Endeavoring To Awaken --A Guide To Rune Fencer |
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Endeavoring to Awaken --A Guide to Rune Fencer
I was afraid someone would say that lol, yeah I'll just keep both sets I guess. Thanks!
Code if spell.english == 'Resolution' or spell.english == 'Shockwave' or spell.english == 'Spinning Slash' or spell.english == 'Ground Strike' then equip(sets.Resolution[sets.Resolution.index[Resolution_ind]]) end if spell.english == 'Dimidiation' then equip(sets.Dimidiation[sets.Dimidiation.index[Dimidiation_ind]]) end if spell.english == 'Requiescat' then equip(sets.Requiescat[sets.Requiescat.index[Requiescat_ind]]) end It will swap for any of these. To remove a WS, remove it from the if/then rule. Fell Cleave would look like... Code if spell.english == 'Fell Cleave' then equip(sets.FellCleave[sets.FellCleave.index[FellCleave_ind]]) end with a gearset named sets.FellCleave.Attack and a set named sets.FellCleave.Accuracy. Would also need to set an index for it... Code sets.FellCleave = {} sets.FellCleave.index = {'Attack','Accuracy'} FellCleave_ind = 1 ...and a hotkey... Code send_command('bind ^f12 gs c toggle Cleave set') ...as well as the rest of the index code. Code elseif command == 'toggle Cleave set' then FellCleave_ind = FellCleave_ind +1 if FellCleave_ind > #sets.FellCleave.index then FellCleave_ind = 1 end send_command('@input /echo <----- Fell Cleave set changed to '..sets.FellCleave.index[FellCleave_ind]..' ----->') Or all of the index information can be skipped, though you wouldn't be able to toggle sets for it. In this case all you need is the sets.FellCleave set and... Code if spell.english == 'Fell Cleave' then equip(sets.FellCleave) end Siren.Kyte
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If that's all you were doing, you could have just done this:
Code if spell.english == 'Resolution' or spell.english == 'Shockwave' or spell.english == 'Spinning Slash' or spell.english == 'Ground Strike' or spell.english == Fell Cleave' then equip(sets.Resolution[sets.Resolution.index[Resolution_ind]]) end Offline
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I could see a run clearing in 25ish with ergon or lionheart subbing /drk maybe. BLU just has so much self buffing spells to make it the best farmer in there. Think my record is around 18 skipping everything but both cerbs and gears.
Asura.Kaitaru said: » Assuming the other salvage zones could be better for RUN and PUP but I just don't have that knowledge :x. Zhayolm is the fastest to run (like 10-15 min) if you're just doing bosses, but has the lowest potential from regular alex drops. Silver Seas will net slightly less alex than a full Bhaflau run (like maybe 9), but you'll get done in 15-20 minutes for a full farm. If you're not familiar with it, there's also a good technique when farming using Fell Cleave. I call it the "right wall trick", which involves pulling your enemies a wall of some sort. With the wall on your right and the enemies in front of you, back up a little and they will begin to all position on top of each other alongside this wall. This allows you to parry all of them, while ensuring Fell Cleave hits everything. This doesn't work with certain walls where there are unusual obstacles or inclines that they will climb up, but it's very effective in Salvage. Offline
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Quote: Meanwhile I assume that a Walmart BLU without a Mythic/EmP/Aenic Could clear it within 20-25min Give ya self more credit then that. A walmart blu would just buy gil because they are to lazy to even try farming salvage. Offline
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Is there a known cap to parrying due to Inquartata and Battuta?
Run99 (according to wiki) gets 13% Parrying rate due to Inquartata V. Gifts add 8%. Gear (Turms feet, Empy legs and Ambu Cape) add Inquartata+9 which is agreed upon to be another +18%. That already adds up to 39%. According to wiki again 5/5 Battuta adds 56% Parrying. And all of that regardless of the enemy level. So together thats a stunning 95% Parrying rate, regardless of the enemy level and not even considering Runs native parrying skill. Did any1 ever test if thats achievable or if there is a cap before? Would be interesting to know cause we might be able to take merits out of Battuta. Anyone have a way to add in a lua a Battuta set? In that if I have Battuta up it equips the Turms hands for the duration? I tried copying the code used for Triple Shot on COR, but that had two parts to the If, one being ranged attack, which Battuta is not, and I don't know the line necessary to have it, so far all I have is:
Code function job_post_midcast(spell, action, spellMap, eventArgs) if buffactive['Battuta'] then equip(sets.Battuta) end end But I need something else in that if line, I just can't find a list of what my variables are to figure out which it would be. Function post_midcast isn't the place you want to do this, since that only gets executed on spell/ability cast. It's not gonna constantly check if you still have a buff on or not.
Try job_buff_change. Shiva.Arislan said: » Function post_midcast isn't the place you want to do this, since that only gets executed on spell/ability cast. It's not gonna constantly check if you still have a buff on or not. Try job_buff_change. Neither of those worked, just tested it. I tried job_buff_change and it equipped at first use but not after. I need to go to Albumen and I'll try just buff_change Code function job_buff_change(buff,gain) if buff == 'Battuta' then if gain then equip(sets.Battuta) disable('hands') else enable('hands') status_change(player.status) end end end Ragnarok.Martel
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While buff change would activate when you gain, and lose the buff... it's only going to activate on gain/loss of battuta. It's not going to check if the buff is active when you engage, or after spells/ws, etc.
This kind of rule needs to go in the same place as your TP gear rules. And since I know eff all about motenten luas, and really don't wanna work through the logic in them, I can't tell you where that is. Ragnarok.Martel said: » While buff change would activate when you gain, and lose the buff... it's only going to activate on gain/loss of battuta. It's not going to check if the buff is active when you engage, or after spells/ws, etc. That's why the code disables the hand slot when buff is gained, and enables it again when the buff is lost. Turms hands will be equipped for the duration of Battuta, no matter what other swaps take place. Ragnarok.Martel
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Honestly, I didn't look at your code. I was only trying to address where a Battuta up engaged set rule should go.
That said, I'm not a fan of disabling slots in any case. There are actions that may be taken during battuta's duration that I would still want swaps for. Phalanx, any JA's enhanced by hand slot, precast fastcast, ws, etc. Unless it's an extreme supertanking sort of situation(I'd make a toggle for these), I wouldn't lock the slot in. I'd just have it equip when engaged+aftercast and still swap out for actions. But since this was someone else's question, they can do as they like. Yeah, it's not ideal, just the simplest implementation I could cook up for OP.
Asura.Ladyofhonor said: » Neither of those worked, just tested it. I tried job_buff_change and it equipped at first use but not after. I need to go to Albumen and I'll try just buff_change Sylph.Subadai said: » Asura.Ladyofhonor said: » Neither of those worked, just tested it. I tried job_buff_change and it equipped at first use but not after. I need to go to Albumen and I'll try just buff_change Trying to just mimic the doom parts for battuta and I wonder if maybe the lib it calls even knows Battuta is a buff or something, as I can't seem to get it to work at all, even for an initial buff. Code function job_setup() state.Buff.Battuta = buffactive.Battuta or false end ^ maybe you forgot to add this part? Code function customize_idle_set(idleSet) if state.Buff.Battuta then idleSet = set_combine(idleSet, sets.Battuta) end return idleSet end function customize_melee_set(meleeSet) if state.Buff.Battuta then meleeSet = set_combine(meleeSet, sets.Battuta) end return meleeSet end function customize_defense_set(defenseSet) if state.Buff.Battuta then defenseSet = set_combine(defenseSet, sets.Battuta) end return defenseSet end I added that above part, I didn't add a customize_idle_set line, or defense set line, since I only tested in a melee set, but I guess I can add them all and test.
Edit: Well, guess being thorough is the lesson of the day, that code Arislan added seems to work perfectly. One last piece of code you might want to add, since the above method doesn't reset your gear exactly when Battuta expires:
Code function job_buff_change(buff,gain) if buff == 'Battuta' and not gain then status_change(player.status) end end I actually clicked off Battuta and it went into the proper gloves over my Turms Mittens, so I don't believe that code is needed at all.
So I just got my +3 head, and wanted to look into making a higher HP/DT FC set so I don't risk anything while casting. I'm using 4 inspiration merits, so with legs that should net me 48% FC, requiring only 32% in gear. My current idea of a set involves:
ItemSet 351674 Was going to fill it out with: ItemSet 351675 Which actually nets me decent +enmity (+32) and 100hp more than my current PDT set, so no loss of HP. I was then going to try to configure a rule to equip far more FC gear if inspiration was down, but realized mimicing the little battuta code involves the opposite course of action (if inspiration is on, I'd equip another set, instead of if there's no inspiration, equip this set instead) so I quickly gave up that idea. It's very rare for me to be in that situation anyway. Is there any way to find the HP to get the Ambuscade cape in for that enmity? It's a 215 HP loss from that set, but I can use NQ Odnowa for another 55 hp, and I am 100hp over, is there any replacement for maybe the belt for +hp options? Any +enmity items I'm majorly missing (I have halitus but that's a 14% FC loss in the slot). Offline
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Depends on what stat you're prioritizing, and what you're willing to trade off. These are a few things that only make minor adjustments. Haven't included things like Regal Gauntlets etc cause then it just becomes a FC/HP set.
More HP; Odnowa Earring: [HP+55 MDT-1], [Eva-15 MEva-8] Oneiros Belt: [HP+35], [ElementAll-15] More Enmity; Ogma Cape: [Enmity+10], [HP-215 DT+6] Kasiri Belt: [Enmity+3 HP+10 Eva+13], [ElementAll-15] Trux Earring: [Enmity+5], [HP-45 Eva-15 MEva-8] P/M/DT; Flume Belt: [PDT-4], [HP-20 ElementAll-15] Etiolation Earring: [HP+5 MDT-3], [Eva-15 MEva-8] Honestly, I think your set is well balanced. I'd personally probably just throw in Trux and Kasiri for the enmity without too much net loss in other stats. I never even knew of that Kasiri Belt, I like it. We'll see if one pops up. I have an NQ Odnowa on my mule, I can send it over and add to the set, which should open HP up. And I can probably swap in my Ogma cape, a 50-100hp loss isn't anything to worry about, honestly.
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