"+2','Mag. Acc.+11 "Mag.Atk.Bns."+11',}},neck="Loricate Torque +1",
body="Jhakri Robe +2",hands={ name="Merlinic Dastanas", augments={'Pet: Phys. dmg. taken -2%','Pet: INT+4','"Refresh"+2','Mag. Acc.+4 "Mag.Atk.Bns."+4',}},ring1="Defending Ring",ring2="Dark Ring",
waist="Austerity Belt +1",legs={ name="Merlinic Shalwar", augments={'Mag. Acc.+7','Enmity-5','"Refresh"+2',}}, feet={ name="Merlinic Crackows", augments={'MND+7','Mag. Acc.+12 "Mag.Atk.Bns."+12','"Refresh"+2',}}}
-- Idle sets (default idle set not needed since the other three are defined, but leaving for testing purposes)
sets.idle.Town = {main="Bolelabunga",sub="Ammurapi Shield", ammo="Homiliary",
head={ name="Merlinic Hood", augments={'"Mag.Atk.Bns."+9','Sklchn.dmg.+1%','"Refresh"+2','Mag. Acc.+11 "Mag.Atk.Bns."+11',}},neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Loquacious Earring",
body="Jhakri Robe +2",hands={ name="Merlinic Dastanas", augments={'Pet: Phys. dmg. taken -2%','Pet: INT+4','"Refresh"+2','Mag. Acc.+4 "Mag.Atk.Bns."+4',}},ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2={name="Stikini Ring +1", bag="wardrobe2"},
back="Moonbeam Cape",legs={ name="Merlinic Shalwar", augments={'Mag. Acc.+7','Enmity-5','"Refresh"+2',}},feet={ name="Merlinic Crackows", augments={'MND+7','Mag. Acc.+12 "Mag.Atk.Bns."+12','"Refresh"+2',}}}
sets.idle.Field = {main="Bolelabunga",sub="Ammurapi Shield", ammo="Homiliary",
head={ name="Merlinic Hood", augments={'"Mag.Atk.Bns."+9','Sklchn.dmg.+1%','"Refresh"+2','Mag. Acc.+11 "Mag.Atk.Bns."+11',}},neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Loquacious Earring",
body="Jhakri Robe +2",hands={ name="Merlinic Dastanas", augments={'Pet: Phys. dmg. taken -2%','Pet: INT+4','"Refresh"+2','Mag. Acc.+4 "Mag.Atk.Bns."+4',}},ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2={name="Stikini Ring +1", bag="wardrobe2"},
back="Moonbeam Cape",legs={ name="Merlinic Shalwar", augments={'Mag. Acc.+7','Enmity-5','"Refresh"+2',}},feet={ name="Merlinic Crackows", augments={'MND+7','Mag. Acc.+12 "Mag.Atk.Bns."+12','"Refresh"+2',}}}
sets.idle.Field.Stun = {
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Argute Stole +1",ear1="Malignance Earring",ear2="Dignitary's Earring",
body={ name="Merlinic Jubbah", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','"Fast Cast"+6','MND+9','"Mag.Atk.Bns."+14',}},hands="Gendewitha Gages",ring1={name="Stikini Ring +1", bag="wardrobe1"},ring2="Etana Ring",
back={ name="Lugh's Cape", augments={'MND+20','Mag. Acc+20 /Mag. Dmg.+20','"Fast Cast"+10',}},waist="Witful Belt",legs="Psycloth Lappas",feet={ name="Merlinic Crackows", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','"Drain" and "Aspir" potency +9','INT+8','Mag. Acc.+13',}}, }
sets.idle.Field.PDT = {ammo="Staunch Tathlum",
head="Nyame Helm",neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Odnowa Earring +1", ammo="Staunch Tathlum",
body="Nyame Mail",hands="Nyame Gauntlets",ring1="Defending Ring",ring2="Dark Ring",
back="Moonbeam Cape",legs="Nyame Flanchard",feet="Nyame Sollerets"}
sets.idle.Weak = {ammo="Homiliary",
head={ name="Merlinic Hood", augments={'"Mag.Atk.Bns."+9','Sklchn.dmg.+1%','"Refresh"+2','Mag. Acc.+11 "Mag.Atk.Bns."+11',}},neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Odnowa Earring +1",
body="Jhakri Robe +2",hands={ name="Merlinic Dastanas", augments={'Pet: Phys. dmg. taken -2%','Pet: INT+4','"Refresh"+2','Mag. Acc.+4 "Mag.Atk.Bns."+4',}},ring1="Defending Ring",ring2="Dark Ring",
back="Moonbeam Cape",legs={ name="Merlinic Shalwar", augments={'Mag. Acc.+7','Enmity-5','"Refresh"+2',}},feet={ name="Merlinic Crackows", augments={'MND+7','Mag. Acc.+12 "Mag.Atk.Bns."+12','"Refresh"+2',}}}
sets.ConsMP = {body="Seidr Cotehardie"}
-- Defense sets
sets.defense.PDT = {ammo="Staunch Tathlum",
head="Nyame Helm",neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Odnowa Earring +1",
body="Nyame Mail",hands="Nyame Gauntlets",ring1="Defending Ring",ring2="Dark Ring",
back="Moonbeam Cape",legs="Nyame Flanchard",feet="Nyame Sollerets"}
sets.defense.MDT = {ammo="Staunch Tathlum",
head="Nyame Helm",neck="Loricate Torque +1",ear1="Etiolation Earring",ear2="Odnowa Earring +1",
body="Nyame Mail",hands= "Nyame Gauntlets",ring1="Defending Ring",ring2="Shadow Ring",
back="Moonbeam Cape",legs="Nyame Flanchard",feet="Nyame Sollerets"}
sets.Kiting = {feet="Crier's Gaiters"}
sets.latent_refresh = {}
-- Engaged sets
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
-- Normal melee group
sets.engaged = {
head="Nyame Helm", neck="Combatant's Torque", ear1="Telos Earring", ear2="Dignitary's Earring",
body="Nyame Mail",hands="Nyame Gauntlets", ring1="Cacoethic Ring +1", ring2="Etana Ring",
back={ name="Lugh's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10',}}, waist="Eschan Stone",legs="Nyame Flanchard",feet="Nyame Sollerets"}
sets.precast.WS['Shell Crusher'] = {
head="Nyame Helm", neck="Combatant's Torque", ear1="Telos Earring", ear2="Dignitary's Earring",
body="Nyame Mail",hands="Nyame Gauntlets", ring1="Cacoethic Ring +1", ring2="Etana Ring",
back={ name="Lugh's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10',}}, waist="Eschan Stone",legs="Nyame Flanchard",feet="Nyame Sollerets"}
sets.precast.WS['Retribution'] = {
head="Nyame Helm", neck="Combatant's Torque", ear1="Telos Earring", ear2="Dignitary's Earring",
body="Nyame Mail",hands="Nyame Gauntlets", ring1="Cacoethic Ring +1", ring2="Etana Ring",
back={ name="Lugh's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10',}}, waist="Eschan Stone",legs="Nyame Flanchard",feet="Nyame Sollerets"}
sets.precast.WS['Full Swing'] = {
head="Nyame Helm", neck="Combatant's Torque", ear1="Telos Earring", ear2="Dignitary's Earring",
body="Nyame Mail",hands="Nyame Gauntlets", ring1="Cacoethic Ring +1", ring2="Etana Ring",
back={ name="Lugh's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10',}}, waist="Eschan Stone",legs="Nyame Flanchard",feet="Nyame Sollerets"}
sets.precast.WS['Spirit Taker'] = {
head="Nyame Helm", neck="Combatant's Torque", ear1="Telos Earring", ear2="Dignitary's Earring",
body="Nyame Mail",hands="Nyame Gauntlets", ring1="Cacoethic Ring +1", ring2="Etana Ring",
back={ name="Lugh's Cape", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10',}}, waist="Eschan Stone",legs="Nyame Flanchard",feet="Nyame Sollerets"}
sets.precast.WS = {
head="Jhakri Coronal +2", neck="Sanctity Necklace",
body="Jhakri Robe +2", hands="Jhakri Cuffs +2",ring1="Cacoethic Ring", ring2="Etana Ring",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}}, waist="Eschan Stone",legs="Jhakri Slops +2" ,feet="Jhakri Pigaches +2"}
sets.precast.WS['Omniscience'] = {
head="Pixie Hairpin +1",neck="Sibyl Scarf",ear1="Malignance Earring",ear2="Regal Earring",
body="Amalric Doublet +1",hands="Jhakri Cuffs +2",ring1="Freke Ring",ring2="Archon Ring",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs="Amalric Slops +1", feet="Nyame Sollerets"}
sets.precast.WS['Aeolian Edge'] = {
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Sibyl Scarf",ear1="Malignance Earring",ear2="Regal Earring",
body="Amalric Doublet +1",hands="Jhakri Cuffs +2",ring1="Freke Ring",ring2="Shiva Ring +1",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs="Amalric Slops +1",feet={ name="Merlinic Crackows", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','"Drain" and "Aspir" potency +9','INT+8','Mag. Acc.+13',}}, }
sets.precast.WS['Cataclysm'] = {
head="Pixie Hairpin +1",neck="Sibyl Scarf",ear1="Malignance Earring",ear2="Regal Earring",
body="Amalric Doublet +1",hands="Jhakri Cuffs +2",ring1="Freke Ring",ring2="Shiva Ring +1",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs="Amalric Slops +1",feet={ name="Merlinic Crackows", augments={'Mag. Acc.+24 "Mag.Atk.Bns."+24','"Drain" and "Aspir" potency +9','INT+8','Mag. Acc.+13',}}, }
sets.precast.WS['Myrkr'] = {
head="Pixie Hairpin +1",neck="Sanctity Necklace",ear1="Moonshade Earring",ear2="Loquacious Earring",
body="Amalric Doublet +1",hands="Telchine Gloves",ring1="Mephitas's Ring",ring2="Mephitas's Ring +1",
back="Fi Follet Cape +1",waist="Luminary Sash",legs="Amalric Slops +1",feet="Amalric Nails +1"}
sets.precast.WS['Rock Crusher'] = {
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Sibyl Scarf",ear1="Malignance Earring",ear2="Regal Earring",
body="Amalric Doublet +1",hands="Jhakri Cuffs +2",ring1="Freke Ring",ring2="Shiva Ring +1",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs="Amalric Slops +1",feet="Amalric Nails +1" }
sets.precast.WS['Sunburst'] = {
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Sibyl Scarf",ear1="Malignance Earring",ear2="Regal Earring",
body="Amalric Doublet +1",hands="Jhakri Cuffs +2",ring1="Freke Ring",ring2="Shiva Ring +1",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs="Amalric Slops +1",feet="Amalric Nails +1" }
sets.precast.WS['Earth Crusher'] = {
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Sibyl Scarf",ear1="Malignance Earring",ear2="Regal Earring",
body="Amalric Doublet +1",hands="Jhakri Cuffs +2",ring1="Freke Ring",ring2="Shiva Ring +1",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs="Amalric Slops +1",feet="Amalric Nails +1" }
sets.precast.WS['Starburst'] = {
head={ name="Merlinic Hood", augments={'Mag. Acc.+20 "Mag.Atk.Bns."+20','INT+15','Mag. Acc.+14','"Mag.Atk.Bns."+10',}},neck="Sibyl Scarf",ear1="Malignance Earring",ear2="Regal Earring",
body="Amalric Doublet +1",hands="Jhakri Cuffs +2",ring1="Freke Ring",ring2="Shiva Ring +1",
back={ name="Lugh's Cape", augments={'INT+20','Mag. Acc+20 /Mag. Dmg.+20','INT+10','"Mag.Atk.Bns."+10',}},waist="Sacro Cord",legs="Amalric Slops +1",feet="Amalric Nails +1"}
sets.magic_burst = { head="Pedagogy Mortarboard +3", body={ name="Merlinic Jubbah", augments={'Mag. Acc.+22 "Mag.Atk.Bns."+22','Magic burst dmg.+6%','INT+4','Mag. Acc.+9','"Mag.Atk.Bns."+13',}},neck="Argute Stole +1", ring1="Mujin Band", legs={ name="Merlinic Shalwar", augments={'Mag. Acc.+25 "Mag.Atk.Bns."+25','Magic burst dmg.+11%','CHR+3','Mag. Acc.+14',}}, feet="Agwu's Pigaches"}
sets.magic_burst2 = { head="Pedagogy Mortarboard +3", body="Agwu's Robe",neck="Argute Stole +1", ring1="Mujin Band", legs="Agwu's Slops", feet="Arbatel Loafers +2"}
-- Buff sets: Gear that needs to be worn to actively enhance a current player buff.
sets.buff['Ebullience'] = {}
sets.buff['Rapture'] = {head="Arbatel Bonnet +1"}
sets.buff['Perpetuance'] = {hands="Arbatel Bracers +1"}
sets.buff['Immanence'] = {}
sets.buff['Penury'] = {}
sets.buff['Parsimony'] = {}
sets.buff['Celerity'] = {}
sets.buff['Alacrity'] = {}
sets.buff['Klimaform'] = {feet="Arbatel Loafers +2"}
sets.buff.FullSublimation = {body="Pedagogy Gown +3", waist="Embla Sash"}
sets.buff.PDTSublimation = {}
--sets.buff['Sandstorm'] = {feet="Desert Boots"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Run after the general midcast() is done.
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Magic' then
apply_grimoire_bonuses(spell, action, spellMap, eventArgs)
end
if spell.skill == 'Elemental Magic' and state.MagicBurst.value then
equip(sets.magic_burst)
end
if spell.skill == 'Elemental Magic' and state.MagicBurst2.value then
equip(sets.magic_burst2)
end
if spell.skill == 'Elemental Magic' and spell.element == world.day_element or spell.element == world.weather_element then
equip ({waist="Hachirin-no-Obi"})
end
if spell.skill == 'Elemental Magic' and state.ConsMP.value then
equip(sets.ConsMP)
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 == "Sublimation: Activated" then
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 == 'Normal' then
disable('main','sub','range')
else
enable('main','sub','range')
end
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Custom spell mapping.
function job_get_spell_map(spell, default_spell_map)
if spell.action_type == 'Magic' then
if default_spell_map == 'Cure' or default_spell_map == 'Curaga' then
if world.weather_element == 'Light' then
return 'CureWithLightWeather'
end
elseif spell.skill == 'Enfeebling Magic' then
if spell.type == 'WhiteMagic' then
return 'MndEnfeebles'
else
return 'IntEnfeebles'
end
elseif spell.skill == 'Elemental Magic' then
if info.low_nukes:contains(spell.english) then
return 'LowTierNuke'
elseif info.mid_nukes:contains(spell.english) then
return 'MidTierNuke'
elseif info.high_nukes:contains(spell.english) then
return 'HighTierNuke'
end
end
end
end
function customize_idle_set(idleSet)
if state.Buff['Sublimation: Activated'] then
if state.IdleMode.value == 'Normal' then
idleSet = set_combine(idleSet, sets.buff.FullSublimation)
elseif state.IdleMode.value == 'PDT' then
idleSet = set_combine(idleSet, sets.buff.PDTSublimation)
end
end
if player.mpp < 51 then
idleSet = set_combine(idleSet, sets.latent_refresh)
end
return idleSet
end
-- Called by the 'update' self-command.
function job_update(cmdParams, eventArgs)
if cmdParams[1] == 'user' and not (buffactive['light arts'] or buffactive['dark arts'] or
buffactive['addendum: white'] or buffactive['addendum: black']) then
if state.IdleMode.value == 'Stun' then
send_command('@input /ja "Dark Arts" <me>')
else
send_command('@input /ja "Light Arts" <me>')
end
end
update_active_strategems()
update_sublimation()
end
-- Function to display the current relevant user state when doing an update.
-- Return true if display was handled, and you don't want the default info shown.
function display_current_job_state(eventArgs)
display_current_caster_state()
eventArgs.handled = true
if state.ConsMP.value then
msg = msg .. ', Seidr Body [ON]'
else
msg = msg .. ', Seidr Body [OFF]'
end
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements self-commands.
-------------------------------------------------------------------------------------------------------------------
-- Called for direct player commands.
function job_self_command(cmdParams, eventArgs)
if cmdParams[1]:lower() == 'scholar' then
handle_strategems(cmdParams)
eventArgs.handled = true
end
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
-- Reset the state vars tracking strategems.
function update_active_strategems()
state.Buff['Ebullience'] = buffactive['Ebullience'] or false
state.Buff['Rapture'] = buffactive['Rapture'] or false
state.Buff['Perpetuance'] = buffactive['Perpetuance'] or false
state.Buff['Immanence'] = buffactive['Immanence'] or false
state.Buff['Penury'] = buffactive['Penury'] or false
state.Buff['Parsimony'] = buffactive['Parsimony'] or false
state.Buff['Celerity'] = buffactive['Celerity'] or false
state.Buff['Alacrity'] = buffactive['Alacrity'] or false
state.Buff['Klimaform'] = buffactive['Klimaform'] or false
end
function update_sublimation()
state.Buff['Sublimation: Activated'] = buffactive['Sublimation: Activated'] or false
end
-- Equip sets appropriate to the active buffs, relative to the spell being cast.
function apply_grimoire_bonuses(spell, action, spellMap)
if state.Buff.Perpetuance and spell.type =='WhiteMagic' and spell.skill == 'Enhancing Magic' then
equip(sets.buff['Perpetuance'])
end
if state.Buff.Rapture and (spellMap == 'Cure' or spellMap == 'Curaga') then
equip(sets.buff['Rapture'])
end
if spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then
if state.Buff.Ebullience and spell.english ~= 'Impact' then
equip(sets.buff['Ebullience'])
end
if state.Buff.Immanence then
equip(sets.buff['Immanence'])
end
if state.Buff.Klimaform and spell.element == world.weather_element then
equip(sets.buff['Klimaform'])
end
end
if state.Buff.Penury then equip(sets.buff['Penury']) end
if state.Buff.Parsimony then equip(sets.buff['Parsimony']) end
if state.Buff.Celerity then equip(sets.buff['Celerity']) end
if state.Buff.Alacrity then equip(sets.buff['Alacrity']) end
end
-- General handling of strategems in an Arts-agnostic way.
-- Format: gs c scholar <strategem>
function handle_strategems(cmdParams)
-- cmdParams[1] == 'scholar'
-- cmdParams[2] == strategem to use
if not cmdParams[2] then
add_to_chat(123,'Error: No strategem command given.')
return
end
local strategem = cmdParams[2]:lower()
if strategem == 'light' then
if buffactive['light arts'] then
send_command('input /ja "Addendum: White" <me>')
elseif buffactive['addendum: white'] then
add_to_chat(122,'Error: Addendum: White is already active.')
else
send_command('input /ja "Light Arts" <me>')
end
elseif strategem == 'dark' then
if buffactive['dark arts'] then
send_command('input /ja "Addendum: Black" <me>')
elseif buffactive['addendum: black'] then
add_to_chat(122,'Error: Addendum: Black is already active.')
else
send_command('input /ja "Dark Arts" <me>')
end
elseif buffactive['light arts'] or buffactive['addendum: white'] then
if strategem == 'cost' then
send_command('input /ja Penury <me>')
elseif strategem == 'speed' then
send_command('input /ja Celerity <me>')
elseif strategem == 'aoe' then
send_command('input /ja Accession <me>')
elseif strategem == 'power' then
send_command('input /ja Rapture <me>')
elseif strategem == 'duration' then
send_command('input /ja Perpetuance <me>')
elseif strategem == 'accuracy' then
send_command('input /ja Altruism <me>')
elseif strategem == 'enmity' then
send_command('input /ja Tranquility <me>')
elseif strategem == 'skillchain' then
add_to_chat(122,'Error: Light Arts does not have a skillchain strategem.')
elseif strategem == 'addendum' then
send_command('input /ja "Addendum: White" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
elseif buffactive['dark arts'] or buffactive['addendum: black'] then
if strategem == 'cost' then
send_command('input /ja Parsimony <me>')
elseif strategem == 'speed' then
send_command('input /ja Alacrity <me>')
elseif strategem == 'aoe' then
send_command('input /ja Manifestation <me>')
elseif strategem == 'power' then
send_command('input /ja Ebullience <me>')
elseif strategem == 'duration' then
add_to_chat(122,'Error: Dark Arts does not have a duration strategem.')
elseif strategem == 'accuracy' then
send_command('input /ja Focalization <me>')
elseif strategem == 'enmity' then
send_command('input /ja Equanimity <me>')
elseif strategem == 'skillchain' then
send_command('input /ja Immanence <me>')
elseif strategem == 'addendum' then
send_command('input /ja "Addendum: Black" <me>')
else
add_to_chat(123,'Error: Unknown strategem ['..strategem..']')
end
else
add_to_chat(123,'No arts has been activated yet.')
end
end
-- Gets the current number of available strategems based on the recast remaining
-- and the level of the sch.
function get_current_strategem_count()
-- returns recast in seconds.
local allRecasts = windower.ffxi.get_ability_recasts()
local stratsRecast = allRecasts[231]
local maxStrategems = (player.main_job_level + 10) / 20
local fullRechargeTime = 4*60
local currentCharges = math.floor(maxStrategems - maxStrategems * stratsRecast / fullRechargeTime)
return currentCharges
end
-- Select default macro book on initial load or subjob change.
function select_default_macro_book()
set_macro_page(1, 14)
end
Any ideas?
Bismarck.Yvan
サーバ: Bismarck
Game: FFXI
Posts: 46
By Bismarck.Yvan 2022-08-30 15:29:13
line 425
think this might work:
Code
if spell.skill == 'Elemental Magic' and spell.element == world.day_element or spell.element == world.weather_element then
if spellMap == "Helix" then
equip ({waist="sacro cord"})
else
equip ({waist="Hachirin-no-Obi"})
end
end
[+]
Bismarck.Zuidar
サーバ: Bismarck
Game: FFXI
Posts: 1273
By Bismarck.Zuidar 2022-08-30 15:38:10
line 425
think this might work:
Code
if spell.skill == 'Elemental Magic' and spell.element == world.day_element or spell.element == world.weather_element then
if spellMap == "Helix" then
equip ({waist="sacro cord"})
else
equip ({waist="Hachirin-no-Obi"})
end
end Thanks alot man! It works now!
Necro Bump Detected!
[34 days between previous and next post]
サーバ: Asura
Game: FFXI
Posts: 34
By Asura.Myasasa 2022-10-03 05:01:42
Hello fellow scholar !
i'm using this guide to update my sch : https://www.bg-wiki.com/ffxi/Community_Scholar_Guide
I'm wondering why using AF+3 legs in enfeebling over empy+2 legs?
By SimonSes 2022-10-03 05:24:50
It assumes you have Light Arts on probably, because then it's 64macc and 24 enfeebling skill. If you don't, then Empy is better.
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サーバ: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2022-10-03 05:56:42
It assumes you have Light Arts on probably, because then it's 64macc and 24 enfeebling skill. If you don't, then Empy is better.
Even with the set bonus AF+3 is 88 macc total and EMPY+2 is 107 with light arts up and white magic enfeebles.
EMPY is better for pure macc but I would assume AF+3 saving grace is that it has more MND, for now, for the MND potency enfeebles.
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Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10135
By Asura.Sechs 2022-10-03 07:42:22
Also the need to have the right arts up, while very powerful potentially, can also be very annoying.
We'll see how things go with Empy+3 but personally (emphasis on personally) I'd like something that is the best (or close enough to that) in *every circumstance* and that also gets another additional bonus if you happen to be in the "right" arts.
Either way don't forget Chironic. With good augs the improvement to Immunocast (for the debuffs that can benefit from that, of course) is quite intense and I'd dare to say more often than not worth the macc loss.
Which you can reduce to an acceptable gap if you manage to get good augs.
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By SimonSes 2022-10-03 08:09:18
It assumes you have Light Arts on probably, because then it's 64macc and 24 enfeebling skill. If you don't, then Empy is better.
Even with the set bonus AF+3 is 88 macc total and EMPY+2 is 107 with light arts up and white magic enfeebles.
EMPY is better for pure macc but I would assume AF+3 saving grace is that it has more MND, for now, for the MND potency enfeebles.
Oh yeah I completely overlooked Grimoire:
I guess it's just not updated then, like many guides. Whole guide is missing +2 feet in nuking sets, without even a note that it's completely broken piece under right weather ("quite strong" in their description is the most underrated comment I have seen), which is like almost always for SCH. Same for elemental WSs. It's arguably the most impactful single piece of gear out of all empy+2 for all jobs if not out of all items in game.
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サーバ: Asura
Game: FFXI
Posts: 34
By Asura.Myasasa 2022-10-03 14:01:29
thanks for the reply :)
i have a decent chironic with 39 macc augment and 14 int, but the only time i was actualy looking to immunobreak was in odin master trial..
I prefere to max my macc/enfee skill and toogle chironic hose when trying to immunobreak only.
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By Mrcricket 2022-10-03 15:21:29
It's arguably the most impactful single piece of gear out of all empy+2 for all jobs if not out of all items in game.
Purely out of boredomcuriosity, how would you stack them up with the DNC head and BST body? I know its kind of apples to oranges, but I'm wondering if the loafers are on a level above even those
By SimonSes 2022-10-03 16:15:38
It's arguably the most impactful single piece of gear out of all empy+2 for all jobs if not out of all items in game.
Purely out of boredomcuriosity, how would you stack them up with the DNC head and BST body? I know its kind of apples to oranges, but I'm wondering if the loafers are on a level above even those
Slightly above both. DNC head is stronger for physical Climactic WS, but only for Climactic WS, which are overall smaller portion of all your WSs. Loafers works for most magic WS and all nukes (you might sometimes nuke and WS at the same time and only use weather for one, but that's rare). Now against BST body it's very close. BST body is not only offensive piece, but also defensive and probably even has higher ceiling, but for optimal use case, you want Killer Instinct on top of base killer effects and also is way harder to exploit against undead, dragons, demons and arcana. It's also indirectly nerf against NMs. Those are top 3 empy+2 pieces indeed though.
By Vaerix 2022-10-03 19:16:15
It's arguably the most impactful single piece of gear out of all empy+2 for all jobs if not out of all items in game.
Purely out of boredomcuriosity, how would you stack them up with the DNC head and BST body? I know its kind of apples to oranges, but I'm wondering if the loafers are on a level above even those
Slightly above both. DNC head is stronger for physical Climactic WS, but only for Climactic WS, which are overall smaller portion of all your WSs. Loafers works for most magic WS and all nukes (you might sometimes nuke and WS at the same time and only use weather for one, but that's rare). Now against BST body it's very close. BST body is not only offensive piece, but also defensive and probably even has higher ceiling, but for optimal use case, you want Killer Instinct on top of base killer effects and also is way harder to exploit against undead, dragons, demons and arcana. It's also indirectly nerf against NMs. Those are top 3 empy+2 pieces indeed though.
No honorable mention for the tankiest boots in game? 177 effective meva and 10% DT?
By Sylph.Brahmsz 2022-10-03 20:38:23
I'm sure someone will get along to updating the Community Guide. I would but I'm busy with IRL stuff.
By Mavrickx 2022-10-14 15:41:43
I've got a couple of questions about SCH, Immanence and the nuke wall. I've searched but keep finding conflicting info.
1. Will a non-MB'd nuke still trigger the nuke wall?
2. Can enfeebles trigger the nuke wall resist?
3. If I use Immanence+spell, will it trigger the nuke wall?
- IE, if I solo SC on a sch using Immanencex2, do I have to wait ~5 seconds for my MBs to do full damage?
- Thank You.
Bismarck.Snprphnx
サーバ: Bismarck
Game: FFXI
Posts: 2707
By Bismarck.Snprphnx 2022-10-14 16:05:32
I've got a couple of questions about SCH, Immanence and the nuke wall. I've searched but keep finding conflicting info.
1. Will a non-MB'd nuke still trigger the nuke wall?
2. Can enfeebles trigger the nuke wall resist?
3. If I use Immanence+spell, will it trigger the nuke wall?
- IE, if I solo SC on a sch using Immanencex2, do I have to wait ~5 seconds for my MBs to do full damage?
- Thank You.
1. Non-MB spells should trigger it. Its just less common to see, since a lot of nukes aren't going off in rapid succession.
2. no idea
3. Immanence+spell shouldn't trigger it, since its changing to skillchain damage, and SC dmg doesn't trigger the nuke wall.
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