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The Black Sacrament -- A Guide to Black Mage
Asura.Finbar
サーバ: Asura
Game: FFXI
Posts: 86
By Asura.Finbar 2019-03-13 09:24:21
Yeah, I was going to edit to put a "maybe" in there, as I'd have to do the math for the INT and MAB vs the MBD2, but I figured I'd let someone correct me. Ea +1 Pigaches has -7 MAB, -28 INT, +6 Macc, and +5 MBD2 compared to Jhakri +2. There's a few too many factors for me to calculate it here at work.
Lakshmi.Miang
サーバ: Lakshmi
Game: FFXI
Posts: 37
By Lakshmi.Miang 2019-03-14 18:57:21
Been doing Orpheus's Sash testing so I can add it to my BLM lua Code Distance Percent
0 1.148348348
1 1.148348348
2 1.139039039
3 1.12972973
4 1.118318318
5 1.109009009
6 1.0996997
7 1.088288288
8 1.078978979
9 1.069369369
10 1.058258258
11 1.048948949
12 1.039339339
13 1.028228228
14 1.018793574
15 1.009396787
16 1.009396787
Used linear regression to create this function for lua: Code function get_orpheus_damage_percent(spell)
if spell.target.distance < 1 then
return 1.148348348
end
if spell.target.distance > 15 then
return 1.009396787
end
return -0.01 * spell.target.distance + 1.1589
end
Just pass the current spell in during midcast and it will return the % boost you'll get from the sash.
If you want to compare it against Hachirin obi you can use the following function to get the % boost from that too: Code opposingElement = T{
['Water'] = 'Fire',
['Lightning'] = 'Water',
['Earth'] = 'Lightning',
['Wind'] = 'Earth',
['Ice'] = 'Wind',
['Fire'] = 'Ice',
['Light'] = 'Dark',
['Dark'] = 'Light',
}
stormNames = T{
['Fire'] = 178,
['Ice'] = 179,
['Wind'] = 180,
['Earth'] = 181,
['Lightning'] = 182,
['Water'] = 183,
['Light'] = 184,
['Dark'] = 185,
}
storm2Names = T{
['Fire'] = 589,
['Ice'] = 590,
['Wind'] = 591,
['Earth'] = 592,
['Lightning'] = 593,
['Water'] = 594,
['Light'] = 595,
['Dark'] = 596,
}
function get_obi_percent(spell)
local intensity = 1.00
-- Helix spells are always affected by weather, so obi is never required to force weather proc
if spell.skill == 'Elemental Magic' and (spell.english:sub(-5) == 'helix' or spell.english:sub(-8) == 'helix II') then
return intensity
end
if buffactive[stormNames[spell.element]] then
intensity = intensity + 0.1
elseif buffactive[storm2Names[spell.element]] then
intensity = intensity + 0.25
elseif spell.element == world.weather_element then
if gearswap.res.weather[world.weather_id].intensity == 2 then
intensity = intensity + 0.25
elseif gearswap.res.weather[world.weather_id].intensity == 1 then
intensity = intensity + 0.1
end
elseif world.weather_element == opposingElement[spell.element] then
if gearswap.res.weather[world.weather_id].intensity == 2 then
intensity = intensity - 0.25
elseif gearswap.res.weather[world.weather_id].intensity == 1 then
intensity = intensity - 0.1
end
end
if world.day_element == spell.element then
intensity = intensity + 0.1
elseif world.day_element == opposingElement[spell.element] then
intensity = intensity - 0.1
end
return intensity
end
In my midcast section I have the following: Code local weatherLevel = get_obi_percent(spell)
if weatherLevel > 1.00 then
if spell.skill == 'Elemental Magic' and sets.Orpheus.waist and get_orpheus_damage_percent(spell) > weatherLevel then
equip(sets.Orpheus)
else
equip(sets[spell.element])
end
else
equip(sets.Orpheus)
end
And the above will equip the relevant set from these: Code sets['Lightning'] = {waist="Hachirin-no-Obi"}
sets['Ice'] = {waist="Hachirin-no-Obi"}
sets['Water'] = {waist="Hachirin-no-Obi"}
sets['Fire'] = {waist="Hachirin-no-Obi"}
sets['Earth'] = {waist="Hachirin-no-Obi"}
sets['Wind'] = {waist="Hachirin-no-Obi"}
sets['Light'] = {waist="Hachirin-no-Obi"}
sets['Dark'] = {waist="Hachirin-no-Obi"}
sets['Orpheus'] = {waist="Orpheus's Sash"}
Just throwing this out there in case anyone else wanted to automate using the sash
Shiva.Hiep
サーバ: Shiva
Game: FFXI
Posts: 669
By Shiva.Hiep 2019-03-14 19:04:58
Does anyone have a function to have Sorcerer's Ring equip under 75% HP? I'd like it for my free nukes!
Lakshmi.Miang
サーバ: Lakshmi
Game: FFXI
Posts: 37
By Lakshmi.Miang 2019-03-15 04:28:11
Does anyone have a function to have Sorcerer's Ring equip under 75% HP? I'd like it for my free nukes! Code if player.hpp < 75 then
equip(sets["Sorcerer's Ring"])
end
Put that in your midcast, right after where it equips gear for your nukes
[+]
Shiva.Hiep
サーバ: Shiva
Game: FFXI
Posts: 669
By Shiva.Hiep 2019-03-18 02:42:19
How would I exclude elemental debuffs such as burn?
Code if player.hpp < 75 and spell.skill == 'Elemental Magic' then
equip(sets.Sorcerer)
end
Asura.Byrne
By Asura.Byrne 2019-03-18 04:05:57
Code if buffactive[stormNames[spell.element]] then
intensity = intensity + 0.1
elseif buffactive[storm2Names[spell.element]] then
intensity = intensity + 0.25
Damn, I really need to remember to dig into luas for jobs I don't use!
So I'm guessing this can tell the difference between weather 1 and 2?
If so, I should pass it around for all the RDMs, CORs, BST, WARs, and RNGs that want to distinguish them :o
I would like clarification, but you seem to be saying as much; if so, I'd like to say, nice work, and thanks.
Asura.Chiaia
VIP
サーバ: Asura
Game: FFXI
Posts: 1,656
By Asura.Chiaia 2019-03-18 04:53:11
his method is overly complex to tell the diff between weather 1 and 2.
[+]
Shiva.Spynx
サーバ: Shiva
Game: FFXI
Posts: 371
By Shiva.Spynx 2019-03-18 05:14:50
How would I exclude elemental debuffs such as burn?
Code if player.hpp < 75 and spell.skill == 'Elemental Magic' then
equip(sets.Sorcerer)
end Assuming you are using mote: Code function job_post_midcast(spell, action, spellMap, eventArgs)
if player.hpp < 75 and spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then
equip(sets.Sorcerer)
end
end
Lakshmi.Miang
サーバ: Lakshmi
Game: FFXI
Posts: 37
By Lakshmi.Miang 2019-03-18 06:17:27
Code if buffactive[stormNames[spell.element]] then
intensity = intensity + 0.1
elseif buffactive[storm2Names[spell.element]] then
intensity = intensity + 0.25
Damn, I really need to remember to dig into luas for jobs I don't use!
So I'm guessing this can tell the difference between weather 1 and 2?
If so, I should pass it around for all the RDMs, CORs, BST, WARs, and RNGs that want to distinguish them :o
I would like clarification, but you seem to be saying as much; if so, I'd like to say, nice work, and thanks.
Yeah this will tell the difference between the type of weather, both storm based and world weather based. You'd need to include these variables too though: Code opposingElement = T{
['Water'] = 'Fire',
['Lightning'] = 'Water',
['Earth'] = 'Lightning',
['Wind'] = 'Earth',
['Ice'] = 'Wind',
['Fire'] = 'Ice',
['Light'] = 'Dark',
['Dark'] = 'Light',
}
stormNames = T{
['Fire'] = 178,
['Ice'] = 179,
['Wind'] = 180,
['Earth'] = 181,
['Lightning'] = 182,
['Water'] = 183,
['Light'] = 184,
['Dark'] = 185,
}
storm2Names = T{
['Fire'] = 589,
['Ice'] = 590,
['Wind'] = 591,
['Earth'] = 592,
['Lightning'] = 593,
['Water'] = 594,
['Light'] = 595,
['Dark'] = 596,
}
The two stormNames variables convert a spell.element format into a buff id. The opposingElement variable is only needed if you want to track negative consequences too.
Lakshmi.Miang
サーバ: Lakshmi
Game: FFXI
Posts: 37
By Lakshmi.Miang 2019-03-18 06:20:47
How would I exclude elemental debuffs such as burn?
Code if player.hpp < 75 and spell.skill == 'Elemental Magic' then
equip(sets.Sorcerer)
end Assuming you are using mote: Code function job_post_midcast(spell, action, spellMap, eventArgs)
if player.hpp < 75 and spell.skill == 'Elemental Magic' and spellMap ~= 'ElementalEnfeeble' then
equip(sets.Sorcerer)
end
end
If you're not using mote: Code if player.hpp < 75 and spell.skill == 'Elemental Magic' and spell.english ~= 'Burn' and spell.english ~= 'Frost' and spell.english ~= 'Choke' and spell.english ~= 'Rasp' and spell.english ~= 'Shock' and spell.english ~= 'Drown') then
equip(sets.Sorcerer)
end
Asura.Byrne
By Asura.Byrne 2019-03-18 15:57:32
Code if buffactive[stormNames[spell.element]] then
intensity = intensity + 0.1
elseif buffactive[storm2Names[spell.element]] then
intensity = intensity + 0.25
Damn, I really need to remember to dig into luas for jobs I don't use!
So I'm guessing this can tell the difference between weather 1 and 2?
If so, I should pass it around for all the RDMs, CORs, BST, WARs, and RNGs that want to distinguish them :o
I would like clarification, but you seem to be saying as much; if so, I'd like to say, nice work, and thanks.
Yeah this will tell the difference between the type of weather, both storm based and world weather based. You'd need to include these variables too though: Code opposingElement = T{
['Water'] = 'Fire',
['Lightning'] = 'Water',
['Earth'] = 'Lightning',
['Wind'] = 'Earth',
['Ice'] = 'Wind',
['Fire'] = 'Ice',
['Light'] = 'Dark',
['Dark'] = 'Light',
}
stormNames = T{
['Fire'] = 178,
['Ice'] = 179,
['Wind'] = 180,
['Earth'] = 181,
['Lightning'] = 182,
['Water'] = 183,
['Light'] = 184,
['Dark'] = 185,
}
storm2Names = T{
['Fire'] = 589,
['Ice'] = 590,
['Wind'] = 591,
['Earth'] = 592,
['Lightning'] = 593,
['Water'] = 594,
['Light'] = 595,
['Dark'] = 596,
}
The two stormNames variables convert a spell.element format into a buff id. The opposingElement variable is only needed if you want to track negative consequences too.
I'll probably just use buffactive[#] to handle the arguments for Obi on Elemental WS since it's pretty straightforward. I just didn't know what the ID's for weather 2 were, as I had tried to find them in the past and failed. Cheers!
Edit: Maybe a bit more thought for COR and RNG, but the melee jobs are going to be standing in a range such that Orpheus will beat out anything but double weather. Of course when firing WS at range that will be different so, I'll have to remember to include the whole gamut for those jobs.
By Ryoski 2019-03-21 22:28:17
which is better for magic burst, the Count's Garb or Ea Houpplande?
Asura.Topace
サーバ: Asura
Game: FFXI
Posts: 771
By Asura.Topace 2019-03-21 23:20:27
EA has higher MAB/Int/Macc/ and MB 1/2. Count's Garb offers nothing. If I remember the formula right the Magic Crit rate/dmg on the count's garb would translate to and and extra 25 MAB 15% of the time. Which really isn't ***. Tho I could be wrong.
Either way EA body shits on it.
サーバ: Asura
Game: FFXI
Posts: 1,435
By Asura.Toralin 2019-03-22 07:53:35
Been doing Orpheus's Sash testing so I can add it to my BLM lua Code Distance Percent
0 1.148348348
1 1.148348348
2 1.139039039
3 1.12972973
4 1.118318318
5 1.109009009
6 1.0996997
7 1.088288288
8 1.078978979
9 1.069369369
10 1.058258258
11 1.048948949
12 1.039339339
13 1.028228228
14 1.018793574
15 1.009396787
16 1.009396787
Used linear regression to create this function for lua: Code function get_orpheus_damage_percent(spell)
if spell.target.distance < 1 then
return 1.148348348
end
if spell.target.distance > 15 then
return 1.009396787
end
return -0.01 * spell.target.distance + 1.1589
end
Just pass the current spell in during midcast and it will return the % boost you'll get from the sash.
If you want to compare it against Hachirin obi you can use the following function to get the % boost from that too: Code opposingElement = T{
['Water'] = 'Fire',
['Lightning'] = 'Water',
['Earth'] = 'Lightning',
['Wind'] = 'Earth',
['Ice'] = 'Wind',
['Fire'] = 'Ice',
['Light'] = 'Dark',
['Dark'] = 'Light',
}
stormNames = T{
['Fire'] = 178,
['Ice'] = 179,
['Wind'] = 180,
['Earth'] = 181,
['Lightning'] = 182,
['Water'] = 183,
['Light'] = 184,
['Dark'] = 185,
}
storm2Names = T{
['Fire'] = 589,
['Ice'] = 590,
['Wind'] = 591,
['Earth'] = 592,
['Lightning'] = 593,
['Water'] = 594,
['Light'] = 595,
['Dark'] = 596,
}
function get_obi_percent(spell)
local intensity = 1.00
-- Helix spells are always affected by weather, so obi is never required to force weather proc
if spell.skill == 'Elemental Magic' and (spell.english:sub(-5) == 'helix' or spell.english:sub(-8) == 'helix II') then
return intensity
end
if buffactive[stormNames[spell.element]] then
intensity = intensity + 0.1
elseif buffactive[storm2Names[spell.element]] then
intensity = intensity + 0.25
elseif spell.element == world.weather_element then
if gearswap.res.weather[world.weather_id].intensity == 2 then
intensity = intensity + 0.25
elseif gearswap.res.weather[world.weather_id].intensity == 1 then
intensity = intensity + 0.1
end
elseif world.weather_element == opposingElement[spell.element] then
if gearswap.res.weather[world.weather_id].intensity == 2 then
intensity = intensity - 0.25
elseif gearswap.res.weather[world.weather_id].intensity == 1 then
intensity = intensity - 0.1
end
end
if world.day_element == spell.element then
intensity = intensity + 0.1
elseif world.day_element == opposingElement[spell.element] then
intensity = intensity - 0.1
end
return intensity
end
In my midcast section I have the following: Code local weatherLevel = get_obi_percent(spell)
if weatherLevel > 1.00 then
if spell.skill == 'Elemental Magic' and sets.Orpheus.waist and get_orpheus_damage_percent(spell) > weatherLevel then
equip(sets.Orpheus)
else
equip(sets[spell.element])
end
else
equip(sets.Orpheus)
end
And the above will equip the relevant set from these: Code sets['Lightning'] = {waist="Hachirin-no-Obi"}
sets['Ice'] = {waist="Hachirin-no-Obi"}
sets['Water'] = {waist="Hachirin-no-Obi"}
sets['Fire'] = {waist="Hachirin-no-Obi"}
sets['Earth'] = {waist="Hachirin-no-Obi"}
sets['Wind'] = {waist="Hachirin-no-Obi"}
sets['Light'] = {waist="Hachirin-no-Obi"}
sets['Dark'] = {waist="Hachirin-no-Obi"}
sets['Orpheus'] = {waist="Orpheus's Sash"}
Just throwing this out there in case anyone else wanted to automate using the sash
So whats the tipping point here? Orph is better if single weather and inside 15 range?
Asura.Byrne
By Asura.Byrne 2019-03-22 23:54:56
Right, seems like it doesn't get quite as much use on BLM, but hey if it's put in with arguments, it should only swap when it was the optimal choice... It's a little easier to find uses on melees for sure.
Necro Bump Detected!
[39 days between previous and next post]
By swagster 2019-04-30 22:19:00
In the Burst Max Dmg set, I'm counting only 39 MBD. Am I missing a source somewhere, or is it just worth giving up that 1 MBD to get lots more MBD2?
サーバ: Bahamut
Game: FFXI
Posts: 21
By Bahamut.Lordshaxx 2019-04-30 23:45:49
In the Burst Max Dmg set, I'm counting only 39 MBD. Am I missing a source somewhere, or is it just worth giving up that 1 MBD to get lots more MBD2?
Didn't go back to look at the set but the value of MBD 1 and MBD 2 are the same. Maximize the sum of MBD1 and MBD2 (subject to a 40 max of MBD1 of course). Giving up one MBD1 for one MBD2 will net exactly zero change.
[+]
By olson2189 2019-05-17 21:24:05
Why Terra's staff in the BiS Manawall set? Seems like the iLvl hit would make that a terrible choice over something like Mafic Cudgel + Genmei shield.
Asura.Eiryl
By Asura.Eiryl 2019-05-17 21:29:04
Moar DT with staff+grip
BiS would probably have the ambuscade grip in there btw (updated etc)
Also, possibly important, you can't myrkr with a club, and myrkr is cure for mana wall. Myrkr > Moonlight
By olson2189 2019-05-18 00:04:00
Moar DT with staff+grip
BiS would probably have the ambuscade grip in there btw (updated etc)
Also, possibly important, you can't myrkr with a club, and myrkr is cure for mana wall. Myrkr > Moonlight
But his set has -45% PDT without the staff. A i119 staff, such as this one would still get you to the DT cap and access to myrkr, but without the iLvl hit.
Asura.Eiryl
By Asura.Eiryl 2019-05-18 00:21:47
The set is also pretty old, I'm pretty sure it doesn't even account for resin aug on the cape. so.
Best probably doesn't even need to change weapons anymore. Su4/5 would be better with an updated set.
By Chimerawizard 2019-05-18 00:34:26
ItemSet 343718
Posted it two pages ago.
however, it's far more expensive to make than the one on page1 for a set you'll barely ever use, hence insane.
[+]
By olson2189 2019-05-18 10:57:01
ItemSet 343718
Posted it two pages ago.
however, it's far more expensive to make than the one on page1 for a set you'll barely ever use, hence insane.
Thanks for sharing. For path C on Kaumodaki, BG says "Damage Taken - +15%". The way they wrote that up is very confusing, is it -15% DT or +15% DT?
By Chimerawizard 2019-05-18 12:07:53
I don't own one, however it should be DT- as there are no other SU5 weapons or JSE necks that have a detrimental augment on them.
Asura.Eiryl
By Asura.Eiryl 2019-05-27 03:48:00
BLM next up. AM/AMII almost 100%
But ***other than that, short of blanket elemental changes idk
Should strongly consider putting a merit in each AM II just to get the spell for free before they scroll them. Worst case scenario you just change em back if they don't.
サーバ: Asura
Game: FFXI
Posts: 3,113
By Asura.Aeonova 2019-05-27 04:14:03
They said they are going to look into making more spells that are merit-unlocked learnible via scrolls after they changed WHM's Pro/Shell V, so BLM merit spells will become scrolls and merit catagories for them will just be changed into potency + / magic accuracy + catagories.
Pray that when they say the scrolls have the potency of 5/5 merit versions, that they actually do, unlike how they screwed WHM.
By fonewear 2019-05-27 08:07:11
Is black mage great yet ?
サーバ: Leviathan
Game: FFXI
Posts: 3,753
By Leviathan.Celebrindal 2019-05-27 09:57:49
They said they are going to look into making more spells that are merit-unlocked learnible via scrolls after they changed WHM's Pro/Shell V, so BLM merit spells will become scrolls and merit catagories for them will just be changed into potency + / magic accuracy + catagories.
Pray that when they say the scrolls have the potency of 5/5 merit versions, that they actually do, unlike how they screwed WHM.
That I actually doubt. In WHM's case, there were two spells, 10 merits spread across two spells which allowed capping the potency of both spells. SE's desire to "free" up those merits for WHM was when dealing with just those two spells.
BLM, however, is talking about 6 spells. There wasn't a way to cap them before so I doubt we're talking about giving us capped versions in the future. I find it much more likely that if they do something of this nature, we'll get unlocks via scroll and then either direct spell potency bonuses for the merits, or (and really hoping on this one even though I doubt it) general elemental potency via merits that will raise the damage of all spells of that element.
サーバ: Asura
Game: FFXI
Posts: 3,113
By Asura.Aeonova 2019-05-27 10:42:06
Is black mage great yet ?
Always.
Phoenix.Capuchin
サーバ: Phoenix
Game: FFXI
Posts: 3,729
By Phoenix.Capuchin 2019-05-28 12:20:19
Leviathan.Celebrindal said: »BLM, however, is talking about 6 spells. There wasn't a way to cap them before so I doubt we're talking about giving us capped versions in the future.
You might be right, but on the other hand... it's not as if giving 5/5 potency AMII for all spells is some gamebreaking buff or anything. And they are presumably seeking to give some reasonable buffs with these job updates.
Hell, maybe they give BLM all six AMII spells at the potency of a current 1/5 merit AMII spell, and make one of the new Group 2 Merits something like "Ancient Magic II Potency", with MB+3%/MAcc+5 per merit that affects all six AMII spells. Frees up another Group 2 merit for something brand new, and gives a little buff in that everyone can have max strength AMII of all elements without having to fiddle around with re-allocating merits.
Should strongly consider putting a merit in each AM II just to get the spell for free before they scroll them. Worst case scenario you just change em back if they don't.
Quoting to amplify this really great advice ^^
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