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Addon: SheolHelper
Siren.Akson
サーバ: Siren
Game: FFXI
Posts: 2172
By Siren.Akson 2022-09-17 22:14:08
Latest Update Broke the Addon again. Segs total are not being counted.
By Deridjian 2022-09-18 04:31:09
Can several people please confirm that this shifted three to the right to 40005? Three is the usual amount when these happen but according to my comments, in April this only shifted by one.
Would appreciate confirmation (change line 211 as Cbolt pointed out and test ingame) cause I might not be able to test this myself today but would wanna update upstream.
Thank you~
By JudgeN 2022-09-18 14:11:32
1
if packet['Message ID'] == 40005 and player_total ~= packet['Param 2'] then
This worked for me, thanks
By Deridjian 2022-09-18 15:35:24
Thanks for getting back JudgeN, hoped for more voices. But seeing several thanks on Cbolts solution and your confirmation should be good enough.
Pushed a new release v2.1
Front post will always point to the latest, so nothing changed there.
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Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2022-09-19 02:30:25
Thanks for the update Deridjian.
I know you've been asked already in the past but did you consider adding your addon to the Windower's official list?
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Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2023-01-16 14:47:14
Not sure if this is known already or not but I just noticed that "Nostos Evil Weapon" in Sheol A are marked as "not susceptible to Cruel Joke" whereas I killed them just fine with Cruel Joke.
I tried to update the table myself but there's a single one for all three Sheols so I didn't know how to add this info without messing up this very useful addon.
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Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2023-02-17 11:33:14
I noticed something strange about Sheol C monsters.
Marids are reported to receive 100% (i.e. normal, not additional) damage from Wind element.
Yet if I use "Tachi: Jinpu" on them I can easily get >90k damage and oneshot them, which sorta suggests they take additional Wind damage for some reason.
Evil Weapons are listed to receive 125% Fire damage, i.e. 25% more than normal. Yet if I use Tachi: Kagero on them I can rarely break 40k damage, even if I hold TP to very high values.
There could be other sources to these issues but I don't really know which.
Some job trait? MDT? MDB? I have no clue, just wanted to report these two things because I had the chance to run into this "issue" every time, so it's not just a matter of buffs/debuffs or something else on my side.
Sylph.Reain
サーバ: Sylph
Game: FFXI
Posts: 404
By Sylph.Reain 2023-02-17 16:22:10
So what we can do is go to Bartlett's website and find evil weapons.
https://w.atwiki.jp/bartlett3/pages/313.html
Slashing/Piercing/Blunt/Ranged
Magic/Breath/Geomancy/Magic Def. Bonus.
Fire/Wind/Lightning/Light
Ice/Earth/Water/Dark
So they have magic damage -12.5%. Not ideal, but not insurmountable. They have the standard 100 magic defense bonus. Assuming Bartlett is correct this likely means they are WAR and not RDM.
We have to adjust for Sheol C. Arcana take -50% Piercing in Sheol C. So not a problem for Great Katana. The resistance ranks get increased by 4 for Sheol C. If we look here:
https://www.bg-wiki.com/ffxi/Resist#Resistance_Rank
and adjust them by 4.
Fire 150% becomes 85%
Wind 130% becomes 70%
Lightning 130% becomes 70%
Light 150% becomes 85%
Ice 100% becomes 50%
Earth 130% becomes 70%
Water 130% becomes 70%
Darkness 100% becomes 50%
These are resistance ranks not elemental damage taken. They are used to determine Skillchain damage and magic resists but crucially not elemental damage taken. The key cut off point generally is 60%. If the value is 50% or below you are guaranteed a 1/2 resist or more which magic accuracy can't overcome. (You have to change the SDT tiers (rayke etc.))
So we can infer that Ice and Darkness will get resisted. So Blade: To's magic portion and Leaden Salute will get at least a 1/2 resist.
All the Great Katana hybrid elementals are above 60% though so all should be viable. You should likely use Jinpu though because it's 2-hit and self skillchains even though fire and light are higher values.
But speaking from experience they don't do as well as we would expect. So what is going on? The answer I suspect is Shell. If you don't get to them before they buff themselves. They likely have Shell IV combined with their natural 12.5% magic damage reduction. Spamming dispelga should bring the hybrid WS back up to reasonable damage.
I should also point out that we are deducing their stats rather then measuring them and you can't take them as absolute fact. We're still guessing. Maybe there is a RDM variant of weapons that would have Magic Defense Bonus too.
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2023-02-19 10:29:01
That sort of makes sense, even though ultimately I still end up dealing more damage on those Evil Weapons with my Tachi: Fudo, despite me using R15 Doji rather than Masa.
And I guess it quite doesn't explain why the Marids receive so much damage from my Tachi Jinpu. No other target in Sheol C that I can think of that takes 100% Slashing and 100% wind, receives so much damage from my Jinpu.
On Marids it's always above 80k, I reach 99k quite often actually.
It's like they take more wind (magic in general?) damage for some reason.
Is that a characteristic native of the Marid family?
By HDXylophone 2023-02-19 13:02:58
According to that site, they take 115% Wind damage, so that probably factors in somehow. Although, I'd be surprised if it didn't get lowered to some extent due to resistance ranks, like in the above example.
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2023-02-19 17:49:47
If we go back to the roots, the purpose of this addon showing the ele resistance table (correct me if I'm wrong?) is to give a hint as to which hybrid to use on the current target, or no hybrid at all.
Right?
So if something appears to be weak to element "X" because of low resistance to that element, but then it takes reduced magic damage because of other reasons (MDB? Meva? MDT-?) then I guess this should be reflected somehow in the table, otherwise what could seem a useful hint, ends up being a wrong one.
Of course I'm just brainstorming here, I don't have a proper "solution", just wanted to get back on track on what I *think* the main goal of showing the ele resistance was in the beginning.
Maybe I should send a PM to Deridjan hmmm
To add on the other families that give conflicting data according to Sheol Helper:
1) Leech => Reported as 150% light damage, but in my experience it seems there's something else at play there, because Koki is okaysh but it's nowhere close to what 150% suggests. I get way more noticeable hybrid damage from other monsters which only have 113%, for instance
2) Treant => Same as above, but for Fire. Kagero damage is actually pretty meh, whenever I meet Trees I just end up using Fudo.
3) There was another family on which I ended up just using physical but now I can't remember which uhm... was it Coeurls?
By drakefs 2023-02-19 21:43:33
I updated the CJ resistances to Sheol B (Sheol C is commented out) in case anyone wants to use the addon for CJ in Sheol B: https://github.com/DrakeFS/sheolhelper/blob/main/resistances.lua
Does anyone know how to check for which Sheol instance you are in (A, B or C)? If so and simple if\then statement should allow for zone specific resistances.
something like: Code if sheolA then
return {
blah=blahblah
}
elseif sheolB then
return {
blah=blahblah
}
else
return {
blah=blahblah
}
end
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2023-02-20 01:01:35
Yeah noticed some time ago that the addon uses a single table for all three Sheols, but resistances are different.
For instance in Sheol A I think most of the monsters are easily subject to Cruel Joke, even dark based ones.
Whereas in Sheol C (i.e. in the table) only a select few groups can be doomed by Cruel Joke.
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Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2023-11-23 05:20:27
Since the november patch the addon doesn't track Segments anymore (the other parts of the addon seems to still be working fine)
By Lili 2023-11-23 08:43:50
Message IDs changed, so the addon needs updated. It's not too hard to do, it's the same way pointwatch needed to be updated every month for the abyssea messages. You could do it on your own during a segment run, and then share it with the community.
Bahamut.Navius
サーバ: Bahamut
Game: FFXI
Posts: 68
By Bahamut.Navius 2023-11-23 09:30:43
The Message ID on line 212 needs to be incremented by 1 (changed to 40006), then it works.
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サーバ: Odin
Game: FFXI
Posts: 19
By Odin.Valisk 2024-01-17 09:11:36
Anyone have an updated SheolHelper? I feel like I’ve reloaded through every message ID from 40006 to 40050 and still not working.
By drakefs 2024-01-17 15:41:52
You could do it on your own during a segment run, and then share it with the community.
What do you use to capture the message ID?
Bahamut.Navius
サーバ: Bahamut
Game: FFXI
Posts: 68
By Bahamut.Navius 2024-01-17 16:32:07
I just did a segment run yesterday, and it worked fine for me with message ID 40006. When you say it's not working, what do you mean exactly? Does it get stuck on 0 segments?
As for capturing message ID, I just tried the most predictable number (incrementing by one, although sometimes it shifts more than that) and reloaded the addon.
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By Moonlightagb 2024-01-18 01:32:26
I've changed that line to 40006 since I've started using this and sometimes it counts kills and adds segments to the counter, and other times it'll stay 0 for half the run.
I use BLU cruel joke aoe though (in B) so I've just assumed packets are lost because of lag, but if that's not the case it'd be nice to see an accurate reading instead of ignoring the reading
サーバ: Odin
Game: FFXI
Posts: 19
By Odin.Valisk 2024-01-18 05:05:34
I've changed that line to 40006 since I've started using this and sometimes it counts kills and adds segments to the counter, and other times it'll stay 0 for half the run.
I guess this is what I was experiencing because I changed it back to 40006 per Navius and it worked last night. I think after the first time it didn’t work and the segment counter stayed at 0, I assumed the Message ID had changed and that’s when I started changing the increments by 1 and reloading to no avail.
Thank you everyone.
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By JudgeN 2024-05-15 12:25:36
Haven't played since Nov 2023, sheolhelper not counting segments anymore. Anyone know what to change the message ID too so it will work again, or have an updated version? Tried 40006 and didn't work for me.
Shiva.Thorny
サーバ: Shiva
Game: FFXI
Posts: 2852
By Shiva.Thorny 2024-05-15 12:29:57
Looks like it's 0x1C49 in the dat, guessing windower doesn't mask the (unused?) high bit, so should be 40009. If it's not working half the time, they should probably change the addon to not check the high bit, since that isn't actually part of the message id.
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By Lili 2024-05-15 13:15:08
It changed after last patch, it's 40009 now. The author seems on hiaus or at least the addon abandoned, tho.
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By Sevu 2024-06-23 15:33:41
It changed after last patch, it's 40009 now. The author seems on hiaus or at least the addon abandoned, tho.
I was about to make an addon myself then I stumbled across this.
I'll be honest and say I haven't worked much with packets, is it more accurate than reading from incoming text?
Has the Message id changed since may or can we still use 40009?
By Lili 2024-06-23 17:54:06
I'll be honest and say I haven't worked much with packets, is it more accurate than reading from incoming text?
Has the Message id changed since may or can we still use 40009?
More accurate, less error prone, and incoming text is severely more overhead since you're doing a full text search on *every* line that appears in the chatlog.
Msg ID is still 40009.
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Your new friend while farming Sheol A, B or C!
Stop tabbing to excel sheets, tables and wikis. Instead have all the info right on your screen (or toggle just what you need)!
SheolHelper will show:
[Disclaimer]
This addon is for your sole convenience while farming segments. Overlays will only be shown in Odyssey.
Try to always load before entering or maps will not work. You can drag segments and resistances around individually.
The resistance table is not a completely accurate representation of actual game data.
It is merely a compilation of publicly available information from varying sources.
Segments might get lost to "lag" but will catch up if you keep killing mobs.
This means that the last (few) mob(s) you kill in a run might not register if you lag too much.
Use as orientation only!
A word about cruel joke: Oh my. Where to start. Let's just say that the suggestion for doom in this addon refers mostly to Sheol C where types appear in either A/B/C.
If you're a regular on BLU CJ in Odyssey A, B AND C, and have insane amounts of M.Acc it would be nice if you gave some feedback on the differences between the three zones. Especially regarding same mobs. BGWiki mentions that some mobs are prone in B but then supposedly not so in C and has no info on A to begin with (Rams e.g.) but that's basically the only source I have seen so far that even mentions separate observations. To me this kinda sounds like former observers simply might have missed M.Acc to doom Lv 130+ mobs. But then again Sheol B Floor 4 and above is also Lv 130+, so...
Just be aware that this is in line with the BGWiki doom table for Sheol C for now.
[Commands]Code
//shh toggle [segments/resistances/joke] : Shows/hides either info
//shh bg [segments/resistances/all] [0-255] : Sets the alpha channel for backgrounds
//shh conserve : Toggles segments being shown in Rabao after a run
//shh map : Toggle the current floor's map
//shh map center : Repositions the map to the center of the screen
//shh map size [size] : Sets the map to the new [size]
//shh map floor [floor] : Sets the map to reflect [floor]
[Download Link]
https://github.com/MarianArlt/sheolhelper/releases/latest/download/sheolhelper.zip
[To-Do's and known bugs]
BGWiki lately mentions different amounts of additional unique resistance between zones. SheolHelper currently does not account for this but rather substracts flat 50%. Will not be fixed until further information on Sheol A is available.
There has been reports that regular nostos mobs in Odyssey get their elemental resistance rank raised in Odyssey B and C by two and four steps respectively based on this Japanese Twitter post. Some people have reported that this is notable enough to be accurate. This would heavily impact magic damage in Sheol C in general and could be reason for the observed doom resistances as some mobs could hit a 50% resist rank or even less for certain elements.
[Changelog]
v2.0
v1.2
v1.1
excluded Sheol Gaol NMs from triggering computation while SheolHelper is loaded
excluded Halos from being computed
added default path for maps in default settings
improved disclaimer behavior
improved and narrowed checks when zoning from or in to Odyssey
If you experience wonky behavior, find bugs or wrong data, please check the repository if any updates have been pushed since and feel free to post it here or open an issue on Github.
Hope it helps!
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