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Helix / Helix II Question
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2016-11-14 13:22:37
Recently got my Helix II Unlocked however, when I casted it during CP Party it did same exact DMG as Helix and same DoT :(
Anybody can please explain in simple terms what is the benefit of having Helix II if DMG / DoT / Duration is exactly the same as Normal Helix
and on that, can anybody please post their Helix / Helix II Set
Helix SET:
ItemSet 347689
MB / Weather SET adds this :
ItemSet 347690
Usually hit Helix for 3-5 K MB for 8-9 K
Not sure if good or bad but those are my current #s
Should I Focus on M.ACC or MAB or M.DMG ? also confused about that one ><
Bismarck.Snprphnx
サーバ: Bismarck
Game: FFXI
Posts: 2707
By Bismarck.Snprphnx 2016-11-14 13:41:32
It has a higher base damage than Tier 1. Also, never use Obi for either Tier 1 or Tier 2. Helix spells, as their in game description states, always gains full benefit from Day and Weather. So you can full-time an MAB waist.
[+]
Asura.Thorva
By Asura.Thorva 2016-11-14 13:44:22
If you are using gearswap make sure you add all the Helix II spells to the Mote-Mappings Lua too or you wont gear swap I had that problem for a while wondering why my dmg sucked so bad. Lakshmi.Ashtopcat said: »windower 4 > addons > gearswap > libs> mote-mappings
line 194 should be the helices (just add the t2s) Code
['Pyrohelix']='Helix',['Cryohelix']='Helix',['Anemohelix']='Helix',['Geohelix']='Helix',['Ionohelix']='Helix',['Hydrohelix']='Helix',['Luminohelix']='Helix',['Noctohelix']='Helix',
['Firestorm']='Storm',['Hailstorm']='Storm',['Windstorm']='Storm',['Sandstorm']='Storm',['Thunderstorm']='Storm',['Rainstorm']='Storm',['Aurorastorm']='Storm',['Voidstorm']='Storm',
['Pyrohelix II']='Helix',['Cryohelix II']='Helix',['Anemohelix II']='Helix',['Geohelix II']='Helix',['Ionohelix II']='Helix',['Hydrohelix II']='Helix',['Luminohelix II']='Helix',['Noctohelix II']='Helix',
['Firestorm II']='Storm',['Hailstorm II']='Storm',['Windstorm II']='Storm',['Sandstorm II']='Storm',['Thunderstorm II']='Storm',['Rainstorm II']='Storm',['Aurorastorm II']='Storm',['Voidstorm II']='Storm',
Just wanted to a add a useful tidbit to this already extremely helpful post: it's possible to set Nocto and Lumino to their own separate categories so you can pop in affinity gear for those (Pixie Hairpin +1, Archon Ring, Weatherspoon Ring).
Code ['Luminohelix']='LightHelix',['Noctohelix']='DarkHelix',['Luminohelix II']='LightHelix',['Noctohelix II']='DarkHelix',
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2016-11-14 13:58:26
If you are using gearswap make sure you add all the Helix II spells to the Mote-Mappings Lua too or you wont gear swap I had that problem for a while wondering why my dmg sucked so bad. Lakshmi.Ashtopcat said: »windower 4 > addons > gearswap > libs> mote-mappings
line 194 should be the helices (just add the t2s) Code
['Pyrohelix']='Helix',['Cryohelix']='Helix',['Anemohelix']='Helix',['Geohelix']='Helix',['Ionohelix']='Helix',['Hydrohelix']='Helix',['Luminohelix']='Helix',['Noctohelix']='Helix',
['Firestorm']='Storm',['Hailstorm']='Storm',['Windstorm']='Storm',['Sandstorm']='Storm',['Thunderstorm']='Storm',['Rainstorm']='Storm',['Aurorastorm']='Storm',['Voidstorm']='Storm',
['Pyrohelix II']='Helix',['Cryohelix II']='Helix',['Anemohelix II']='Helix',['Geohelix II']='Helix',['Ionohelix II']='Helix',['Hydrohelix II']='Helix',['Luminohelix II']='Helix',['Noctohelix II']='Helix',
['Firestorm II']='Storm',['Hailstorm II']='Storm',['Windstorm II']='Storm',['Sandstorm II']='Storm',['Thunderstorm II']='Storm',['Rainstorm II']='Storm',['Aurorastorm II']='Storm',['Voidstorm II']='Storm',
Just wanted to a add a useful tidbit to this already extremely helpful post: it's possible to set Nocto and Lumino to their own separate categories so you can pop in affinity gear for those (Pixie Hairpin +1, Archon Ring, Weatherspoon Ring).
Code ['Luminohelix']='LightHelix',['Noctohelix']='DarkHelix',['Luminohelix II']='LightHelix',['Noctohelix II']='DarkHelix',
So by adding this EXTRA Lines after 194 it would automatically read which element I am using or do I need to specify on .lua "LightHelix" and "DarkHelix" as a SET ?
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2016-11-14 14:00:51
Bismarck.Snprphnx said: »It has a higher base damage than Tier 1. Also, never use Obi for either Tier 1 or Tier 2. Helix spells, as their in game description states, always gains full benefit from Day and Weather. So you can full-time an MAB waist.
Oh ok, otherwise, does this looks good ?
I noticed that on Crabs / Pugils
Helix was doing 6% / tick
and
Helix II was doing 6% / tick
So I was confused if they had any improvement or not.
Asura.Thorva
By Asura.Thorva 2016-11-14 14:02:56
Bismarck.Kuroganashi said: »If you are using gearswap make sure you add all the Helix II spells to the Mote-Mappings Lua too or you wont gear swap I had that problem for a while wondering why my dmg sucked so bad. Lakshmi.Ashtopcat said: »windower 4 > addons > gearswap > libs> mote-mappings
line 194 should be the helices (just add the t2s) Code
['Pyrohelix']='Helix',['Cryohelix']='Helix',['Anemohelix']='Helix',['Geohelix']='Helix',['Ionohelix']='Helix',['Hydrohelix']='Helix',['Luminohelix']='Helix',['Noctohelix']='Helix',
['Firestorm']='Storm',['Hailstorm']='Storm',['Windstorm']='Storm',['Sandstorm']='Storm',['Thunderstorm']='Storm',['Rainstorm']='Storm',['Aurorastorm']='Storm',['Voidstorm']='Storm',
['Pyrohelix II']='Helix',['Cryohelix II']='Helix',['Anemohelix II']='Helix',['Geohelix II']='Helix',['Ionohelix II']='Helix',['Hydrohelix II']='Helix',['Luminohelix II']='Helix',['Noctohelix II']='Helix',
['Firestorm II']='Storm',['Hailstorm II']='Storm',['Windstorm II']='Storm',['Sandstorm II']='Storm',['Thunderstorm II']='Storm',['Rainstorm II']='Storm',['Aurorastorm II']='Storm',['Voidstorm II']='Storm',
Just wanted to a add a useful tidbit to this already extremely helpful post: it's possible to set Nocto and Lumino to their own separate categories so you can pop in affinity gear for those (Pixie Hairpin +1, Archon Ring, Weatherspoon Ring).
Code ['Luminohelix']='LightHelix',['Noctohelix']='DarkHelix',['Luminohelix II']='LightHelix',['Noctohelix II']='DarkHelix',
So by adding this EXTRA Lines after 194 it would automatically read which element I am using or do I need to specify on .lua "LightHelix" and "DarkHelix" as a SET ?
Just tells gearswap to put on your helix gear if you cast helix 2
By Neb 2016-11-14 14:09:47
Ya I casted my Helix 2 in my FC Set for a long time wondering WTF till someone told me this LOL
Quetzalcoatl.Commencal
サーバ: Quetzalcoatl
Game: FFXI
Posts: 340
By Quetzalcoatl.Commencal 2016-11-14 14:26:34
Helices have a cap of 10,000 dmg per tock. Helix II spells don't break that cap.
[+]
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2016-11-14 14:37:48
Quetzalcoatl.Commencal said: »Helices have a cap of 10,000 dmg per tock. Helix II spells don't break that cap.
So both cap at 10,000 dmg / tick ?
1 tick each 10 secs , correct ?
So by my understanding :
Helix / Helix II do DMG like a Elemental Magic Spell + DoT (Which CAP at 10,000 dmg / tick )
where Helix II has better Base DMG than Helix ?
Both duration are euqal
and DoT is Determined by ???
is it MAB or M.ACC or M.DMG ?
and also by adding this Additional Line : Code ['Luminohelix']='LightHelix',['Noctohelix']='DarkHelix',['Luminohelix II']='LightHelix',['Noctohelix II']='DarkHelix',
Or do I need to Replace The Section with the code Above:
Code ['Luminohelix']='Helix',['Noctohelix']='Helix',['Luminohelix II']='Helix',['Noctohelix II']='Helix',
all I need to do is simply cast Helix / Helix II as I normally would and it will detect it is Darkness or Light based equipping the proper gear (Archon Ring / Pixie Hairpin +1)
Am I correct on all this assumptions ?
Bismarck.Snprphnx
サーバ: Bismarck
Game: FFXI
Posts: 2707
By Bismarck.Snprphnx 2016-11-14 14:47:02
Bismarck.Kuroganashi said: »Quetzalcoatl.Commencal said: »Helices have a cap of 10,000 dmg per tock. Helix II spells don't break that cap.
So both cap at 10,000 dmg / tick ?
1 tick each 10 secs , correct ?
So by my understanding :
Helix / Helix II do DMG like a Elemental Magic Spell + DoT (Which CAP at 10,000 dmg / tick )
where Helix II has better Base DMG than Helix ?
Both duration are euqal
and DoT is Determined by ???
is it MAB or M.ACC or M.DMG ?
and also by adding this Additional Line : Code ['Luminohelix']='LightHelix',['Noctohelix']='DarkHelix',['Luminohelix II']='LightHelix',['Noctohelix II']='DarkHelix',
all I need to do is simply cast Helix / Helix II as I normally would and it will detect it is Darkness or Light based equipping the proper gear (Archon Ring / Pixie Hairpin +1)
Am I correct on all this assumptions ?
Mostly. DOT for both spells are equal in duration. DOT per tock is determined the exact same way, by your initial spell casts total damage. If your initial spell does 5000 damage, then your DOT will be 5000dmg/tock, no matter if it's Tier 1 or Tier 2.
And it for gearswap to equip element specific gear, you need to make element specific sets. Like
sets.midcast.helix for general use
sets.midcast.LightHelix for Light based
And sets.midcast.DarkHelix for Dark based
Then make sure to include your element specific gear, like Archon Ring and Pixie Hairpin +1
[+]
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2016-11-14 15:17:37
Bismarck.Snprphnx said: »Bismarck.Kuroganashi said: »Quetzalcoatl.Commencal said: »Helices have a cap of 10,000 dmg per tock. Helix II spells don't break that cap.
So both cap at 10,000 dmg / tick ?
1 tick each 10 secs , correct ?
So by my understanding :
Helix / Helix II do DMG like a Elemental Magic Spell + DoT (Which CAP at 10,000 dmg / tick )
where Helix II has better Base DMG than Helix ?
Both duration are euqal
and DoT is Determined by ???
is it MAB or M.ACC or M.DMG ?
and also by adding this Additional Line : Code ['Luminohelix']='LightHelix',['Noctohelix']='DarkHelix',['Luminohelix II']='LightHelix',['Noctohelix II']='DarkHelix',
all I need to do is simply cast Helix / Helix II as I normally would and it will detect it is Darkness or Light based equipping the proper gear (Archon Ring / Pixie Hairpin +1)
Am I correct on all this assumptions ?
Mostly. DOT for both spells are equal in duration. DOT per tock is determined the exact same way, by your initial spell casts total damage. If your initial spell does 5000 damage, then your DOT will be 5000dmg/tock, no matter if it's Tier 1 or Tier 2.
And it for gearswap to equip element specific gear, you need to make element specific sets. Like
sets.midcast.helix for general use
sets.midcast.LightHelix for Light based
And sets.midcast.DarkHelix for Dark based
Then make sure to include your element specific gear, like Archon Ring and Pixie Hairpin +1
So I would replace on line 194 Code ['Luminohelix']='Helix',['Noctohelix']='Helix',['Luminohelix II']='Helix',['Noctohelix II']='Helix',
With:
Code ['Luminohelix']='LightHelix',['Noctohelix']='DarkHelix',['Luminohelix II']='LightHelix',['Noctohelix II']='DarkHelix',
Yes ?
Bismarck.Snprphnx
サーバ: Bismarck
Game: FFXI
Posts: 2707
By Bismarck.Snprphnx 2016-11-14 15:28:15
That should be correct.
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2016-11-14 15:36:26
Bismarck.Snprphnx said: »That should be correct.
Thank you :)
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2016-11-15 01:45:18
Bismarck.Snprphnx said: »So you can full-time an MAB waist. Absolutely correct on not using Ele obis.
Small note on this, someone will correct me if I'm wrong, but in theory Helix should benefit more from INT (in terms of damage gained) than Mab. Of course there's a threshold somewhere when Mab becomes better than INT (like 10 mab is likely gonna be better than 2 INT lol) but if we're comparing 1:1 then INT should be better for Helix.
As such, Acuity Belt+1 should be the best or one of the best waist options for Helix, supposing you can survive without the macc that some waists provide (but don't forget that in theory INT indirectly provides a bit of macc as well)
As for the cape question, Ambuscade vs JSE.
If you're far from the 10k cap, if the fight won't last long or if the target has a chance to erase debuffs, then I suggest using Ambuscade cape.
In all other situations JSE one with Helix augment is gonna be better.
I have a question myself: what happens if Helix hits a monster during an absorb phase? I mean: if the initial hit gets absorbed?
I always assumed that when that happens, no dot gets applied, but some people lately are insisting that I'm wrong and that a "positive debuff" (that heals the monster every 10 seconds) is applied.
I don't think this is the case and I think this isn't the case with other debuffs like Bio and Dia either, but does anybody know who is right and who is wrong here?
[+]
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2016-11-15 15:17:04
Bismarck.Snprphnx said: »So you can full-time an MAB waist. Absolutely correct on not using Ele obis.
Small note on this, someone will correct me if I'm wrong, but in theory Helix should benefit more from INT (in terms of damage gained) than Mab. Of course there's a threshold somewhere when Mab becomes better than INT (like 10 mab is likely gonna be better than 2 INT lol) but if we're comparing 1:1 then INT should be better for Helix.
As such, Acuity Belt+1 should be the best or one of the best waist options for Helix, supposing you can survive without the macc that some waists provide (but don't forget that in theory INT indirectly provides a bit of macc as well)
As for the cape question, Ambuscade vs JSE.
If you're far from the 10k cap, if the fight won't last long or if the target has a chance to erase debuffs, then I suggest using Ambuscade cape.
In all other situations JSE one with Helix augment is gonna be better.
I have a question myself: what happens if Helix hits a monster during an absorb phase? I mean: if the initial hit gets absorbed?
I always assumed that when that happens, no dot gets applied, but some people lately are insisting that I'm wrong and that a "positive debuff" (that heals the monster every 10 seconds) is applied.
I don't think this is the case and I think this isn't the case with other debuffs like Bio and Dia either, but does anybody know who is right and who is wrong here?
Wow Good Question :O
and I was looking at somebody saying that Ambuscade mantle (INT+30 M.ACC+20/M.DMG+20 MAB+10) will do better dmg yes, however the JSE Mantle will add +20 duration which isn't 20 seconds but 20% more duration on the formula resulting in more DoT Over (Assuming you can cap at 10 K + ) [which I Can't at the moment]
Bismarck.Dunigs
サーバ: Bismarck
Game: FFXI
Posts: 83
By Bismarck.Dunigs 2016-11-15 15:48:53
I have a question myself: what happens if Helix hits a monster during an absorb phase? I mean: if the initial hit gets absorbed?
I always assumed that when that happens, no dot gets applied, but some people lately are insisting that I'm wrong and that a "positive debuff" (that heals the monster every 10 seconds) is applied.
I don't think this is the case and I think this isn't the case with other debuffs like Bio and Dia either, but does anybody know who is right and who is wrong here?
I tested in Brenner with Liement, you absorb the initial damage and no status is applied. Taking 0 damage via One for All or Elemental Sforzo applied a DOT for 0 damage (probably less surprising).
サーバ: Asura
Game: FFXI
Posts: 2507
By Asura.Calatilla 2016-11-15 16:00:40
Bismarck.Kuroganashi said: »Bismarck.Snprphnx said: »So you can full-time an MAB waist. Absolutely correct on not using Ele obis.
Small note on this, someone will correct me if I'm wrong, but in theory Helix should benefit more from INT (in terms of damage gained) than Mab. Of course there's a threshold somewhere when Mab becomes better than INT (like 10 mab is likely gonna be better than 2 INT lol) but if we're comparing 1:1 then INT should be better for Helix.
As such, Acuity Belt+1 should be the best or one of the best waist options for Helix, supposing you can survive without the macc that some waists provide (but don't forget that in theory INT indirectly provides a bit of macc as well)
As for the cape question, Ambuscade vs JSE.
If you're far from the 10k cap, if the fight won't last long or if the target has a chance to erase debuffs, then I suggest using Ambuscade cape.
In all other situations JSE one with Helix augment is gonna be better.
I have a question myself: what happens if Helix hits a monster during an absorb phase? I mean: if the initial hit gets absorbed?
I always assumed that when that happens, no dot gets applied, but some people lately are insisting that I'm wrong and that a "positive debuff" (that heals the monster every 10 seconds) is applied.
I don't think this is the case and I think this isn't the case with other debuffs like Bio and Dia either, but does anybody know who is right and who is wrong here?
Wow Good Question :O
and I was looking at somebody saying that Ambuscade mantle (INT+30 M.ACC+20/M.DMG+20 MAB+10) will do better dmg yes, however the JSE Mantle will add +20 duration which isn't 20 seconds but 20% more duration on the formula resulting in more DoT Over (Assuming you can cap at 10 K + ) [which I Can't at the moment] That's assuming the mob lasts the full duration of helix. If not, then you're better off with higher damage.
By FaeQueenCory 2016-11-15 16:55:12
Bismarck.Snprphnx said: »So you can full-time an MAB waist. Absolutely correct on not using Ele obis.
Small note on this, someone will correct me if I'm wrong, but in theory Helix should benefit more from INT (in terms of damage gained) than Mab. Of course there's a threshold somewhere when Mab becomes better than INT (like 10 mab is likely gonna be better than 2 INT lol) but if we're comparing 1:1 then INT should be better for Helix.
As such, Acuity Belt+1 should be the best or one of the best waist options for Helix, supposing you can survive without the macc that some waists provide (but don't forget that in theory INT indirectly provides a bit of macc as well)
As for the cape question, Ambuscade vs JSE.
If you're far from the 10k cap, if the fight won't last long or if the target has a chance to erase debuffs, then I suggest using Ambuscade cape.
In all other situations JSE one with Helix augment is gonna be better.
I have a question myself: what happens if Helix hits a monster during an absorb phase? I mean: if the initial hit gets absorbed?
I always assumed that when that happens, no dot gets applied, but some people lately are insisting that I'm wrong and that a "positive debuff" (that heals the monster every 10 seconds) is applied.
I don't think this is the case and I think this isn't the case with other debuffs like Bio and Dia either, but does anybody know who is right and who is wrong here? Iirc, if the initial hit is applied and absorbed, then it still has the DoT debuff.... just that it pings for 0.
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Game: FFXI
Posts: 1408
By Asura.Toralin 2016-11-16 22:03:09
Another Advantage to use helix II is that Helix I won't overwrite it so you can land a monster II and keep immanence SCing with helix I without losing your monster helix II
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2016-11-17 07:10:18
Another Advantage to use helix II is that Helix I won't overwrite it so you can land a monster II and keep immanence SCing with helix I without losing your monster helix II ahhhh I see, that be nice thing indeed , ty for the info :)
By Vijara 2016-11-17 08:32:36
Another Advantage to use helix II is that Helix I won't overwrite it so you can land a monster II and keep immanence SCing with helix I without losing your monster helix II
I've heard conflicting things about this. Do you know where the proof of testing this is?
Bismarck.Zuidar
サーバ: Bismarck
Game: FFXI
Posts: 1273
By Bismarck.Zuidar 2016-11-17 08:39:17
Another Advantage to use helix II is that Helix I won't overwrite it so you can land a monster II and keep immanence SCing with helix I without losing your monster helix II
I've heard conflicting things about this. Do you know where the proof of testing this is?
It's true. Helix T1 overwrites itself but not T2 helix and T2 Helix overwrites itself and T1 Helix.
By Vijara 2016-11-17 11:57:13
Another Advantage to use helix II is that Helix I won't overwrite it so you can land a monster II and keep immanence SCing with helix I without losing your monster helix II
I've heard conflicting things about this. Do you know where the proof of testing this is?
It's true. Helix T1 overwrites itself but not T2 helix and T2 Helix overwrites itself and T1 Helix.
I don't doubt this, I was just wondering if someone did official testing with this... I've heard mixed things from other SCH's. I've stopped using Helicies in my skill chains (except the ones where you can't like T2 Distortion, T1 Dark/Light) because of this. Would be nice to see some official testing done though.
サーバ: Asura
Game: FFXI
Posts: 1408
By Asura.Toralin 2016-11-17 13:32:34
I know this is true because I would put a huge helix on t1 reisen mobs and continue on making SC's with helix 1 and seeing big 6% "tocs" coming off the NM
[+]
サーバ: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2016-11-17 13:58:42
I know this is true because I would put a huge helix on t1 reisen mobs and continue on making SC's with helix 1 and seeing big 6% "tocs" coming off the NM
Sweet !!!!!!!!!!!
Necro Bump Detected!
[116 days between previous and next post]
サーバ: Odin
Game: FFXI
Posts: 21
By Odin.Wyclef 2017-03-13 19:52:02
Hello everyone.
I have a new question about helix II casting and MBing.
My Lua swaps casting modes from Normal > Mid > Resistant > MagicBurst etc. but my helix casts are only done in the original Lua's helix set, even though i also made Mid > Resistant > MagicBurst extensions for the helix castings. Does anyone have a suggestion or example how i can get my Lua to swap helix casting sets too?
It also took me a while to figure out why my Helix MB's where not using my obi for the MB but seing that they are not supposed to be used I understand why they are not factored in.
Does the same apply for the klimaform boots? are they useless too?
Greatly appreciate the help!
[+]
Bismarck.Snprphnx
サーバ: Bismarck
Game: FFXI
Posts: 2707
By Bismarck.Snprphnx 2017-03-13 20:23:52
Hello everyone.
I have a new question about helix II casting and MBing.
My Lua swaps casting modes from Normal > Mid > Resistant > MagicBurst etc. but my helix casts are only done in the original Lua's helix set, even though i also made Mid > Resistant > MagicBurst extensions for the helix castings. Does anyone have a suggestion or example how i can get my Lua to swap helix casting sets too?
It also took me a while to figure out why my Helix MB's where not using my obi for the MB but seing that they are not supposed to be used I understand why they are not factored in.
Does the same apply for the klimaform boots? are they useless too?
Greatly appreciate the help!
Klimaform boots are the best. helix does not automatically gain the boost from them.
for casting helix, does it swap for helix 1 and not helix 2, or is it both?
also, post your .lua so we can see it.
サーバ: Asura
Game: FFXI
Posts: 1408
By Asura.Toralin 2017-03-13 20:43:18
Hello everyone.
I have a new question about helix II casting and MBing.
My Lua swaps casting modes from Normal > Mid > Resistant > MagicBurst etc. but my helix casts are only done in the original Lua's helix set, even though i also made Mid > Resistant > MagicBurst extensions for the helix castings. Does anyone have a suggestion or example how i can get my Lua to swap helix casting sets too?
It also took me a while to figure out why my Helix MB's where not using my obi for the MB but seing that they are not supposed to be used I understand why they are not factored in.
Does the same apply for the klimaform boots? are they useless too?
Greatly appreciate the help!
Code if spell.skill =='Elemental Magic' and MagicBurstIndex==1 and spell.english ~= "Meteor" and spell.english ~= "Impact" then
equipSet = set_combine(equipSet,sets.MB)
end
if buffactive.Klimaform and spell.skill == "Elemental Magic" and spell.element == world.weather_element then
equipSet = set_combine(equipSet,{feet="Arbatel Loafers +1"})
end
if spell.skill == 'Elemental Magic' and (string.find(spell.english,'helix')) then
equipSet = set_combine(equipSet,{
waist="Refoccilation Stone",
back="Bookworm's cape"})
end
if spell.skill == 'Elemental Magic' and (string.find(spell.english,'nocto')) then
equipSet = set_combine(equipSet,{
head="Pixie Hairpin +1",
waist="Refoccilation Stone",
back="Bookworm's cape"})
end
サーバ: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2017-03-13 20:58:44
DO either tier helix overwrite eachother or is like T2 > T1 and casting a t1 when a t2 is on wont change the potency of the t2 already on (Dia/Bio2 vs Dia/bio)
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2017-03-14 02:55:33
Same tier Helix overwrite each other no matter what.
T2 always overwrites T1 no matter what.
T1 will never overwrite T2.
Recently got my Helix II Unlocked however, when I casted it during CP Party it did same exact DMG as Helix and same DoT :(
Anybody can please explain in simple terms what is the benefit of having Helix II if DMG / DoT / Duration is exactly the same as Normal Helix
and on that, can anybody please post their Helix / Helix II Set
Helix SET:
ItemSet 347689
MB / Weather SET adds this :
ItemSet 347690
Usually hit Helix for 3-5 K MB for 8-9 K
Not sure if good or bad but those are my current #s
Should I Focus on M.ACC or MAB or M.DMG ? also confused about that one ><
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