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By Nariont on 2026-01-12 12:44:31
because it was a side bit of content that was basically a passion project by i think 1 or 2 guys(think they later went on to do the mog gardens stuff?) and didnt really take off with the player base at the time so not much incentive to push it beyond what it was probably. People grinding for mastery ranks is probably the most activity it's had for some time
By Felgarr on 2026-01-12 12:32:23
While I have the microphone, why didn't we get Monstrosity parties?

I know people who hate playing healer, but you tell those same people they could play as a rabbit while doing it? They'd be all over that ***.

And another thing, why can't we take these monstrosity parties...into Odyssey? What's more Odyssean than fighting monsters as a party of ...monsters!
By zeta on 2026-01-12 12:08:26
How about you re-release the addons under a new name and just say you are a random fan that branched it? I think I use a few of the HUD ones as they seem quite good. Please dont pull a Spicy and nuke the stuff for no reason.

SE wont come after you for HUD, etc. Imagine the PR backlash it would cause if they sued you over your love for the game. TOS be damned the public backlash would be just another blow for them.
By Anillla on 2026-01-12 11:53:34
Veydal1 said: »
I think it's worth noting, at least what I see on BG, is that the TA aug caps at R25 instead of R30. 230k RP less than having to hit R30, PER item...

I'm interested in this; where did you find the aug/RP info?
By zeta on 2026-01-12 11:36:53
Farming titles and Skullcrusher is coming up soon. I read need to light 7 candles in 5 min to pop NM. before i try to gather six other people I wanted to see if I can get more info.

1) We all trade the flint, does one random NM pop or will all 7 then pop?
2) If all 7 pop then once one is killed would others depop?
3) is there any way to do it solo?
4) any other info i should know/care about?

Thanks for indulging me.
By phot0nic on 2026-01-12 11:28:41
I mean, I get it. Each set has 4 'unique' stats (2 on the base gear and 2 from augments), and 2/4 for the BLU set specifically enhance spells that BLU doesn't get, and the 3rd is fast cast. So BLU really only gets that TA boost, but it's a *really good* boost. This new set will mostly beat out Malignance, and that's a big deal.

Some jobs really lucked out with the new gear, but a bunch of them have some weird trade off stats to accommodate other jobs, so it's not just BLU. Just count yourself lucky SE didn't put BLU on the mage gear.
By Bahamut.Suph on 2026-01-12 11:26:20
Asura.Eiryl said: »
Blade movie is finally officially cancelled, even though it was obviously known it was cancelled 2 years ago

By Brimstone on 2026-01-12 11:10:48
Just commenting out the enable should do it. (remember there's others scattered in the other file too).

Although many of these are paired in a manner such that something in the code disables it for a period (such as when doomed) and renables it when doom is gone so you can keep the gear that helps curnsa on full time and the rest of the gear still swaps. So if you only comment out the enable when using these files its possible other slots become disabled with certain actions permanently.

If you comment out both the enable and disable its likely that some gear may not work at all because it will switch to it but some other action will happen causing it to change again before the reason the gear got put on happens (th buff, doom removal etc..).

Typically I'm only disabling something temporarily for a brief time. So I just either unload gearswap or comment out a function to full time the gear. If you're getting rank points on something or doing an experiment this tends to work. In your case if its just one slot you care about comment that out of the TH gear for the moment, otherwise if its more consistent/fluid create a 2nd variable to control the enable/disable code and you can set that in tandem with your code.
By Montigo on 2026-01-12 11:02:32
Duty head/hands/feet + Empy body/legs + green wyvern cheer = 25% gear haste.
By Tesahade on 2026-01-12 11:02:10
people should report it on the SE official forums.
By Umberto on 2026-01-12 10:59:30
Fenrir.Brimstonefox said: »
Check the includes, likely in libs/Mote-TreasureHunter.lua you have:
Code
-- Set locked TH flag to false, and enable relevant gear slots.
function unlock_TH()
    state.th_gear_is_locked = false
    local slots = T{}
    for slot,item in pairs(sets.TreasureHunter) do
        slots:append(slot)
    end
    enable(slots)
    send_command('gs c update auto')
end


That comment might explain a more nature way to avoid this.

The point being in the main or any includes if you have enable(<slot>) it will override //gs disable <slot> if it gets to that section of code.

So if I were to do the following small edit on the Mote TreasureHunter would this theoretically fix my //gs disable issue but also leave my TH functions/toggles intact?
--enable(slots)
--send_command('gs c update auto')

Thank you so much for the guidance thus far!
By Brimstone on 2026-01-12 10:54:53
Check the includes, likely in libs/Mote-TreasureHunter.lua you have:
Code
-- Set locked TH flag to false, and enable relevant gear slots.
function unlock_TH()
    state.th_gear_is_locked = false
    local slots = T{}
    for slot,item in pairs(sets.TreasureHunter) do
        slots:append(slot)
    end
    enable(slots)
    send_command('gs c update auto')
end


That comment might explain a more nature way to avoid this.

The point being in the main or any includes if you have enable(<slot>) it will override //gs disable <slot> if it gets to that section of code.
By Veydal1 on 2026-01-12 10:53:39
Hoxne Ampulla is crazy strong for the reasons mentioned, but also you're able to weaponskill after a single auto attack round with even just a SAM roll of 7 or better (assuming God Hands).

That said, not to go too off topic, but Hoxne isn't just about increasing WS damage but also WS frequency. On DNC, I'm able to consistently get x3 climactic flourish boosted WS while engaged, whereas before maybe it was user error or lag, but I sometimes I would have an extra attack round sneak in and eat a CF charge. Even outside of CF benefits, I'm WSing every 2 attack rounds, every time.

I think if I had to pick any specific piece from the Duty set, it'd be the head. It's just a single STP short from Malignance, but offers 5 SB, DA, and -DT, and 4 TA (needs verification on how much exactly the TA aug is for this slot).
By RadialArcana on 2026-01-12 10:45:36
Imagine you vibe code some addon to use an echo drop when silenced, and unknowingly to you it does some wild ***that causes the server to crash and wipe the database (I know) when it slipped in some ancient Taj code or something.

So they nuke you from orbit and sue you for 10 billion dollars.

I just wanted to use an echo drop SEbro, why u has to slap.
By Veydal1 on 2026-01-12 10:41:24
I think it's worth noting, at least what I see on BG, is that the TA aug caps at R25 instead of R30. 230k RP less than having to hit R30, PER item...
By Umberto on 2026-01-12 10:40:55
Umberto said: »
Fenrir.Brimstonefox said: »
you have enable('neck', 'ring1', 'ring2', 'waist') (if not doomed) (line 1030), that will override stuff at the command line (job_buff_change).

Few other places in your code enable() is called.

Thank you but I'm suspecting this is not entirely the issue because while it does call for the waist specifically it doesn't explain why also the body, legs & feet are refusing to disable.

The only set that uses specifically these 4 pieces (body, waist, legs, feet) is my TreasureHunter set but I don't see see why that would overwrite a //gs disable?

I just tried commenting out the TreasureHunter set & now I can //gs disable the waist, legs, body, feet properly! However now I also no longer have a working TH toggle. This has isolated the issue but I'm lost now as to why this specific set is overriding //gs disable? If anyone could offer any insight or advice it'd be greatly appreciated!

Below is what I commented out from the GS posted.
sets.TreasureHunter = {
body="Volte Jupon",
waist="Chaac Belt",
legs="Volte Hose",
feet="Volte Boots",
}
By NynJa on 2026-01-12 10:37:25
Its SE's problem to fix, not FFXIAH or anyone else.

http://www.playonline.com/pcd/topics/ff11us/topics.xml

They may be unaware the RSS feed is broken though tbh.
By Umberto on 2026-01-12 10:23:56
Fenrir.Brimstonefox said: »
you have enable('neck', 'ring1', 'ring2', 'waist') (if not doomed) (line 1030), that will override stuff at the command line (job_buff_change).

Few other places in your code enable() is called.

Thank you but I'm suspecting this is not entirely the issue because while it does call for the waist specifically it doesn't explain why also the body, legs & feet are refusing to disable.

The only set that uses specifically these 4 pieces (body, waist, legs, feet) is my TreasureHunter set but I don't see see why that would overwrite a //gs disable?
By Brimstone on 2026-01-12 10:05:33
you have enable('neck', 'ring1', 'ring2', 'waist') (if not doomed) (line 1030), that will override stuff at the command line (job_buff_change).

Few other places in your code enable() is called.
By maletaru on 2026-01-12 10:04:47
Shichishito said: »
Oh boy, I always wanted more sword enhancment spell damage on my BLU armor.

WAR on the same set as BRD and NIN are, seems like the rolled a dice to determine job distribution on those sets.

And that the full augmented set offers a whooping 3 more phalanx than what I already had from years of dark matter augs makes me extra excited.

You ever want a set with TA+34% and DT-35%? Because that seems pretty notable. BiS Meva on (nearly) every single piece, more MDB than Malignance, more accuracy than Malignance, WAY more HP than malignance, and close-enough-to-BiS macc, while still retaining all those defensive stats.

But yeah, they ALSO added enspell damage on there, so it's trash.
By NynJa on 2026-01-12 09:57:35
SlimSlamBislam said: »
Has there been a single recorded time where SE overturned or looked the other way on a ban because someone is "a paying customer"?
How in the *** is that related in any way whatsoever to what Dodik said?
By Seun on 2026-01-12 09:57:31
SE has a zero tolerance policy for third party because they don't want to pay someone to parse a bunch of mods and have to explain to people how they are cheating and why that's a bad thing. It's cheaper to rely on the inmates to police each other, which explains why this jail is in the state it's in currently.
By Sylvebits on 2026-01-12 09:50:41
Any idea if this has been fixed or still broken :o ? I feel so lost without the feed telling me the latest ffxi news xD
By melphina on 2026-01-12 09:47:12
Personally I think monk is the only job I would justify spending the gil on Hoxone Ampulla's upkeep cost outside something like a vengence 25 clear attempt, though that carries over to puppetmaster too I suppose, but I don't play that job. Jobs that use prime weaponskills, rudra's, savage spam etc don't benefit nearly as much as monk does from guaranteed multi proc weaponskills. A double attack does almost nothing for ruthless stroke, but H2H weaponskills get massive bonuses from multi attack. When howling fist procs a triple attack you KNOW it. So ampulla on monk looks downright bonkers. The double attack procs for each fist too, so every weaponskill is guaranteed 2 extra swings. I can absolutely see ampulla being a staple for monk, far more than any other job. That does diminish the duty set's value for monk specifically in my eyes. If you're willing to spend the gil to maintain it on other jobs then more power to you. At that point I think I'd rather just save up for the actual HQ armor for my dancer though......
By Akumasama on 2026-01-12 09:44:07
By Akumasama on 2026-01-12 09:41:35
The jobs on the sets are based, by default, on the ark angels jobs.
But there are additional and newer jobs that they kinda sticked in there the best they could.

It's not exactely like that, but aa jobs is the core on which they built, let's say
By Shichishito on 2026-01-12 09:33:07
GetHelpNerd said: »
it also has a cooldown, does it not? so using it for others is potentially taking away an opportunity for the shield owner to make gil themselves.
The enchantment lasts 30 minutes with a 60 minute cooldown.

I imagine, considering the cost and rarity of the craft materials of SU5 equipment, that most crafters will save up 1-2 stacks before they start a crafting session and even if the shield wouldn't increase crafting speed they'd be finished in less than 5 minutes.

Even if some individuals have enough resources to, in theory, pump out SU5 12hours/day I suspect there is not enough demand to make it feasible.
By SlimSlamBislam on 2026-01-12 09:17:21
Dodik said: »
Bro wut.

Thinking SE is going around searching for XI player names on Github just so they can ban a paying customer is some next level paranoia.
Has there been a single recorded time where SE overturned or looked the other way on a ban because someone is "a paying customer"?

If not you are just being retarded for no good reason.
By Byrthnoth on 2026-01-12 08:35:00
The multiattack on the gear also isn't as valuable for TP as we're used to thinking it is if you're using Hoxne Ampulla.
By SlimSlamBislam on 2026-01-12 08:31:17
im a lurker but I had to make an account just to comment, boy you guys are some miserable ***. I feel bad for the guy getting called a liar, he/she already made an addon and was trying to be helpful then to be accused a liar of something so trivial wtf!
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