Not sure I am in agreement on the Geo Galero+3, any testing vs ea hat+1?
This is what I am running ItemSet 358548
+41%MBD
+35%MBDII(excluding cardinal chant)
Using Grio b/c I have INT+15 30MAB/29Macc
It will like many of these discussions come down to a m.acc requirement.
I thought we had looked into bagua hat +3 chant enhancement a few months ago vs Ea. Not sure if anyone has tested it further to see if we actually get more MBII
I know I was never really satisfied with the answer on that about the cardinal chant being burst II instead of burst I but didn't care enough to look myself.
The last word on it was the AF+3 galero is burst I and since it has no actual nuking stats was inferior to EA, and Relic+3 Galero has no burst on it.
Really easy test, the galero covers the entire 40% burst I cap so if you fire 1 for 10k then 14000 with the galero it's burst I, but if you do 14400 then it's burst II (you have to wear +36int to make up for the int)
We were messing around with melee Vir'ava. It decided to breakga into beautiful death. My GEO evaded it. But all damage was dead at 1%. So I went for it...
atm im working on my amalric +1 set. What aug paths should i take. Atm im doing path d cos of the macc mab but dont know if thats the right way. Or should i take elemental+ skills?
path A for everything if you're spamming Death.
path D head, hands, feet if not.
Not sure head is even used outside of death precast, refresh, and aquaveil anymore though.
Just curious but is it possible to get 100% cons. mp with 900 geo skill at master geo? Trying to get gear for it but a bit clueless what to look for.
We have a 43% as a trait so we would only need 57% in gear if i understand it right.
I know I was never really satisfied with the answer on that about the cardinal chant being burst II instead of burst I but didn't care enough to look myself.
The last word on it was the AF+3 galero is burst I and since it has no actual nuking stats was inferior to EA, and Relic+3 Galero has no burst on it.
Really easy test, the galero covers the entire 40% burst I cap so if you fire 1 for 10k then 14000 with the galero it's burst I, but if you do 14400 then it's burst II (you have to wear +36int to make up for the int)
I remember that rough conversation back before EA even existed.Cardinal chant should be independent of Burst I. I can't say the same of burst 2 since there was no way to get to any theoretical cap back then.
Just curious but is it possible to get 100% cons. mp with 900 geo skill at master geo? Trying to get gear for it but a bit clueless what to look for.
We have a 43% as a trait so we would only need 57% in gear if i understand it right.
For Indi- spells, can't seem to cap conserve MP while maintaining back, legs & feet duration +, Idris, & 900+skill. At least without dual wielding.
When using Entrust, don't need Idris doesn't matter, so it's better to usesolstice or Gada.
Solstice is already set with +15 seconds of duration & conserve MP +6.
Gada can get 11% duration (which can translate into maybe 25 seconds of duration currently including gifts, legs & feet) or conserve MP +7 (maybe higher still). I'd personally forget about the MP & get the highest duration. ItemSet 339014
*Vanya path C
*Can downgrade ring to NQ with Cape augment of geo skill +2 or better.
For Geo- spells can do it without even touching neck, back, & waist. ItemSet 338470
*Feet: path D Conserve MP +7.
*medium's sabots can get up to Conserve MP +7.
**With Lifestream cape; no augments, can downgrade a ring to NQ. With geo skill +2 augment or better on the cape can downgrade both to NQ.
*merlinic crackows can get up to +12 (8 aug).
*lifestream cape with at least geo skill +1 can allow a ring to be downgraded to NQ. Both NQ with +7 or better.
Not sure I am in agreement on the Geo Galero+3, any testing vs ea hat+1?
Yay, necro response since I forgot to check back in! lol
As long as you actually take full advantage of Cardinal Chant, AF+3 hat wins by a landslide. Properly positioned, T5 MB does 30%~40% more damage w/ AF+3 compared to Ea+1 in my experience, all else being equal. Same buffs, same debuffs, same mob type/level, same gear other than the spiffy hat. ^^ I'm not good at reversing the math myself, so can't actually prove it, but I'm personally convinced that MBD from CC is at least MBDII, if not an actual entirely separate mod. (Which seems quite possible, but again, I don't have a clue on how to actually back out the magic damage formula to figure out what the grand total MBD value would have to be...)
Even though there is a big potential advantage to abusing CC, it's not always something that can be relied on depending mostly on content type. Anything with a highly mobile target, or cramped zone layout, or lack of available time for setting up, or even refusal of group members to accommodate your positioning requirements.. there's a mountain of things that can possibly get in your way and turn AF+3 hat into a massive damage loss. If I know in advance that I will not be able to count on relative positioning, then I use Ea+1.
ok, look, toralin was the person who tested it last time, and while I don't really trust him to do it accurately, I REALLY don't trust you to do it accurately.
ok, look, toralin was the person who tested it last time, and while I don't really trust him to do it accurately, I REALLY don't trust you to do it accurately.
It's such a simple test... but you... ugh.
I've never done it in the testing mindset, beyond "yep, this one works better". My observations are from 3box CPing, mainly on Apex Jagil in Woh Gates. All else equal, going from Ea Hat +1 > Geomancy Galero +3 does result in a very noticeable increase in MB damage, as long as my pgeo is positioned correctly.
I can't imagine it would be too hard, too busy with work to really *** around with my lua but it could probably pick it up with how I have my auto entrust.
Code
function check_geo()
if state.AutoBuffMode.value and not areas.Cities:contains(world.area) then
if not player.indi and autoindi ~= 'None' then
windower.chat.input('/ma "Indi-'..autoindi..'" <me>')
tickdelay = (framerate * 2.1)
return true
elseif autoentrust ~= 'None' and windower.ffxi.get_ability_recasts()[93] < latency then
send_command('@input /ja "Entrust" <me>; wait 1.1; input /ma "Indi-'..autoentrust..'" '..autoentrustee)
tickdelay = (framerate * 3.5)
return true
elseif pet.isvalid then
local pet = windower.ffxi.get_mob_by_target("pet")
if pet.distance:sqrt() > 50 then --If pet is greater than detectable.
windower.chat.input('/ja "Full Circle" <me>')
tickdelay = (framerate * 1.8)
return true
else
return false
end
elseif not pet.isvalid and autogeo ~= 'None' and (windower.ffxi.get_mob_by_target('bt') or geo_buffs:contains(autogeo)) then
windower.chat.input('/ma "Geo-'..autogeo..'" <bt>')
tickdelay = (framerate * 3.1)
return true
else
return false
end
else
return false
end
A quick sure-fire way to make it work is select a spell that you know you would almost always entrust like indi-str or something along those lines.
Try this
Code
if state.Buff.Entrust and spell.english:startswith('Indi-') then
if sets.midcast.Geomancy.main == 'Idris' and item_available('Solstice') then
equip({main="Solstice"})
end
end
I can't imagine it would be too hard, too busy with work to really *** around with my lua but it could probably pick it up with how I have my auto entrust.
Code
function check_geo()
if state.AutoBuffMode.value and not areas.Cities:contains(world.area) then
if not player.indi and autoindi ~= 'None' then
windower.chat.input('/ma "Indi-'..autoindi..'" <me>')
tickdelay = (framerate * 2.1)
return true
elseif autoentrust ~= 'None' and windower.ffxi.get_ability_recasts()[93] < latency then
send_command('@input /ja "Entrust" <me>; wait 1.1; input /ma "Indi-'..autoentrust..'" '..autoentrustee)
tickdelay = (framerate * 3.5)
return true
elseif pet.isvalid then
local pet = windower.ffxi.get_mob_by_target("pet")
if pet.distance:sqrt() > 50 then --If pet is greater than detectable.
windower.chat.input('/ja "Full Circle" <me>')
tickdelay = (framerate * 1.8)
return true
else
return false
end
elseif not pet.isvalid and autogeo ~= 'None' and (windower.ffxi.get_mob_by_target('bt') or geo_buffs:contains(autogeo)) then
windower.chat.input('/ma "Geo-'..autogeo..'" <bt>')
tickdelay = (framerate * 3.1)
return true
else
return false
end
else
return false
end
A quick sure-fire way to make it work is select a spell that you know you would almost always entrust like indi-str or something along those lines.
Try this
Code
if state.Buff.Entrust and spell.english:startswith('Indi-') then
if sets.midcast.Geomancy.main == 'Idris' and item_available('Solstice') then
equip({main="Solstice"})
end
end
Tried it and played around with it for a bit but not working atm :)
I'm not certain how your gearswap is setup, I'm able to confirm it working here on my side.
Assuming things are setup similarly I ave a function declared for midcast where I have it set.
Code
function job_post_midcast(spell, spellMap, eventArgs)
if spell.skill == 'Elemental Magic' and default_spell_map ~= 'ElementalEnfeeble' and spell.english ~= 'Impact' then
if state.MagicBurstMode.value ~= 'Off' then
if state.CastingMode.value:contains('Resistant') and sets.ResistantMagicBurst then
equip(sets.ResistantMagicBurst)
else
equip(sets.MagicBurst)
end
end
if spell.element == world.weather_element or spell.element == world.day_element then
if state.CastingMode.value == 'Fodder' then
-- if item_available('Twilight Cape') and not LowTierNukes:contains(spell.english) and not state.Capacity.value then
-- sets.TwilightCape = {back="Twilight Cape"}
-- equip(sets.TwilightCape)
-- end
if spell.element == world.day_element then
if item_available('Zodiac Ring') then
sets.ZodiacRing = {ring2="Zodiac Ring"}
equip(sets.ZodiacRing)
end
end
end
end
if spell.element and sets.element[spell.element] then
equip(sets.element[spell.element])
end
if state.RecoverMode.value ~= 'Never' and (state.RecoverMode.value == 'Always' or tonumber(state.RecoverMode.value:sub(1, -2)) > player.mpp) then
if state.MagicBurstMode.value ~= 'Off' then
if state.CastingMode.value:contains('Resistant') and sets.ResistantRecoverBurst then
equip(sets.ResistantRecoverBurst)
elseif sets.RecoverBurst then
equip(sets.RecoverBurst)
end
elseif sets.RecoverMP then
equip(sets.RecoverMP)
end
end
elseif spell.skill == 'Geomancy' then
for buff,active in pairs(state.Buff) do
if active and sets.buff[buff] then
equip(sets.buff[buff])
end
end
if state.Buff.Entrust and spell.english:startswith('Indi-') then
if sets.midcast.Geomancy.main == 'Idris' and item_available('Solstice') then
equip({main="Solstice"})
end
end
end
end
Havent updated my Geomancy Conserve MP set in a while. Hadn't noticed Vanya Hood(c) and legs had CMP on them (I was using azimuth +1 for bonus instead). Thanks Chimera
Quick q: what skill do these sets put you at? I'm wondering if you can drop Dunna (18 handbell skill) with a high aug Lifestream and put more CMP in the non-throwing ammo slot.
You cannot remove handbell or you lose handbell skill from your combined skill. You'd be casting bubbles with 441 combined skill without one. not recommended.
Indi- is at 51% (57 with solstice)
Geo- is at 57%
With an additional 43% from traits.
edit: don't know why I mentioned the CMP numbers now.
with cap'd merits & gifts:
Indi- 904 (before augment)
Geo- 900 with just dunna & the 2 HQ rings.
ok, look, toralin was the person who tested it last time, and while I don't really trust him to do it accurately, I REALLY don't trust you to do it accurately.
It's such a simple test... but you... ugh.
I've never done it in the testing mindset, beyond "yep, this one works better". My observations are from 3box CPing, mainly on Apex Jagil in Woh Gates. All else equal, going from Ea Hat +1 > Geomancy Galero +3 does result in a very noticeable increase in MB damage, as long as my pgeo is positioned correctly.
I went and tried again went outside Adoulin
Sleep2 Mandy(level 100) stood my SCH on the mob, Geo was standing east of the mob, burst fire3, reset geo-malaise bubble each time
best I could get with Fire3:
Galero+3 54k (varied 52-54k probably because my positioning was off a degree or two each time)
Eat hat+1 56k (consistent)
Same conclusion I cannot get geo galero+3 to beat ea+1 in any circumstance
My Node section is messed up because of too much data usage and I am locked out of editing this guide. If you would like to reach out to Rooks to fix that problem like he said he would years ago when I asked him to fix it, feel free to do so. Until then, enjoy the half fixed guide I guess?