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The Parthenon: A Warrior's Kyklos
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2015-06-10 02:35:33
Quote: The WSD is 20% per move evaded, most bosses in the current game have their normal attacks classified as TP moves, you can EASILY full stack Yaes in less than 10 seconds. Honestly I'm not even sure you've used this ability, it is a noticeable and large damage increase in tons of fights.
Most NM's, the kind your talking about, don't attack that fast. You can't full stack unless you sit there and hold TP. The typical attack pattern is Attack -> TP Move -> Attack -> Spell -> Attack -> TP Move -> Repeat. Most have a 240 delay attack round, so once per four seconds, unless they have Slow on. Things like DA / TA and H2H can alter this but those usually belong to the class of NM's that don't have regular attacks classified as TP moves. It's all in how the AI scripts need to be written server side.
I can say all this because I've used Yaeg before, many times in fact, and it doesn't produce nearly as big a jump as your claiming. You gotta be playing very badly for that to happen, three TP moves is a long a$$ time to be holding TP, even on mobs where regular attacks count. If it was a job like WAR, DRK or DRG then maybe, but SAM gets TP once every 2~5 seconds which is fast enough to WS two to three times per TP move done. The bonus gets diluted down. The biggest benefit is that you don't get hit with paralyze, amnesia, slow, flash, encumbrance, stun or other sh!tty TP moves that can shut you down. It lets the SAM do a hail mary to finish off a fight when something bad happens.
Quote: All I'm doing is saying Sam JPs are better than Wars, which they are by a large margin
And I'm telling you they aren't, most are useless with a handful of useful ones. WAR's all contribute something useful, well except Blood Rage. Even defender, which is usually something laughed at, is now useful for Conq owners since SE updated it. They all raise an important stat, Aggressor gets more accuracy, Berserk and Warcry get more attack, Retaliation happens more often, Restraint gives more damage on average, and Double attacks, which WAR gets a metric sh!t ton of, are slightly stronger. Brazen gets more attack, and Mighty Strikes gets more accuracy. In fights where those might be useful, attack and accuracy are a very welcome item, especially if your being forced to TP in a high acc set. Only Blood Rage is useless and I really do hope that SE changes that one, but in all honestly I wouldn't expect it. Now compare that one to how half of SAM's are as useless as Blood Rage with a few that are good. It just happens that SAM is a powerful job regardless of how shitty it's JP and gifts are.
Quote: It's not bad, but it's not as good as Sams.
Actually it's better then SAM's. Kasha, Rana and Shoha are rather weak WS's in general. Even Fudo is mediocre, it's just that SAM gets so much TP they can channel a metric sh!t ton of them at their target. It's raw quantity over quality.
Shoha is 85% STR (5/5) 2.578 fTP with an attack bonus on the first hit.
Rana is 3.0 fTP with 50% STR.
Kasha is 1.84 fTP, 75% STR and 65% attack bonus.
Fudo is 4.25 fTP and 80% STR
Kings is 3.0 fTP 50% STR (7.0 at 3000TP for activating AM3)
Steel Cyclone is 1.75 fTP, 60% STR / VIT and 50% attack bonus
Upheaval is 4.6 fTP 85% VIT (5/5)
Ukko's is 3.0 fTP, 80% STR and crits
You actually don't need to start with Kings for WAR's five hit, you need to start with a Fragmentation WS which either Ukko's or Kings could do. Since your a Conq WAR you would be wanting to initiate your AM3 on the first WS and thus Kings would be better both because it scales to 3000TP better then Ukko's but also because it starts your AM3 which can proc on the rest. SAM on the other hand needs to start with Rana, which doesn't get any real benefit for being at 3000TP. You should try this with enhanced Warcry up, just to witness some of the silliness.
The only thing that makes WAR multi-step weaker is that there is no Gravitation property WS to start with and thus it's limited to a five step, and WAR doesn't get any SC bonus traits so the individual SC's aren't magnified as much. Great Axe WS's are stronger then Great Katana WS's, GKT actually kinda sucks on a per-WS basis. If tomorrow SE gave WAR an A+ in GKT and access to all the GKT WS's along with non-RME GKT's, you would be greatly disappointed in their damage output. They only shine because of their flexible SC properties and SAM's ability to vomit them in mass combined with Overwhelm.
Lakshmi.Byrth
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Posts: 6184
By Lakshmi.Byrth 2015-06-10 06:07:30
Did anyone prove blood rage wasn't just a typo?
This is how SE refers to ranged attacks in the ranger JPs:
(Google translates it as "remote attack")
Those symbols don't show up in the WAR Blood Rage JP description. It's a typo in one of the two languages, and I think it's a pretty safe bet that it's english.
PS. If you guys want to check for yourselves, windower/res/job_points.lua has the job point descriptions in both languages.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2015-06-10 06:25:09
Byrth I f*cking hope it's a typo and just SE trying to say it raise's both or something. Would make it actually useful for a change.
Cerberus.Tidis
Serveur: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2015-06-10 06:47:26
Couldn't you just ask for clarification on the OF?
EDIT: Well those who aren't banned.
Lakshmi.Byrth
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Posts: 6184
By Lakshmi.Byrth 2015-06-10 08:59:22
Slycer confirms that there's no mention of "Ranged" in the JP text. This is probably just a localization issue.
I don't have an active account and am banned from the OF anyway, but someone else could post this as an issue in the Localization subforum. It is technically a localization problem, and they typically reply with more information than anywhere else.
By Ramyrez 2015-06-10 09:59:16
Pardon my absolute laziness on a backread, but if I may clarify...best non-REM Great Axe these days:
Devivifier? Well-augmented Svarga?
Serveur: Asura
Game: FFXI
Posts: 363
By Asura.Vafruvant 2015-06-10 16:40:15
Slycer confirms that there's no mention of "Ranged" in the JP text. This is probably just a localization issue.
I don't have an active account and am banned from the OF anyway, but someone else could post this as an issue in the Localization subforum. It is technically a localization problem, and they typically reply with more information than anywhere else. Well, directly comparing Blood Rage to Camouflage, (as they have the same English description) here's the difference in Google's translation:
Blood Rage: In Blood Rage , I will up the critical rate . +1 A critical factor in the ability value of 1 .
Camouflage: In camouflage , I will up the critical rate of remote attack . +1 A critical factor in the ability value of 1 .
Looks like someone got lazy and just hit copy/paste.
By Tylaar 2015-06-11 03:56:13
This would be awesome news... but in the meantime, I'm still finding it hard to commit JP to anything that offers ranged boost for WAR :P
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By Asura.Darvamos 2015-06-11 04:13:54
I was going to post this on the official forum like Byrth suggested but Tidis already did for us. Thanks Tidis.
Tidis' Post on the official Forum
Cerberus.Tidis
Serveur: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2015-06-11 04:30:42
This would be awesome news... but in the meantime, I'm still finding it hard to commit JP to anything that offers ranged boost for WAR :P Tbf if you want all the job gifts you'd have to do it eventually as, if you flat out refused to stick job points in it you'd miss out on 23% capacity point bonus and more substantially, 3% WSD.
Cerberus.Tidis
Serveur: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2015-06-12 02:33:54
Quote: Good day, Tidis,
Thank you for bringing this to our attention!
You are correct that the Japanese doesn't specify ranged attacks. I've adjusted the help text and it should be displaying correctly in the June version update.
Thank you again for the report!
Unelonborro
Localization Lead
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2015-06-12 03:19:44
YAY!!! Looks like BR JP isn't worthless after all, it's actually quite nice.
Serveur: Lakshmi
Game: FFXI
Posts: 116
By Lakshmi.Kyosukerob 2015-06-16 10:31:04
Had I known I'd have upgraded it before so many others. As it stands I am in the middle of working on Defender 10/10 with Blood Rage set to be last to cap.
Regarding DA attack gift... Let's keep in mind it surely varies in value by weapon. Having Conq will make it far less potent a buff than without Conq. According to the OAT page on BG multi-attack procs are determined by QA > TA > OA3 > DA > OA2, with OAX being "occasionally attacks # times." Now if we math it out using 1000 attack rounds as a baseline for riding your am3 (let's use a big number for minimal rounding), we can determine the number of extra swings that gain an attack bonus. No arguing about "omg i don't have this piece, that piece, etc." Not everyone has all clears, all Skirm gear (very accessible though, get on it), etc. You can substitute your numbers in for calculations to find how it helps you. Let's do for those without Conq first:
Windbuffet +1
12% trait, 5% merit, 18% in gear, Gift 125 (2%)
1000*.02=20 QA procs
1000-20=980 (attack rounds that can proc other things)
980*.02=19 TA procs
980-19=961 (remaining attack rounds to proc DA)
961*.37=355 DA procs
QA earns 3 extra swings, TA earns 2 extra swings, and DA earns a single extra swing. This leaves us with...
60 extra swings from QA
38 extra swings from TA
355 extra swings from DA.
In total we have 1000+60+38+355=1453 total attacks, 355 of which get +10 attack. Therefore 24.43% of our attacks get an attack bonus of 10 when maxed out. Nice.
Now for those of us with Conq:
1000*.02=20 QA > 60 extra swings
980*.02=19 TA > 38 extra swings
961*.2=192 OA3 > 384 extra swings
769*.37=284 DA > 284 extra swings
485*.4=194 OA2 > 194 extra swings
Total swings are 1960. Wow. Extra hits from DA comprise 14.49% of our melee swings, so the attack bonus is applied to that % of melee attacks. Obviously a higher percent due to am3 being impossible to fulltime, not all number crunching is 100% reliable. The more optimal your set (see: 4hit w/ conq on page 1) the less DA you will be seeing from gear and the less the attack bonus will help. But the gifts up to 550 are quite nice. Also nonConq owners see a larger return depending on sets. Not sure the optimal set or if a 4hit works best for them (probably does but unsure, never got spreadsheets for certain jobs to work...likely due to having OpenOffice instead of something better).
And of course AM3 isn't going to last for 1000 swings, I just used a big number so %s would involve minimal rounding and numbers would be more accurate. Final %s are key here. Frankly even without Conq I'd still have chosen other categories first but this is still a pretty good one.
By Kirakishou 2015-06-27 17:30:55
Recently decided to play my War again, what situations would Trux/Brutal be better than the Steel/blade and TPbonus Moonshade/Brutal sets? Besides the obvious trash mobs.
Cerberus.Fiasko
Serveur: Cerberus
Game: FFXI
By Cerberus.Fiasko 2015-06-27 17:35:50
Recently decided to play my War again, what situations would Trux/Brutal be better than the Steel/blade and TPbonus Moonshade/Brutal sets? Besides the obvious trash mobs.
Tripudio/Brutal: If you need STP
Trux/Brutal: If you don't need ACC or STP
Steel/Blade: Need some ACC
Zennaroi/Brutal: Need more ACC
Zennori/Steel: Need MAX ACC
Moonshade/Brutal: should be WS only (TP bonus)
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Game: FFXI
Posts: 3213
By Asura.Failaras 2015-06-27 19:18:42
Quote: Total swings are 1960. Wow. Extra hits from DA comprise 14.49% of our melee swings, so the attack bonus is applied to that % of melee attacks. Obviously a higher percent due to am3 being impossible to fulltime, not all number crunching is 100% reliable. The more optimal your set (see: 4hit w/ conq on page 1) the less DA you will be seeing from gear and the less the attack bonus will help. But the gifts up to 550 are quite nice. Also nonConq owners see a larger return depending on sets. Not sure the optimal set or if a 4hit works best for them (probably does but unsure, never got spreadsheets for certain jobs to work...likely due to having OpenOffice instead of something better). It isn't, in fact it's just barely better for Conq last I checked (pre Escha) by something like 10-20 DPS. You're giving up like 4 slots entirely for the STP which hurts it. The Conq set uses less than 10% DA while the 5 hit uses nearly 50%, this is especially a big deal for Devivifier. The new STP belt and ring might help with the 4 hit set a bit however.
Serveur: Odin
Game: FFXI
Posts: 4013
By Odin.Godofgods 2015-06-29 12:57:40
looking for help with alts war. Hes mainly a mage so i just threw this set together with what pieces i randomly had. But after being nearly killed fighting a pug in marjami ravine i figured i should look in to this.
Edit: There were some plasm pieces i was looking at but he hasnt rly done delve; so no plasm
ItemSet 336132
Serveur: Asura
Game: FFXI
Posts: 3213
By Asura.Failaras 2015-06-29 18:36:28
I don't know Svarga builds very well but you may want to look into what kind of STP you need. Bloodrain Grip/Duplus Grip will beat Claymore. Yetshila or Ginsen if you do need STP, 119 Empyrean basically beats Acro in every slot but hands if you don't need the STP (and still wins in body), Windbuffet Belt+1, JSE Cape, Rajas/K'ayres.
[+]
Asura.Saevel
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Game: FFXI
Posts: 9910
By Asura.Saevel 2015-06-29 19:59:18
I don't know Svarga builds very well but you may want to look into what kind of STP you need. Rose Grip/Duplus Grip will beat Claymore. Yetshila or Ginsen if you do need STP, 119 Empyrean basically beats Acro in every slot but hands if you don't need the STP (and still wins in body), Windbuffet Belt+1, JSE Cape, Rajas/K'ayres.
Was there ever any solid info on how much the set bonus procs with each piece? It's a given that Head + Body + Feet should always be used but then legs seem to be at toss up with other options.
Serveur: Odin
Game: FFXI
Posts: 4013
By Odin.Godofgods 2015-06-30 17:29:45
I don't know Svarga builds very well but you may want to look into what kind of STP you need. Bloodrain Grip/Duplus Grip will beat Claymore. Yetshila or Ginsen if you do need STP, 119 Empyrean basically beats Acro in every slot but hands if you don't need the STP (and still wins in body), Windbuffet Belt+1, JSE Cape, Rajas/K'ayres.
TP/hit = floor( Base TP/hit × (100 + Store TP Total)÷100 , 1)
what does the comma mean in the formula?
Serveur: Odin
Game: FFXI
Posts: 4013
By Odin.Godofgods 2015-06-30 21:06:07
TP/hit = floor( Base TP/hit × (100 + Store TP Total)÷100)
Used that since i was unsure about the , 1 so im not sure how much that will change this if any.
Took alt out with nothing but axe on. Got 149 tp/hit. So im guessing im looking at needing 35 stp for a 5 hit.
floor(149*(100+35)/100)
floor(149*(135)/100)
floor(20115/100)
floor(201.15)
tp/hit 201
Assuming im able to get the peices to upgrade his set; so far he would be at 30stp
ItemSet 336141
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2015-06-30 22:02:13
Ok before you go any further you need to determine how much your getting from your WS. The WS counts as the first hit, so WS + 4 would be your actual 5-hit. Often we WS in less TP then our melee hits, or our WS's have multiple hits which can skew the TP returns one way or another. This is one area that penalizes single hit WS's over multi-hits and why Tsumaru's Save Tp +250 is so broken on SAM.
Main Hit TP then another 10 for each additional hit, then multiply it by your sTP during WS. /SAM adds 15 Store TP so factor that in too.
Serveur: Odin
Game: FFXI
Posts: 4013
By Odin.Godofgods 2015-07-01 07:40:08
good point. What ws are wars using with great axe these days? Alt has just been using raging rush while skilling. Ukko's or upheavel?
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2015-07-01 07:57:28
Most it's Upheavel and Ukko's, each is favorable in different situations. Hell could even do
Ukko's (Kings if Conq) -> Steel Cyclone -> Upheaval -> Ukko's -> Ukko's
For a nice five hit double light self SC. So might be best to go slightly over on the Store TP.
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By Asura.Failaras 2015-07-01 16:16:39
Ukkos if you want to light with a Sam/Blu/Mnk or if you have Blood Rage up, Upheaval if you want pure damage or you have Warcry up.
Serveur: Odin
Game: FFXI
Posts: 4013
By Odin.Godofgods 2015-07-04 15:06:07
k, went and got those two weapon skills, tho upheaval is only at merit1 atm. Not sure if that changes anything.
With only the Svarga on (/nin) the tp/hit was 149. Ukko was 159. And upheaval 179.
So ill go with ukko since its lower. 159+(149*4)=755
TP/hit = floor( Base TP/hit × (100 + Store TP Total)÷100 , 1)
Not sure how to calculate sTP for ws's, so ill just use the same formula. If its different let me know.
that gives me..
stp32
hit 196
ws 209
total 993
stp33
hit 198
ws 211
total 1003
correct so far or no?
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2015-07-07 17:44:29
Sorry for late reply, are you WSing in the same amount of TP as you melee in? Usually you TP in more then your WS in due to gear swaps. And yes that's the correct calculation.
Here is an easy way to do it. First build your WS gear set, then total up all your sTP, include the 15 from /SAM if that is your sub. That that number then multiply it by your WS base TP return. Then subject that number from 1000, that is how much TP you need to get in the remaining 4/5 hits. Divide by the number of remaining hits (4 or 5) to get your target TP per hit, then divide that by your weapons base TP return to get how much Store you need.
So Svarga is 149 base, 159 from Ukko's. You are /SAM and WSing with 11 store TP in gear for a total of 26 Store TP.
159 * 1.26 = 200.34 TP return, drop the decimal for a 200 TP return.
1000 - 200 = 800 needed from melee swings.
800/4 = 200 per hit. You want a five hit (WS+4).
200/149 = 1.342 which is 34.2 Store TP, which means 35 total.
You can use that to get the Store TP of any weapon in any setup.
[+]
Serveur: Odin
Game: FFXI
Posts: 4013
By Odin.Godofgods 2015-07-09 23:03:00
thats an interesting way to calculate it, Thank you.
Atm the alt would be wsing in the tp set. Since the alt is primarily a mage, this is his first DD set iv put together on him. So it was literally started with random pieces hes acquired and saved along with skirmish gear. I guess the numbers for the tp set will change if i ever get to a ws set.
Cerberus.Fiasko
Serveur: Cerberus
Game: FFXI
By Cerberus.Fiasko 2015-07-15 15:41:14
ItemSet 319201
att/acc, stp, critdmg augments on all the acro gear.
I also have a Macbain with 4 crit rate that I use the same set with.
Torn between crit rate build with rancor collar or defiant necklace.
Below is my gearswap if ppl are interested. (Lately I have only been using the set called "random" and just equiping conq or macbain.)
-- *** Credit goes to Flippant for helping me with Gearswap *** --
-- ** I Use Some of Motenten's Functions ** --
-- Last Updated: 05/02/14 8:00 PM ** --
function get_sets()
AccIndex = 1
AccArray = {"LowACC","MidACC","HighACC","MaxACC"} -- 3 Levels Of Accuracy Sets For TP/WS/Hybrid. First Set Is LowACC. Add More ACC Sets If Needed Then Create Your New ACC Below. Most of These Sets Are Empty So You Need To Edit Them On Your Own. Remember To Check What The Combined Set Is For Each Sets. --
WeaponIndex = 1
WeaponArray = {"Random","Conqueror","Ragnarok","Bravura"} -- Default Main Weapon Is Random. Can Delete Any Weapons/Sets That You Don't Need Or Replace/Add The New Weapons That You Want To Use. --
IdleIndex = 1
IdleArray = {"Movement","Regen"} -- Default Idle Set Is Movement --
Armor = 'None'
Twilight = 'None'
Restraint = 'OFF' -- Set Default Restraint ON or OFF Here --
CP = 'None'
target_distance = 5 -- Set Default Distance Here --
select_default_macro_book() -- Change Default Macro Book At The End --
sc_map = {SC1="UkkosFury", SC2="Berserk", SC3="Aggressor"} -- 3 Additional Binds. Can Change Whatever JA/WS/Spells You Like Here. Remember Not To Use Spaces. --
sets.Idle = {}
-- Idle/Town Sets --
sets.Idle.Regen = {
ammo="Iron Gobbet",
head="Twilight helm",
neck="Twilight torque",
ear1="Sanare Earring",
ear2="Hearty Earring",
body="Ares' Cuirass +1",
hands="Agoge mufflers +1",
ring1="Dark Ring",
ring2="Patricius Ring",
back="Iximulew cape",
waist="Nierenschutz",
legs="Cizin Breeches +1",
feet="Hermes' Sandals +1"}
sets.Idle.Regen.Conqueror = set_combine(sets.Idle.Regen,{})
sets.Idle.Regen.Ragnarok = set_combine(sets.Idle.Regen,{})
sets.Idle.Regen.Bravura = set_combine(sets.Idle.Regen,{})
sets.Idle.Regen.Random = set_combine(sets.Idle.Regen,{})
sets.Idle.Movement = set_combine(sets.Idle.Regen,{})
sets.Idle.Movement.Conqueror = set_combine(sets.Idle.Movement,{})
sets.Idle.Movement.Ragnarok = set_combine(sets.Idle.Movement,{})
sets.Idle.Movement.Bravura = set_combine(sets.Idle.Movement,{})
sets.Idle.Movement.Random = set_combine(sets.Idle.Movement,{})
sets.Twilight = {
head="Twilight Helm",
body="Twilight Mail"}
sets.CP = {back="Mecistopins mantle"}
-- TP Base Set --
sets.TP = {}
-- Conqueror(AM3 Down) TP Sets --
sets.TP.Conqueror = {
main="Conqueror",
sub="Bloodrain Strap",
ammo="Yetshila",
head="Boii Mask +1",
neck="Defiant Collar",
ear1="Tripudio earring",
ear2="Brutal earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring1="Oneiros Ring",
ring2="Rajas Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Windbuffet Belt +1",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet= "Boii Calligae +1"}
sets.TP.Conqueror.MidACC = set_combine(sets.TP.Conqueror,{
ammo="Ginsen",
ear1="Zennaroi earring"})
sets.TP.Conqueror.HighACC = set_combine(sets.TP.Conqueror.MidACC,{
ear2="Steelflash Earring",
waist="Dynamic belt +1"})
sets.TP.Conqueror.MaxACC = set_combine(sets.TP.Conqueror.HighACC,{
neck="Iqabi necklace",
body="Boii Lorica +1",
ring1="Mars's Ring",
ring2="Patricius ring"})
-- Conqueror(AM3 Up) TP Sets --
sets.TP.Conqueror.AM3 = set_combine(sets.TP.Conqueror,{
main="Conqueror",
sub="Bloodrain Strap",
ammo="Yetshila",
head="Boii Mask +1",
neck="Defiant Collar",
ear1="Tripudio Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring1="Pernicious Ring",
ring2="Rajas Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Windbuffet Belt +1",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.TP.Conqueror.MidACC.AM3 = set_combine(sets.TP.Conqueror.AM3,{
ammo="Ginsen",
ear1="Battleborn earring",
ear2="Steelflash earring",
back= { name="Mauler's Mantle", augments={'STR+3','DEX+3','Accuracy+6',}}})
sets.TP.Conqueror.HighACC.AM3 = set_combine(sets.TP.Conqueror.MidACC.AM3,{
head="Yaoyotl helm",
feet="Ejekamal boots"})
sets.TP.Conqueror.MaxACC.AM3 = set_combine(sets.TP.Conqueror.HighACC.AM3,{
neck="Iqabi necklace",
ring1="Patricius ring"})
-- Conqueror(AM3 Up: MS) TP Sets --
sets.TP.Conqueror.AM3.MS = {
ammo="Yetshila",
head="Boii Mask +1",
neck="Asperity necklace",
ear1="Tripudio earring",
ear2="Brutal earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring1="Pernicious Ring",
ring2="Rajas Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Windbuffet belt +1",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"}
sets.TP.Conqueror.MidACC.AM3.MS = set_combine(sets.TP.Conqueror.AM3.MS,{
head="Yaoyotl helm",
ring1="Mars's ring",
belt="Cetl Belt"})
sets.TP.Conqueror.HighACC.AM3.MS = set_combine(sets.TP.Conqueror.MidACC.AM3.MS,{
head="Yaoyotl helm",
ring1="Mars's ring",
belt="Cetl Belt"})
sets.TP.Conqueror.MaxACC.AM3.MS = set_combine(sets.TP.Conqueror.HighACC.AM3.MS,{})
-- Conqueror(AM3 Down: MS) TP Sets --
sets.TP.Conqueror.MS = {
ammo="Yetshila",
head="Otomi helm",
neck="Asperity necklace",
ear1="Tripudio earring",
ear2="Brutal earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring1="Pernicious Ring",
ring2="Rajas Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Windbuffet belt +1",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"}
sets.TP.Conqueror.MidACC.MS = set_combine(sets.TP.Conqueror.MS,{})
sets.TP.Conqueror.HighACC.MS = set_combine(sets.TP.Conqueror.MidACC.MS,{})
sets.TP.Conqueror.MaxACC.MS = set_combine(sets.TP.Conqueror.HighACC.MS,{})
-- Ragnarok TP Sets --
sets.TP.Ragnarok = {
main="Ragnarok",
ammo="Yetshila",
head="Felistris Mask",
neck="Rancor Collar",
ear1="Trux Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets1", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring1="Oneiros Ring",
ring2="Rajas Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Windbuffet Belt +1",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"}
sets.TP.Ragnarok.MidACC = set_combine(sets.TP.Ragnarok,{
head="Yaoyotl Helm",
ear1="Steelflash earring",
ear2="Bladeborn earring",})
sets.TP.Ragnarok.HighACC = set_combine(sets.TP.Ragnarok.MidACC,{
neck="Iqabi Necklace",
body="Mes. Haubergeon",
ring1="Patricius Ring",
ring2="Mars's Ring",
waist="Dynamic belt +1",
feet= { name="Acro Leggings", augments={'STR+5','Accuracy+15 Attack+15','"Dbl. Atk"+3',}}})
sets.TP.Ragnarok.MaxACC = set_combine(sets.TP.Ragnarok.HighACC,{
neck="Iqabi Necklace",
ear2="Zennaroi earring"})
-- Ragnarok (MS) --
sets.TP.Ragnarok.MS = set_combine(sets.TP.Ragnarok,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.TP.Ragnarok.MidACC.MS = set_combine(sets.TP.Ragnarok.MidACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.TP.Ragnarok.HighACC.MS = set_combine(sets.TP.Ragnarok.HighACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}}, hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.TP.Ragnarok.MaxACC.MS = set_combine(sets.TP.Ragnarok.MaxACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
-- Bravura TP Sets --
sets.TP.Bravura = {
main="Bravura",
ammo="Paeapua",
head="Boii Mask +1",
neck="Defiant Collar",
ear1="Tripudio Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring1="Oneiros Ring",
ring2="Rajas Ring",
back="Bleating Mantle",
waist="Windbuffet Belt +1",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii calligae +1"}
sets.TP.Bravura.MidACC = set_combine(sets.TP.Bravura,{
ammo="Ginsen",
head="Yaoyotl Helm",
ear1="Steelflash earring",
ear2="Bladeborn earring",
ring1="Mars's Ring",
belt="Cetl belt"})
sets.TP.Bravura.HighACC = set_combine(sets.TP.Bravura.MidACC,{
neck="Iqabi Necklace",
body="Mes. Haubergeon",
ring2="Patricius Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Dynamic belt +1"})
sets.TP.Bravura.MaxACC = set_combine(sets.TP.Bravura.HighACC,{
neck="Iqabi Necklace",
ear2="Zennaroi earring"})
-- Bravura (MS) --
sets.TP.Bravura.MS = set_combine(sets.TP.Bravura,{
head="Yaoyotl Helm",
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.TP.Bravura.MidACC.MS = set_combine(sets.TP.Bravura.MidACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.TP.Bravura.HighACC.MS = set_combine(sets.TP.Bravura.HighACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.TP.Bravura.MaxACC.MS = set_combine(sets.TP.Bravura.MaxACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
-- Random TP Sets --
sets.TP.Random = {
ammo="Yetshila",
head="Boii Mask +1",
neck="Defiant collar",
ear1="Tripudio earring",
ear2="Brutal earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring1="Pernicious Ring",
ring2="Rajas Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Windbuffet Belt +1",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet= "Boii Calligae +1"}
sets.TP.Random.MidACC = set_combine(sets.TP.Random,{
ear1="Zennaroi Earring",
waist="Anguinus belt"})
sets.TP.Random.HighACC = set_combine(sets.TP.Random.MidACC,{
ammo="Ginsen",
ring1="Patricius Ring",
ring2="Mars's Ring"})
sets.TP.Random.MaxACC = set_combine(sets.TP.Random.HighACC,{
neck="Iqabi Necklace",
ear2="Steelflash earring",
body="Boii Lorica +1"})
-- Random (MS) --
sets.TP.Random.MS = set_combine(sets.TP.Random,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.TP.Random.MidACC.MS = set_combine(sets.TP.Random.MidACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.TP.Random.HighACC.MS = set_combine(sets.TP.Random.HighACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.TP.Random.MaxACC.MS = set_combine(sets.TP.Random.MaxACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
-- Restraint Set --
sets.TP.Restraint = {
hands="Boii Mufflers +1"}
-- PDT/MDT Sets --
sets.PDT = {
ammo="Iron Gobbet",
head="Ighwa Cap",
neck="Twilight Torque",
ear1="Steelflash earring",
ear2="Bladeborn earring",
body="Chozoron Coselete",
hands="Umuthi gloves",
ring1="Dark Ring",
ring2="Patricius Ring",
back="Iximulew cape",
waist="Nierenschutz",
legs="Cizin Breeches +1",
feet="Xaddi boots"}
sets.MDT = set_combine(sets.PDT,{
neck="Twilight Torque",
body="Chozoron Coselete",
ring1="Dark Ring",
ring2="Dark Ring",
waist="Nierenschutz"})
-- Hybrid/Kiting Sets --
sets.TP.Hybrid = set_combine(sets.PDT,{
ear1="Steelflash Earring",
ear2="Bladeborn Earring",
ring1="Patricius Ring",
waist="Cetl Belt"})
sets.TP.Hybrid.MidACC = set_combine(sets.TP.Hybrid,{
ammo="Fire Bomblet",
head="Yaoyotl Helm",
body="Mes. Haubergeon",
waist="Dynamic belt +1",
legs="Pumm. Cuisses +1",
feet="Whirlpool Greaves"})
sets.TP.Hybrid.HighACC = set_combine(sets.TP.Hybrid.MidACC,{
neck="Iqabi Necklace",
hands="Xaddi Gauntlets",
back= { name="Mauler's Mantle", augments={'STR+3','DEX+3','Accuracy+6',}}})
sets.Kiting = set_combine(sets.PDT,{feet="Hermes' Sandals +1"})
-- WS Base Set --
sets.WS = {
ammo="Ravager's Orb",
head="Otomi Helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'STR+7','Accuracy+14 Attack+14','"Dbl. Atk"+3',}},
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+3','DEX+3','Accuracy+6',}},
waist="Fotia Belt",
legs="Boii Cuisses +1",
feet= { name="Acro Leggings", augments={'STR+5','Accuracy+15 Attack+15','"Dbl. Atk"+3',}}}
-- Upheaval Sets --
sets.WS.Upheaval = {
ammo="Iron gobbet",
head="Boii Mask +1",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body="Mes. Haubergeon",
hands="Crusher Gauntlets",
ring1="Spiral Ring",
ring2="Titan Ring",
back= { name="Mauler's Mantle", augments={'STR+3','DEX+3','Accuracy+6',}},
waist="Fotia Belt",
legs="Boii Cuisses +1",
feet="Pumm. Calligae +1"}
sets.WS.Upheaval.MidACC = set_combine(sets.WS.Upheaval,{})
sets.WS.Upheaval.HighACC = set_combine(sets.WS.Upheaval.MidACC,{
feet= { name="Acro Leggings", augments={'STR+5','Accuracy+23','"Dbl. Atk"+3',}}})
sets.WS.Upheaval.MaxACC = set_combine(sets.WS.Upheaval.HighACC,{
ammo="Ginsen",
ear2="Zennaroi earring",
ring1="Mars's ring",
waist="Anguinus belt"})
sets.WS.Upheaval.MS = set_combine(sets.WS.Upheaval,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.WS.Upheaval.MidACC.MS = set_combine(sets.WS.Upheaval.Midacc,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.WS.Upheaval.HighACC.MS = set_combine(sets.WS.Upheaval.HighACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
sets.WS.Upheaval.MaxACC.MS = set_combine(sets.WS.Upheaval.HighACC,{
ammo="Yetshila",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"})
-- Ukko's Fury Sets --
sets.WS["Ukko's Fury"] = {
ammo="Yetshila",
head="Boii Mask +1",
neck="Rancor Collar",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Metalsinger Belt",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"}
sets.WS["Ukko's Fury"].MidACC = set_combine(sets.WS["Ukko's Fury"],{})
sets.WS["Ukko's Fury"].HighACC = set_combine(sets.WS["Ukko's Fury"].MidACC,{})
sets.WS["Ukko's Fury"].MaxACC = set_combine(sets.WS["Ukko's Fury"].HighACC,{})
-- King's Justice --
sets.WS["King's Justice"] = {
ammo="Ravager's orb",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'STR+7','Accuracy+14 Attack+14','"Dbl. Atk"+3',}},
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+3','DEX+3','Accuracy+6',}},
waist="Fotia Belt",
legs="Boii Cuisses +1",
feet= { name="Acro Leggings", augments={'STR+5','Accuracy+15 Attack+15','"Dbl. Atk"+3',}}}
sets.WS["King's Justice"].MidACC = set_combine(sets.WS["King's Justice"],{
head="Boii Mask +1",
legs= { name="Acro Breeches", augments={'STR+3 VIT+3','Accuracy+23','"Dbl. Atk"+3',}}})
sets.WS["King's Justice"].HighACC = set_combine(sets.WS["King's Justice"].MidACC ,{})
sets.WS["King's Justice"].MaxACC = set_combine(sets.WS["King's Justice"].HighACC ,{})
-- Fell Cleave Set --
sets.WS["Fell Cleave"] = {
ammo="Ravager's orb",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'STR+7','Accuracy+14 Attack+14','"Dbl. Atk"+3',}},
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Fotia Belt",
legs="Boii Cuisses +1",
feet= { name="Acro Leggings", augments={'STR+5','Accuracy+15 Attack+15','"Dbl. Atk"+3',}}}
sets.WS["Metatron Torment"] = {
ammo="Ravager's orb",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'STR+7','Accuracy+14 Attack+14','"Dbl. Atk"+3',}},
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Fotia Belt",
legs="Boii Cuisses +1",
eet= { name="Acro Leggings", augments={'STR+5','Accuracy+15 Attack+15','"Dbl. Atk"+3',}}}
sets.WS["Metatron Torment"].MidACC = set_combine(sets.WS["Metatron Torment"],{
head="Boii mask +1"})
sets.WS["Metatron Torment"].HighACC = set_combine(sets.WS["Metatron Torment"].MidACC,{})
sets.WS["Metatron Torment"].MaxACC = set_combine(sets.WS["Metatron Torment"].HighACC,{})
sets.WS["Resolution"] = {
ammo="Ravager's orb",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'STR+7','Accuracy+14 Attack+14','"Dbl. Atk"+3',}},
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+3','DEX+6','Accuracy+6',}},
waist="Fotia Belt",
legs="Boii Cuisses +1",
feet= { name="Acro Leggings", augments={'STR+5','Accuracy+15 Attack+15','"Dbl. Atk"+3',}}}
sets.WS["Resolution"].MidACC = set_combine(sets.WS["Resolution"],{
head="Boii Mask +1",})
sets.WS["Resolution"].HighACC = set_combine(sets.WS["Resolution"].MidACC,{
ring2="Mars's ring"})
sets.WS["Resolution"].MaxACC = set_combine(sets.WS["Resolution"].HighACC,{})
sets.WS["Resolution"].MS = {
ammo="Yetshila",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Fotia Belt",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"}
sets.WS["Resolution"].MidACC.MS = set_combine(sets.WS["Resolution"].MS,{
head="Boii Mask +1"})
sets.WS["Resolution"].HighACC.MS = set_combine(sets.WS["Resolution"].MidACC.MS ,{
ring2="Mars's ring"})
sets.WS["Resolution"].MaxACC.MS = set_combine(sets.WS["Resolution"].HighACC.MS ,{})
sets.WS["Stardiver"] = {
ammo="Ravager's orb",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'STR+7','Accuracy+14 Attack+14','"Dbl. Atk"+3',}},
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+3','DEX+6','Accuracy+6',}},
waist="Fotia Belt",
legs="Boii Cuisses +1",
feet= { name="Acro Leggings", augments={'STR+5','Accuracy+15 Attack+15','"Dbl. Atk"+3',}}}
sets.WS["Stardiver"].MidACC = set_combine(sets.WS["Stardiver"],{
head="Boii Mask +1"})
sets.WS["Stardiver"].HighACC = set_combine(sets.WS["Stardiver"].MidACC,{
ring2="Mars's ring"})
sets.WS["Stardiver"].MaxACC = set_combine(sets.WS["Stardiver"].HighACC,{})
sets.WS["Stardiver"].MS = {
ammo="Yetshila",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Fotia Belt",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"}
sets.WS["Stardiver"].MidACC.MS = set_combine(sets.WS["Stardiver"].MS,{
head="Yaoyotl helm"})
sets.WS["Stardiver"].HighACC.MS = set_combine(sets.WS["Stardiver"].MidACC.MS,{
ring2="Mars's ring"})
sets.WS["Stardiver"].MaxACC.MS = set_combine(sets.WS["Stardiver"].HighACC.MS,{})
sets.WS["Scourge"] = {
ammo="Ravager's orb",
head="Otomi Helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands="Agoge mufflers +1",
ring2="Spiral Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Fotia Belt",
legs="Boii Cuisses +1",
feet="Acro Boots"}
sets.WS["Scourge"].MidACC = set_combine(sets.WS["Scourge"],{
head="Yaoyotl helm",
body="Mes'yohi haubergeon"})
sets.WS["Scourge"].HighACC = set_combine(sets.WS["Scourge"].MidACC ,{
ring1="Mars's ring"})
sets.WS["Savage Blade"] = {
ammo="Ravager's orb",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands="Pummeler's mufflers +1",
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Fotia Belt",
legs="Scuffler's Cosciales",
feet="Pummeler's calligae +1"}
sets.WS["Savage Blade"].MidACC = set_combine(sets.WS["Savage Blade"],{
head="Yaoyotl helm",
feet="Ejekamal boots"})
sets.WS["Savage Blade"].HighACC = set_combine(sets.WS["Savage Blade"].MidACC,{
ring2="Mars's ring",
legs="Pumm. Cuisses +1"})
sets.WS["Savage Blade"].MaxACC = set_combine(sets.WS["Savage Blade"].HighACC,{})
sets.WS["Savage Blade"].MS = {
ammo="Yetshila",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands= { name="Acro Gauntlets", augments={'Accuracy+23','"Store TP"+5','Crit. hit damage +3%',}},
ring2="Rajas Ring",
ring1="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Fotia Belt",
legs= { name="Acro Breeches", augments={'Accuracy+20 Attack+20','"Store TP"+6','Crit. hit damage +3%',}},
feet="Boii Calligae +1"}
sets.WS["Savage Blade"].MidACC.MS = set_combine(sets.WS["Savage Blade"].MS,{
ammo="Yetshila",
head="Yaoyotl helm",
feet="Boii Calligae +1"})
sets.WS["Savage Blade"].HighACC.MS = set_combine(sets.WS["Savage Blade"].MidACC.MS,{
ammo="Yetshila",
ring2="Mars's ring",
legs="Pumm. Cuisses +1"})
sets.WS["Savage Blade"].MaxACC.MS = set_combine(sets.WS["Savage Blade"].HighACC.MS,{})
sets.WS["Rampage"] = {
ammo="Ravager's orb",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body= { name="Acro Surcoat", augments={'Accuracy+17 Attack+17','"Store TP"+6','Crit. hit damage +3%',}},
hands="Agoge mufflers +1",
ring1="Rajas Ring",
ring2="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Fotia Belt",
legs="Pummeler's Cuisses +1",
feet="Pummeler's Calligae +1"}
sets.WS["Rampage"].MidACC = set_combine(sets.WS["Rampage"],{
head="Yaoyotl helm",
feet="Mikinaak greaves"})
sets.WS["Rampage"].HighACC = set_combine(sets.WS["Rampage"].MidACC,{
body="Mikinaak Breastplate",
feet="Whirlpool greaves",
ring1="Mars's ring"})
sets.WS["Rampage"].MaxACC = set_combine(sets.WS["Rampage"].HighACC,{})
sets.WS["Ruinator"] = {
ammo="Ravager's orb",
head="Otomi helm",
neck="Fotia Gorget",
ear1="Moonshade Earring",
ear2="Brutal Earring",
body="Mes'yohi haubergeon",
hands="Agoge mufflers +1",
ring1="Rajas Ring",
ring2="Ifrit Ring",
back= { name="Mauler's Mantle", augments={'STR+1','DEX+1','Accuracy+6','Crit. hit damage +3%'}},
waist="Fotia Belt",
legs="Pummeler's Cuisses +1",
feet="Pummeler's Calligae +1"}
sets.WS["Ruinator"].MidACC = set_combine(sets.WS["Ruinator"],{
head="Yaoyotl helm",
feet="Mikinaak greaves"})
sets.WS["Ruinator"].HighACC = set_combine(sets.WS["Ruinator"].MidACC,{
feet="Whirlpool greaves",
ring1="Mars's ring"})
sets.WS["Ruinator"].HighACC = set_combine(sets.WS["Ruinator"].MidACC,{})
-- JA Sets --
sets.JA = {}
sets.JA.Berserk = {body="Pumm. Lorica +1",feet="Agoge Calligae +1"}
sets.JA.Aggressor = {head="Pumm. Mask +1",body="Agoge Lorica"}
sets.JA["Blood Rage"] = {body="Boii Lorica +1"}
sets.JA.Warcry = {head="Agoge Mask"}
sets.JA.Tomahawk = {ammo="Thr. Tomahawk",feet="Agoge Calligae +1"}
sets.JA["Mighty Strikes"] = {hands="Agoge Mufflers +1"}
-- Waltz Set --
sets.Waltz = {}
sets.Precast = {}
-- Fastcast Set --
sets.Precast.FastCast = {}
sets.Midcast = {}
-- Magic Haste Set --
sets.Midcast.Haste = set_combine(sets.PDT,{
hands="Agoge Mufflers +1"})
end
function pretarget(spell,action)
if spell.action_type == 'Magic' and buffactive.silence then -- Auto Use Echo Drops If You Are Silenced --
cancel_spell()
send_command('input /item "Echo Drops" <me>')
elseif spell.english == "Berserk" and buffactive.Berserk then -- Change Berserk To Aggressor If Berserk Is On --
cancel_spell()
send_command('Aggressor')
elseif spell.english == "Seigan" and buffactive.Seigan then -- Change Seigan To Third Eye If Seigan Is On --
cancel_spell()
send_command('ThirdEye')
elseif spell.english == "Meditate" and player.tp > 2900 then -- Cancel Meditate If TP Is Above 290 --
cancel_spell()
add_to_chat(123, spell.name .. ' Canceled: ['..player.tp..' TP]')
return
end
end
ukkoDays = S{'Lightsday','Windsday','Lightningday','Firesday'}
upheavalDays = S{'Darksday','Lightningday','Firesday'}
kingDays = S{'Earthsday','Windsday','Lightningday'}
function precast(spell,action)
if spell.type == "WeaponSkill" then
if player.status ~= 'Engaged' then -- Cancel WS If You Are Not Engaged. Can Delete It If You Don't Need It --
cancel_spell()
add_to_chat(123,'Unable To Use WeaponSkill: [Disengaged]')
return
else
equipSet = sets.WS
if equipSet[spell.english] then
equipSet = equipSet[spell.english]
end
if Attack == 'ON' then
equipSet = equipSet["ATT"]
end
if equipSet[AccArray[AccIndex]] then
equipSet = equipSet[AccArray[AccIndex]]
end
if buffactive["Mighty Strikes"] and equipSet["MS"] then
equipSet = equipSet["MS"]
end
if (spell.english == "Ukko's Fury") then
if ukkoDays:contains(world.day) then
add_to_chat(8, 'Weapon Day Bonus')
equipSet = set_combine(equipSet,{head="Gavialis Helm"})
end
end
if (spell.english == "Upheaval") then
if upheavalDays:contains(world.day) then
add_to_chat(8, 'Weapon Day Bonus')
equipSet = set_combine(equipSet,{head="Gavialis Helm"})
end
end
if (spell.english == "Savage Blade") then
if kingDays:contains(world.day) then
add_to_chat(8, 'Weapon Day Bonus')
equipSet = set_combine(equipSet,{head="Gavialis Helm"})
end
end
if (spell.english == "Resolution") then
if kingDays:contains(world.day) then
add_to_chat(8, 'Weapon Day Bonus')
equipSet = set_combine(equipSet,{head="Gavialis Helm"})
end
end
if (spell.english == "King's Justice") then
if kingDays:contains(world.day) then
add_to_chat(8, 'Weapon Day Bonus')
equipSet = set_combine(equipSet,{head="Gavialis Helm"})
end
end
if player.tp > 2999 or buffactive.Sekkanoki then -- Equip Kokou's Earring When You Have 300 TP or Sekkanoki --
equipSet = set_combine(equipSet,{ear1="Kokou's Earring"})
end
equip(equipSet)
end
elseif spell.type == "JobAbility" then
if sets.JA[spell.english] then
equip(sets.JA[spell.english])
end
elseif spell.action_type == 'Magic' then
if string.find(spell.english,'Utsusemi') then -- Cancel Utsusemi If You Have 3+ Shadows Up --
if buffactive['Copy Image (3)'] or buffactive['Copy Image (4)'] then
cancel_spell()
add_to_chat(123, spell.name .. ' Canceled: [3+ Images]')
return
else
equip(sets.Precast.FastCast)
end
else
equip(sets.Precast.FastCast)
end
elseif spell.type == "Waltz" then
refine_waltz(spell,action)
equip(sets.Waltz)
elseif spell.english == 'Spectral Jig' and buffactive.Sneak then
cast_delay(0.2)
send_command('cancel Sneak')
end
if Twilight == 'Twilight' then
equip(sets.Twilight)
end
if CP == 'CP' then
equip(sets.CP)
end
end
function midcast(spell,action)
if spell.action_type == 'Magic' then
if string.find(spell.english,'Utsusemi') then
if spell.english == 'Utsusemi: Ichi' and (buffactive['Copy Image'] or buffactive['Copy Image (2)']) then -- Cancel Copy Image 1 & 2 For Utsusemi: Ichi --
send_command('@wait 1.7;cancel Copy Image*')
end
equip(sets.Midcast.Haste)
elseif spell.english == 'Monomi: Ichi' then -- Cancel Sneak --
if buffactive['Sneak'] then
send_command('@wait 1.7;cancel sneak')
end
equip(sets.Midcast.Haste)
else
equip(sets.Midcast.Haste)
end
end
end
function aftercast(spell,action)
if not spell.interrupted then
if spell.type == "WeaponSkill" then
send_command('wait 0.2;gs c TP')
elseif spell.english == "Blood Rage" then -- Blood Rage Timer/Countdown --
timer_blood_rage()
send_command('wait 50;input /echo '..spell.name..': [WEARING OFF IN 10 SEC.];wait 10;input /echo '..spell.name..': [OFF]')
elseif spell.english == "Tomahawk" then -- Tomahawk Timer/Countdown --
timer_tomahawk()
send_command('wait 80;input /echo '..spell.name..': [WEARING OFF IN 10 SEC.];wait 10;timers delete "Tomahawk";input /p '..spell.name..': [OFF]')
end
end
status_change(player.status)
end
function status_change(new,old)
if Armor == 'PDT' then
equip(sets.PDT)
elseif Armor == 'MDT' then
equip(sets.MDT)
elseif Armor == 'Kiting' then
equip(sets.Kiting)
elseif new == 'Engaged' then
equipSet = sets.TP
if Armor == 'Hybrid' and equipSet["Hybrid"] then
equipSet = equipSet["Hybrid"]
end
if equipSet[WeaponArray[WeaponIndex]] then
equipSet = equipSet[WeaponArray[WeaponIndex]]
end
if equipSet[AccArray[AccIndex]] then
equipSet = equipSet[AccArray[AccIndex]]
end
if buffactive["Aftermath: Lv.3"] and equipSet["AM3"] then
equipSet = equipSet["AM3"]
end
if buffactive["Mighty Strikes"] and equipSet["MS"] then
equipSet = equipSet["MS"]
end
if buffactive["Brazen Rush"] and equipSet["BR"] then
equipSet = equipSet["BR"]
end
if buffactive.Ionis and equipSet["Ionis"] then -- Ionis TP Set --
equipSet = equipSet["Ionis"]
end
if buffactive.Aftermath and equipSet["AM"] then
equipSet = equipSet["AM"]
end
if buffactive.Restraint and Restraint == 'ON' then -- Use Restraint Toggle For Restraint TP Set --
equipSet = set_combine(equipSet,sets.TP.Restraint)
end
equip(equipSet)
else
equipSet = sets.Idle
if equipSet[IdleArray[IdleIndex]] then
equipSet = equipSet[IdleArray[IdleIndex]]
end
if equipSet[WeaponArray[WeaponIndex]] then
equipSet = equipSet[WeaponArray[WeaponIndex]]
end
equip(equipSet)
end
if Twilight == 'Twilight' then
equip(sets.Twilight)
end
if CP == 'CP' then
equip(sets.CP)
end
end
function buff_change(buff,gain)
buff = string.lower(buff)
if buff == "aftermath: lv.3" then -- AM3 Timer/Countdown --
if gain then
send_command('timers create "Aftermath: Lv.3" 180 down;wait 120;input /echo Aftermath: Lv.3 [WEARING OFF IN 60 SEC.];wait 30;input /echo Aftermath: Lv.3 [WEARING OFF IN 30 SEC.];wait 20;input /echo Aftermath: Lv.3 [WEARING OFF IN 10 SEC.]')
else
send_command('timers delete "Aftermath: Lv.3"')
add_to_chat(123,'AM3: [OFF]')
end
elseif buff == "blood rage" and not gain then
send_command('timers delete "Blood Rage"')
elseif buff == 'weakness' then -- Weakness Timer --
if gain then
send_command('timers create "Weakness" 300 up')
else
send_command('timers delete "Weakness"')
end
end
if buff == "sleep" and gain and player.hp > 200 and player.status == "Engaged" then -- Equip Berserker's Torque When You Are Asleep & Have 200+ HP --
equip({neck="Berserker's Torque"})
else
if not midaction() then
status_change(player.status)
end
end
end
-- In Game: //gs c (command), Macro: /console gs c (command), Bind: gs c (command) --
function self_command(command)
if command == 'C1' then -- Accuracy Toggle --
AccIndex = (AccIndex % #AccArray) + 1
add_to_chat(158,'Accuracy Level: ' .. AccArray[AccIndex])
status_change(player.status)
elseif command == 'C17' then -- Main Weapon Toggle --
WeaponIndex = (WeaponIndex % #WeaponArray) + 1
add_to_chat(158,'Main Weapon: '..WeaponArray[WeaponIndex])
status_change(player.status)
elseif command == 'C5' then -- Auto Update Gear Toggle --
status_change(player.status)
add_to_chat(158,'Auto Update Gear')
elseif command == 'C2' then -- Hybrid Toggle --
if Armor == 'Hybrid' then
Armor = 'None'
add_to_chat(123,'Hybrid Set: [Unlocked]')
else
Armor = 'Hybrid'
add_to_chat(158,'Hybrid Set: '..AccArray[AccIndex])
end
status_change(player.status)
elseif command == 'C7' then -- PDT Toggle --
if Armor == 'PDT' then
Armor = 'None'
add_to_chat(123,'PDT Set: [Unlocked]')
else
Armor = 'PDT'
add_to_chat(158,'PDT Set: [Locked]')
end
status_change(player.status)
elseif command == 'C15' then -- MDT Toggle --
if Armor == 'MDT' then
Armor = 'None'
add_to_chat(123,'MDT Set: [Unlocked]')
else
Armor = 'MDT'
add_to_chat(158,'MDT Set: [Locked]')
end
status_change(player.status)
elseif command == 'C12' then -- Kiting Toggle --
if Armor == 'Kiting' then
Armor = 'None'
add_to_chat(123,'Kiting Set: [Unlocked]')
else
Armor = 'Kiting'
add_to_chat(158,'Kiting Set: [Locked]')
end
status_change(player.status)
elseif command == 'C10' then -- Restraint Toggle --
if Restraint == 'ON' then
Restraint = 'OFF'
add_to_chat(123,'Restraint Set: [Unlocked]')
else
Restraint = 'ON'
add_to_chat(158,'Restraint Set: [Locked]')
end
status_change(player.status)
elseif command == 'C16' then -- Rancor Toggle --
if Rancor == 'ON' then
Rancor = 'OFF'
add_to_chat(123,'Rancor: [OFF]')
else
Rancor = 'ON'
add_to_chat(158,'Rancor: [ON]')
end
status_change(player.status)
elseif command == 'C11' then -- Hct. Mittens +1 Toggle --
if BloodRage == 'ON' then
BloodRage = 'OFF'
add_to_chat(123,'Hct. Mittens +1: [OFF]')
else
BloodRage = 'ON'
add_to_chat(158,'Hct. Mittens +1: [ON]')
end
status_change(player.status)
elseif command == 'C18' then -- CP Toggle --
if CP == 'CP' then
CP = 'None'
add_to_chat(123,'CP Set: [Unlocked]')
else
CP = 'CP'
add_to_chat(158,'CP Set: [locked]')
end
status_change(player.status)
elseif command == 'C9' then -- Attack Toggle --
if Attack == 'ON' then
Attack = 'OFF'
add_to_chat(123,'Attack: [OFF]')
else
Attack = 'ON'
add_to_chat(158,'Attack: [ON]')
end
status_change(player.status)
elseif command == 'C3' then -- Twilight Toggle --
if Twilight == 'Twilight' then
Twilight = 'None'
add_to_chat(123,'Twilight Set: [Unlocked]')
else
Twilight = 'Twilight'
add_to_chat(158,'Twilight Set: [locked]')
end
status_change(player.status)
elseif command == 'C8' then -- Distance Toggle --
if player.target.distance then
target_distance = math.floor(player.target.distance*10)/10
add_to_chat(158,'Distance: '..target_distance)
else
add_to_chat(123,'No Target Selected')
end
elseif command == 'C6' then -- Idle Toggle --
IdleIndex = (IdleIndex % #IdleArray) + 1
add_to_chat(158,'Idle Set: ' .. IdleArray[IdleIndex])
status_change(player.status)
elseif command == 'TP' then
add_to_chat(158,'TP Return: ['..tostring(player.tp)..']')
elseif command:match('^SC%d$') then
send_command('//' .. sc_map[command])
end
end
function timer_blood_rage()
local duration = 60
send_command('timers create "Blood Rage" '..tostring(duration)..' down')
end
function timer_tomahawk()
local duration = 90
send_command('timers create "Tomahawk" '..tostring(duration)..' down')
end
function refine_waltz(spell,action)
if spell.type ~= 'Waltz' then
return
end
if spell.name == "Healing Waltz" or spell.name == "Divine Waltz" or spell.name == "Divine Waltz II" then
return
end
local newWaltz = spell.english
local waltzID
local missingHP
if spell.target.type == "SELF" then
missingHP = player.max_hp - player.hp
elseif spell.target.isallymember then
local target = find_player_in_alliance(spell.target.name)
local est_max_hp = target.hp / (target.hpp/100)
missingHP = math.floor(est_max_hp - target.hp)
end
if missingHP ~= nil then
if player.sub_job == 'DNC' then
if missingHP < 40 and spell.target.name == player.name then
add_to_chat(8,'Full HP!')
cancel_spell()
return
elseif missingHP < 150 then
newWaltz = 'Curing Waltz'
waltzID = 190
elseif missingHP < 300 then
newWaltz = 'Curing Waltz II'
waltzID = 191
else
newWaltz = 'Curing Waltz III'
waltzID = 192
end
else
return
end
end
local waltzTPCost = {['Curing Waltz'] = 20, ['Curing Waltz II'] = 35, ['Curing Waltz III'] = 50, ['Curing Waltz IV'] = 65, ['Curing Waltz V'] = 80}
local tpCost = waltzTPCost[newWaltz]
local downgrade
if player.tp < tpCost and not buffactive.trance then
if player.tp < 20 then
add_to_chat(8, 'Insufficient TP ['..tostring(player.tp)..']. Cancelling.')
cancel_spell()
return
elseif player.tp < 35 then
newWaltz = 'Curing Waltz'
elseif player.tp < 50 then
newWaltz = 'Curing Waltz II'
elseif player.tp < 65 then
newWaltz = 'Curing Waltz III'
elseif player.tp < 80 then
newWaltz = 'Curing Waltz IV'
end
downgrade = 'Insufficient TP ['..tostring(player.tp)..']. Downgrading to '..newWaltz..'.'
end
if newWaltz ~= spell.english then
send_command('@input /ja "'..newWaltz..'" '..tostring(spell.target.raw))
if downgrade then
add_to_chat(158, downgrade)
end
cancel_spell()
return
end
if missingHP > 0 then
add_to_chat(158,'Trying to cure '..tostring(missingHP)..' HP using '..newWaltz..'.')
end
end
function find_player_in_alliance(name)
for i,v in ipairs(alliance) do
for k,p in ipairs(v) do
if p.name == name then
return p
end
end
end
end
function sub_job_change(newSubjob, oldSubjob)
select_default_macro_book()
end
function set_macro_page(set,book)
if not tonumber(set) then
add_to_chat(123,'Error setting macro page: Set is not a valid number ('..tostring(set)..').')
return
end
if set < 1 or set > 10 then
add_to_chat(123,'Error setting macro page: Macro set ('..tostring(set)..') must be between 1 and 10.')
return
end
if book then
if not tonumber(book) then
add_to_chat(123,'Error setting macro page: book is not a valid number ('..tostring(book)..').')
return
end
if book < 1 or book > 20 then
add_to_chat(123,'Error setting macro page: Macro book ('..tostring(book)..') must be between 1 and 20.')
return
end
send_command('@input /macro book '..tostring(book)..';wait .1;input /macro set '..tostring(set))
else
send_command('@input /macro set '..tostring(set))
end
end
function select_default_macro_book()
-- Default macro set/book
if player.sub_job == 'SAM' then
set_macro_page(2, 2)
elseif player.sub_job == 'DNC' then
set_macro_page(6, 2)
elseif player.sub_job == 'NIN' then
set_macro_page(6, 2)
else
set_macro_page(2, 2)
end
end
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2015-07-17 01:23:46
Quote: Torn between crit rate build with rancor collar or defiant necklace.
Crit builds suck, goes doubly for Crit Hit Damage. Change all that Acro CHD into +DA or +STP depending on what your x-hit is looking like. Even with AM3 up, DA still adds ~some~ amount of damage while CHD is so small that it's only useful in large quantities, like that from the Emp feet. This is because CHD is a percentage of a percentage, waters down the effect. DA +3 / Store TP +6 will generally give you more damage per slot.
The Parthenon: A Warrior's Kyklos
The Parthenon is an ancient temple built by the Greeks, in Athens, to tribute their maiden Goddess, Athena. Athena is the goddess of wisdom, courage, law and justice, just warfare and strength. Kyklos is a term used by some classical Greek authors to describe what they saw as the political cycle.
In this guide, I hope that all Warriors can come together in one place and discuss our never ending cycle. From starting the job for the very first time or discussing the most optimal gear choices, all culminating in an effort to improve ourselves and others.
I stream regularly on Twitch where I can answer any questions or comments you may have. Consider dropping by and hanging out!
Table of Contents
Gear Set Table of Contents
Over the years I’ve developed a unique passion for Warrior. Its raw damage, its utility in almost every situation, and the mastery required to truly excel at it. I get a lot of PMs of people asking about Warrior, so in this guide I hope to spill my brain of what I’ve experienced and learned so far playing Warrior throughout my FFXI career.
If the only thing on you mind is pure DD, as I’m sure this is the case 90% of the time, then Warrior is certainly right up your alley. Warrior commands an impressive arsenal of Job Abilities, Weapons, Weapon Skills, and gear to make the job excel in almost any DD situation you put it in.
It doesn’t stop there, though. Warrior’s utility extends beyond just DD. Having access to an astounding amount of weapon skills primes it for being one of the best procing jobs for both Abyssea and Voidwatch. Most useful of all is Warrior’s access to 10 out of 13 ‘red weakness’ weapon skills with Samurai as sub job, and 13/13 being possible if you have the proper merits, gear and sub job.
Beyond that, warrior excels at killing many enemies at the same time, or “cleaving” which has become the popular term because the name of the weapon skill used is called Fell Cleave.
In today's current meta of 2019, Warrior fits in extremely well due to its DPS power from its SPs, utility in its access to very strong weapon selection in Polearm/Sword/Axe/Great Sword and Great Axe and its ability to increase the DPS
of everyone melee in the party with Warcry, Blood Rage and Tomahawk.
III: Abilities, Merits and Job Points
Warrior has many, many abilities, all of which serve a purpose depending on the situation. The addition of Job Points and Gifts have further strengthened these already strong abilities and traits.
Mighty Strikes: Level 1. 45 Second Duration. 1 Hour Recast. 45 Minute recast with 2100 Job Points.
The Holy Grail to all that’s Warrior. This ability allows all attacks to deal critical damage, even during WS. When used at the right time, with the right buffs, this ability will often allow you to deal unprecedented amounts of damage for the duration.
Can be extended to 60 second duration with Augmented Relic Hands.
Provoke: Level 5. 30 Second Recast.
This ability increases your Volatile enmity by 1800. It is useful for claiming, getting hate at the start of a fight, or pulling hate off job you don’t want to have hate.
Berserk increases your attack by 25% at the penalty of lowering your defense by 25%. In an update, Berserk now scales in potency with your level, giving Warrior a total of 35% attack at level 90. This is a very useful ability, as attack is a key component in how much damage you can do, which has become increasingly important in content like Dynamis Divergence Wave 3, where Frailty's potency is significantly decreased. The ultimate enhancement to this ability is Conqueror’s ‘Augment Berserk’, which increases the attack gained to 33.5% and raises your critical hit rate by 14%. Aggressor increases your accuracy by 25, but lowers your evasion as a penalty.
Berserk's duration can be extended to 3min 48second duration with Agoge Calligae +3 and Pummeler's lorica +3 when equiped for activation. Recast can be lowered as low as 4 minute 10 seconds with merits. Job Points increase Berserk attack by 2 attack per JP for a total of +40 attack.
Merit options: Although Aggressor was once very useful when accuracy was a major issue, I’d recommend 5/5 Berserk merits at this stage of the game.
Warcry and Savagery: Level 35 and 75. 30 Second Duration. 5 Minute Recast.
Raises the attack of the party members around you, but its best use comes from the augment on Agoge mask +3, which raises TP bonus by up to 70 for everyone in the party that are in range depending on Savagery merits. The best thing to remember about this ability is that it overwrites and can be overwritten by Blood Rage, so always make sure to talk to any other Warriors in your party about a planned order.
Duration can be extended up to 60 seconds with [https://www.bg-wiki.com/bg/Agoge_Mask_%2B1]Agoge mask +1[/url] when equipped for activation.
Merit options: 5/5 Savagery is a major boon when zerging things with Mighty Strikes with weapon skills that damage varies by TP. Easily the largest DPS Job ability for WAR outside of SPs.
Retaliation: Level 60. 3 Minute Duration. 3 Minute Recast.
Retaliation allows you to count an enemy’s attack with your own, but instead of negating the damage like Monk’s Counterstance, Retaliation gives you TP for the price of taking damage. This ability is useful when you’re one of a few DDs attacking an enemy, allowing you to build TP even faster than you normally would. The main drawback of this ability is the reduction of your movement speed, which can be annoying if you’re running around a lot.
Doubles or triples your next attack. Triple attack rate increases by 5% per merit after the first for a total of 20% with 5/5. Augment on War. Cuisses +2 also raises crit. hit rate by 1% per merit. While nice for those absurdly high WS numbers, sometimes it’s not even worth using due to the JA delay costing you more DPS than you’d gain, since in some situations your DA will be so high, DA procing from WC don’t really mean much.
Merit options: Not too amazing anymore outside of Epeen WS #s, but 5/5 Tomahawk is very situational also. Ideally you can keep merits in Warrior's Charge then swap it to Tomahawk when a fight calls for it.
Tomahawk: Level 75. 30 Second Duration. 3 Minute Recast.
Mostly useless, but the times you need it, you’ll be very happy you have it.
Duration can be extended up to 1 minute 30 seconds with merits. Decreases a monster’s weapon resistance by 25% and up to 30% with augment on War. Calligae +2 and maximum merits.
Merit options: Like mentioned before, with how easy it is to cap merits nowadays, consider meriting this when you come to a fight that needs it.
Restraint: Level 77. 5 Minute Duration. 10 Minute Recast.
Restraint increases your WS damage with each hit you land. The amount of WS damage increased from Restraint is doubled when wearing Ravager's mufflers +2.
Blood Rage: Level 87. 30 Second Duration. 5 Minute Recast.
Increases critical hit rate by 20% to anyone in your party within 13.9 radius around you. Extremely powerful for weapon skills that can crit, but also provides a substantial boost to melee damage. It can be very beneficial to make an order for this ability if you have more than one Warrior in your party to maximize its effectiveness.
Duration can be extended to 60 seconds when equiping Rvg. Lorica +2 for activation.
IV: Weapons and Weapon Skills
IV-1: Weapons
Warrior has access to many types of weapons, but I’ll just cover to most acceptable 2-handed weapon choices.
Ragnarok comes in first for Mighty Strikes zerging. The +accuracy allows it to make up for Warrior’s lack of skill for Great Sword and even exceed Conq/Ukon’s total accuracy potential. Acceptable to be used in highly buffed zergs.
Pros:
• MS Resolution is amazing.
• Fulltime crit. hit rate +14%.
• High accuracy.
• Can be used by 2 other jobs, mainly DRK, which is also a DD powerhouse.
Cons:
• Low delay makes it hard to x-hit.
• ODD only procs on the first hit.
• Terrible relic WS makes Aftermath not worth using.
The ultimate weapon choice for when you're utilizing skillchains. A multiple step skillchain ending with Radiance can be extremely potent if your party setup allows for it. King's Justice > Steel Cyclone > Upheaval > King's Justice > Upheaval will end with Light>Radiance. Chango itself gives Upheaval the unique ability to make Light with itself, which it otherwise can't do with other weapons.
Pros:
• Skillchaining.
• 10 STP and 500 TP bonus.
• Allows your Upheaval -> Upheaval to make Light.
Cons:
• All great axe weapon skills are kinda meh currently, so, overall, in a zerg situation with other DDS, it'll probably fall behind.
• Hardest ultimate to get if you don't have an Aeonic group.
Compared to Conqueror, Ukonvasara’s much easier to obtain. Aftermath is extremely potent with this weapon, doing triple damage 50% of the time with AM3, which equates to 4-6K crits fairly often. Only falls behind Ragnarok because of Great Axe's poor weaponskill choices.
Pros:
• Easier to Master.
• Easier to obtain than other ultimate weapons in terms of effort/reward ratio.
• Blood Rage is perfect for Ukko’s.
• ODD can proc on all hits of an attack round.
Cons:
• Relies heavily on outside buffers, mainly COR, and other Warriors for buffs.
• SE has recently taken a liking to adding monsters with crit. def. bonus.
• ODD doesn't proc on WS.
• Has been known to make people forget they have any other WS besides Ukko’s Fury.
The ultimate trophy weapon for Warrior. The attack and crit. boost to Berserk is very potent. Currently, Conqueror as at the bottom of the list of RMEA, only really excelling in situations you'll be making multi-step skillchains.
Pros:
• AM3, which is 40% DA and 20% TA, drastically increases TP gain, melee damage, and WS damage(can proc on 1st hit on any physical WS).
• Augments Berserk V increases berserk’s attack to 33.5% and adds 14% crit. hit rate.
• King’s Justice isn’t too terrible of a WS to trigger AM3 with.
Cons:
• Warrior’s high DA rate diminishes Conq’s AM3 effect.
• Berserk can be dispelled.
• Maintaining AM3 isn’t always easy. Any mistake, such as poor WS timing, not building 300% TP at the right time, or having to stand around for long periods of time can drastically reduce your DPS.
Although behind all the other ultimate weapons in terms of pure DPS potential, Bravura’s niche is survivability while maintaining decent DPS.
Pros:
• Very high accuracy.
• -DT Aftermath that allows you to use optimized hybrid builds.
• Additional Effect: Evasion Down lasts for about 40 seconds.
• Assuming they ever fix Metatron's additional effect, -18.75% defense down that lasts for up to 2 minutes.
Cons:
• Lowest DPS potential of the Ultimate Weapons.
• Hybrid builds are still possible for other weapons and usually a straight up –DT build used at the right time is going to be more beneficial.
Obtained as a drop from NMs in Rala Alluvion Skirmish or by trading 3 Mellidopt Wings- obtained from Yorcia Alluvion Skirmish, to the ??? near the Augural Conveyor.
Can be augmented by Divainy-Gamainy in the Inventors' coaliton. Duskslit for additional base damage. Snowslit for Accuracy and Attack. Leafslit for DA and STP. To see the full list of possible augments check out BGwiki.
Pros:
•Relativity easier to obtain than a 119 RME.
•Highest base damage Great Sword in the game.
•Good delay for x-hit.
•Highly customizable with augments.
Cons:
•High cost to obtain perfect augments.
Obtained from Yumcax's Wildskeeper Reive, this Great Axe is second only to Razorfury. Solid choice for those who want a free option to hold them over until better GAs are released.
Pros:
•Free.
•Easier to 5hit.
•Can be augmented with Occ. Attacks Twice.
Cons:
•If you don't get this from the Quest, obtaining this could become a real pain if you're unlucky.
IV-2: Weapon Skills
Resolution: 5 Hit. 100% STR Mod with 5/5 merits. Damage varies with TP.
Very powerful and consistent. When paired with Ragnarok and Mighty Strikes, arguably the best epeen weapon in the game. Becomes extremely useful when mobs have crit. def. bonus and very high evasion. Element gorget and belt are especially powerful, as their bonus carries over to all hits of the WS.
Ukko's Fury: 2 Hit. 60% STR Mod. Crit. Hit Varies With TP(20%/35%/55% for 100/200/300%).
Buffed and geared properly, Ukko’s Fury has the highest potential of damage out of all of Warrior’s WS(outside of Mighty Strikes). Aside from being very powerful on its own, Ukko's also has amazing WS properties, in that it can self light skillchain with itself and can also make light with Upheaval.
Upheaval: 4 Hit. 100% VIT Mod with 5/5 merits. Damage Varies With TP.
Opens up options for weapons that can’t use Ukko’s Fury. Very consistent damage, but the VIT mod kills its true potential. Powerful WS for mobs with crit. defense bonuses. Best WS to use when under the effect of Mighty Strikes if you don't have a Ragnarok.
Mainly used for its aftermath. Sadly the defense down almost never sticks on anything that matters.
Fell Cleave: 60% STR Mod. AoE Damage. Radius Varies With TP.
An amazingly useful WS. Can be used to kill many, many monsters in a very short period of time for faster drops or XP. Can also hit flying enemies such as Arimaspi if you cleave a monster that's close enough to hit both.
Raging Rush: 3 Hit. 35% STR Mod. Chance To Crit. Varies With TP.
Good abyssea WS if you’re working on +2 gear/Ukon. But due to its low STR mod and fTP, it will easily be outclassed by Ukko’s in abyssea and Upheaval outside of abyssea.
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