Yea let me know when is a good time maybe later tonight.
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Random Question thread (FFXI related)
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Siren.Mosin said: » If it’s your shiva mule I’ll help Yea let me know when is a good time maybe later tonight. Yeah for sure, I should get back in around 7pm mnt
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Siren.Mosin said: » Yeah for sure, I should get back in around 7pm mnt Sounds good. Ragnarok.Martel
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Asura.Geriond said: » Does Sylvie follow normal bubble proc rules? Sylph.Infamy said: » here is the best place to get intermediate GearSwap advice these days? If the answer is "here" then here's my actual question: I typically just manually switch to an STP TP set when Mythic aftermath is up, but surely there has to be a way to automatically switch sets when the buff is active, right? Is there a simple way to do just add a few lines for it? I'm not worried about fussing with hybrid AM sets or any other craziness, just a basic STP set when active. Thanks so much. This is the simplest implementation of what you are trying to do(assuming you are using Mote): Code -- Adds AM3 gear if active function customize_melee_set(meleeSet) if buffactive['Aftermath: Lv.3'] then meleeSet = set_combine(meleeSet, sets.yourAftermathGear) end return meleeSet end -- Force AM3 gear check on AM activation function job_buff_change(buff,gain) if buff:startswith('Aftermath') and gain then customize_melee_set() handle_equipping_gear(player.status) end end Just make sure to define 'sets.yourAftermathGear' with your STP gear or just replace that set name with your STP one Anyone that was curious, I answered my own question finally.
Potpourri does not cap at 1 million.(had no reason to suspect it would, but was curious) Asura.Eiryl said: » Anyone that was curious, I answered my own question finally. Potpourri does not cap at 1 million.(had no reason to suspect it would, but was curious) Come back when you find the true cap Edit: but maybe you can guess by checking the data type of the chunk that brings potpurri info? Fields.lua says its signed int, but it should have changed at some point. The next type of data that surpass 1M is long int? Maybe the cap would be 2147483647, or maybe 100M if they bothered to leave a "clean" number Pantafernando said: » Asura.Eiryl said: » Anyone that was curious, I answered my own question finally. Potpourri does not cap at 1 million.(had no reason to suspect it would, but was curious) Come back when you find the true cap QQ If I haven't been banned before I reach the next possible cap (10 million) I will be a really *** sad boy. Anyone ever use any of the less popular Trusts from the Login Campaign and would recommend acquiring? The ones I already have are:
Najelith Star Sibyl Kuyin Brygid Shantotto II Suggest get them all, simply because when they add the next quest, you don't want to get screwed over.
Talking about the 86+ level up quest. Strictly as a "are they usable", The rest, not really, lol Ullegore is a decent BLM (unhealable) Lion has TH 1 Mayakov/Uka for haste samba Has anyone ever figured out what the Unity Shirts do other than change UC trust summon text?
Siren.Kyte
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Bismarck.Sterk said: » Anyone ever use any of the less popular Trusts from the Login Campaign and would recommend acquiring?
Really, the main reason to have all the Trusts is so you can get really good ones like AAEV and Ygnas. Did they change that at some point? Balamor couldn't be healed, but apparently he can now too.
Siren.Kyte
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I believe they did, though I think he was always healable with waltzes, blue magic, and/or summoner stuff.
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Can someone explain "TP Bonus" to me as it relates to something like Moonshade earring? When I last played, some Samurai used Hagun, which had "TP Bonus" and would make a 1000 WS work like a 2000 WS. But TP Bonus +250, I don't understand.
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Its exactly like hagun, just replace +1000 with 250, so you go at 1000, you get 1250 instead. This does not apply to aftermath tiers though, you need the exact amount for those
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That's what I thought but maybe I've been wrong about WSs this whole time. Does 1250 TP do anything over 1000 TP? I've always thought that 1000, 2000 and 3000 were the thresholds for a WS doing anything better. If so, is 250 really that significant? It seems small but that 250 augment seems popular.
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its all an upward scale with damage varies til it hits 3k TP, so take savage blade, starts at 4.0 then quickly ramps up, up to 10.25 at 2k. so moonshade is always adding ftp, or in a duration scenerio, some extra seconds, what have you. Typically if its a damage varies, moonshade will beat out anything in that slot, hence why its so popular, same deal with the magian off-hands, despite them having high acc thresholds to overcome once you do they overtake anything in that slot.
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An upward scale with damage varies. Are there specific points where fTP actually increase the output of a WS? Or will a bunch of 1100 TP WSs have a better damage average than the same number of 1000 TP WSs?
Quote: An upward scale with damage varies. Are there specific points where fTP actually increase the output of a WS? Or will a bunch of 1100 TP WSs have a better damage average than the same number of 1000 TP WSs? Yes, that's exactly how it works. Weaponskills with "Damage varies by TP" all have a TP bonus mod (we know it as fTP), which acts as a multiplier with higher TP values. The scaling of that multiplier varies widely from weaponskill to weaponskill. For some weaponskills 250 TP adds more damage than others because they scale harder, but all weaponskills that behave like this will hit harder with the moonshade earring equipped. Moonshade earring's 250 TP bonus makes it the strongest earring in the game for every weaponskill that scales damage based off current TP. Offline
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Fenrir.Melphina said: » Quote: An upward scale with damage varies. Are there specific points where fTP actually increase the output of a WS? Or will a bunch of 1100 TP WSs have a better damage average than the same number of 1000 TP WSs? Yes, that's exactly how it works. Weaponskills with "Damage varies by TP" all have a TP bonus mod (we know it as fTP), which acts as a multiplier with higher TP values. The scaling of that multiplier varies widely from weaponskill to weaponskill. For some weaponskills 250 TP adds more damage than others because they scale harder, but all weaponskills that behave like this will hit harder with the moonshade earring equipped. Moonshade earring's 250 TP bonus makes it the strongest earring in the game for every weaponskill that scales damage based off current TP. So I have been wrong for years. I was made to believe that 100% (1000) TP will be baseline. It will grow stronger with 200% (2000) etc. Anything in between is just "building up" and does not change anything. Very interesting... thank you. I've finished all missions except WotG since I've been back. Once I've finished mastering my current job, I'll get that earring and play around with it. Quote: So I have been wrong for years. I was made to believe that 100% (1000) TP will be baseline. It will grow stronger with 200% (2000) etc. Anything in between is just "building up" and does not change anything. The buildup is linear between the anchor tiers. Here's a few examples using Rudra's Storm. For reference, Rudra's tp mods are 5.0 at 1000, 10.0 at 2000, and 13.0 at 3000. At 1000 TP it has a 5.0 fTP mod At 1500 TP it has a 7.5 fTP mod At 1750 TP it has a 8.75 fTP mod at 2000 TP it has a 10.0 ftp mod at 2500 TP it has a 11.5 fTP mod 250 TP from the moonshade earring is worth 1.25 fTP between 1000 and 2000 no matter what point it's used at, and from 2000 to 3000 tp it's worth 0.75 fTP . Rudra's scales better from 1K to 2K, so that's why the difference. But the scaling is linear between the anchor tiers, so moonshade is always worth using when your weaponskill has an fTP mod bonus. Do notice that there are quite a few WS which extra tp doesnt affect the dmg directly. For example, WS with acc varying with tp, WS with status added varying with, etc.
Maybe those WS mislead you thinking about the relevance of overtping above 1000 Offline
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Ok, I understand now.
I asked years ago and have not questioned it since. It was just the 250 bonus that made me go o_O but now it makes sense. There are also weaponskills with no tp scaling at all. Mercy stroke, for example, has a flat 5.0 TP across all ranges. If you weaponskill at 1K it has a 5.0 fTP mod, and if you weaposnkill at 3K, it still has a 5.0 fTP mod. It doesn't matter when you weaponskill, no matter what mercy stroke will always have a 5.0 fTP mod and that will never change. Moonshade earring is completely useless for mercy stroke because higher tp values do absolutely nothing for its damage.
And yeah, if the weaponskill's TP mod affects accuracy or a status effect duration/potency, then moonshade won't affect its baseline damage. There are also weaponskills capable of critical hitting where the tp mod affects critical hit rate, but those are probably worth using moonshade for because higher critical hit rate does translate to more damage over time. I'd use moonshade earring in evisceration for example. Offline
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That's interesting. So getting higher TP for Mandau is pretty much only to maintain Aftermath, then WS at 1000 for 3 min? Then again, that's assuming you're using Mandau, which I've sadly heard is lackluster today unlike in 75 cap when it was a beast.
Tauret is stronger than Mandau in its current state. Relic weapons are in a pretty tough spot right now (all of them, really). I can't think of any jobs off the top of my head that don't have an empyrean, mythic, or aeonic they'd prefer to use over their relic. Shield and horn are still relevant, but the weapons have been power creeped pretty hard.
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Gun is up there for RNG, apoc for the utility, the rest is about right, katana's still pretty good
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Nariont said: » Gun is up there for RNG, apoc for the utility, the rest is about right, katana's still pretty good Beat me to it. I partied with a RNG who used the gun and was dealing some massive damage and I read twice before today that Kikoku is still good. Is Blade: Metsu even good? |
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