So you are switching from light and dark arts to manifest klimaform and accession voidstorm for the party?
I also keep enlight on for the bit of accuracy to help land KoR.
yes I usually DA>Manif>klima the least. Once when we zone in and buff, once right before Aminon pull, then 1 more time, during Aminon. Unless we are at a dead stop to redo songs then switching out of LA for klima is probably not worth the time. I just try to get as much buffs on them as possible to keep their Savage damage as high as possible. Every bit helps.
I manually just storm the bard/cor(usually) throughout the run. Ill save accession for stoneskin, and for erase to get bind off to get us moving faster. Regen is prebuffed from a SCH for the first 20~ min, its the annoying duration one to have to keep up. between holy circle and the /drk circles that another buff to keep on at all times also.
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Necro Bump Detected!
[66 days between previous and next post]
I did an index search and didn't see a Reprisal set. Figured I'd post mine. The shield is pretty much interchangeable. I go with Srivatsa for best DEF, Enmity, and Acc/Attk balance. When Palisade is up, it's capped block rate. With ~20% haste from magic, songs, or bubbles (just 1 source is enough), Reprisal reaches 100% uptime.
Things have been pretty busy on my side these past few months, so I hadn't been able to keep the guide up to date. I'm back at it seriously now — over the last 2–3 days I've reworked several sections. Here's what changed and what's coming.
✓ Done
• Theory · Aggro priority: one generic table → 4 sub-job tables (PLD/BLU & PLD/RUN, ST/AoE) with numbered priority and rewritten Objectives. Jettatura VE 2959 → 2948.
• Theory · Atonement: per-hit cap added (≈1190 at Lv.119); fTP mod reframed (x2 base / x3 with Burtgang AM3); AM3 40%×2 / 20%×3; breath-type, 2 hits (CE + VE).
• Theory · Magical Damage: summary recap added above the existing tables.
• Theory · Damage Taken: new Reduction Types & Caps header.
• Theory · HP Management: added the principle that every gear swap is a potential HP-loss event compounding across hundreds of swaps.
• Theory · Spell & JA mechanics: new Offense category covering Enlight II, Sepulcher and Intervene; Holy Circle added under Defense. Each entry has formulas/values, thresholds and practical notes.
• Theory · Consumables: new sub-section under Prologue — Food (Endgame / Mid-game / Early game tiers, 2-column layout for paired items), Medicines (Status & Recovery + Reraise), Drinks (Juices, Milks, wearable Tanks). Per-item FFXIAH icons + BG-Wiki links + full stat tables and acquisition info.
• Sets · Phalanx: new PHALANX MAX (Ceiling +70) set (Skill 417, PDT/MDT −50% capped); Hybrid gains SIRD +3%.
• Sets · Fast Cast: Reverence Surcoat +4 + Sworn Brais → PDT −40% (was −32%), DEF +1089 (was +965); FC cap unchanged at 80%.
• Sets · GearSwap priorities: Idle / FC / Full Enmity reordered for HP retention. Per-piece breakdown rewritten as Δ HP vs the previous set in the swap cycle (39 Δ entries). Inline back tables replaced by Rudianos.tank / Rudianos.FCSIRD.
• Misc: global CSS fix on invalid 3-value text-shadow.
→ Planned
• Sets: more alternative sets across Idle, Enmity, JA, FC cap, Phalanx alternatives, Enhancing, Cure, Engaged. Plus a new Reprisal set and additional WS sets to complement the existing ones (Atonement, Savage Blade R15/R30, Aeolian Edge, Sanguine Blade).
• Sets: upgrade every set to the AF +4 versions to keep the guide current — not strictly mandatory pieces, but worth listing.
• Tooling: scripts / Excel sheets to compute alternative-set stats accurately rather than estimating by hand.
That's it — hope you enjoy the guide. If you have sections, ideas or sets to suggest, feel free to share.
• Theory section: complete. CE Loss Reduction, Magical Damage Mitigation and HP Management got full rewrites / restructures. Mechanics formulas now live in theory cards only; set sections defer to them when relevant.
• JA cards: full coverage. Every PLD Job Ability (Shield Bash, Divine Emblem, Sepulcher, Intervene, Holy Circle, Invincible, Sentinel, Cover, Rampart, Majesty, Fealty, Chivalry, Palisade) now has its own card with the full Reforged gear progression (Caballarius / Reverence / Chevalier tiers, color-coded so BiS is obvious at a glance). Niche pieces (Fenian Ring, Knightly Earring, Sahip Helm, Save the Queen III, Kheshig Blade, Volitional Mantle) get dedicated sub-boxes inside the relevant cards. Invincible was added in this pass; it had no card before.
• BBCode cleanup. Cleaner source structure (less nested wrappers, no redundant tags). Same rendering, lighter payload.
→ Planned
• Same kind of pass on the gear-set sections next.
• Continuing the previous roadmap: alternative sets across roles, +4 AF upgrades, Reprisal set, additional WS sets.
Notes:
* You say all of Burt's AM effects apply at 3000TP, but I'm pretty sure that isn't how it used to work, anyway.
* For rampart, you say its enmity scales by people in zone but also note it is per target, which is true, I think
* You say Holy Circle gives 5VE, but is it actually 1VE per target hit?
* The explanation of Sentinel enmity is confusing. How does it interact with divine emblem? Is it special enmity or equipment enmity? Enmity cap is +200, so why are you saying it caps alone? etc.
* For Cover, you say the covered member's enmity drives the reduction, but you also say the PLD gains a static 200CE. Which is it? Also, worth noting whether PLD loses CE for damage take from covered hits. You also act like the interception of ranged attacks is random, but it's all the time if they are in melee range, right?
Additional notes:
1. Majesty does not work on Shell, only Cure and Protect.
2. For priorities, you can just use the HP itself and let GearSwap do the order for you. It doesn't have to be 1-15
3. You have Reverence Surcoat +3 listed on the main FC set and alternative, you mentioned +4 in your 05-07 update, which I am assuming that is meant to be the case here. Another alternative FC ring is the Medada's Ring from TVR.
While this might work on most cases, and especially for PLD, it is not the general optimal way.
This can still lead into temporary HP drop because this does not aim the issue directly
You priority should be based on the deltas to the prior sets.
lets say you high HP item in the new set is 300 so you set it to change first
but you prior set had 350, then that is still a 50HP drop.
If you instead fixed a 60HP item where you had 0 before and then do the above there is no drop
Priority by HP however is a good starting point because it very good at very little effort
TL:DR
Priority by new HP
- easy to do (only have to look at one set)
- decently close to optimal
- good enough for most cases
priority by delta
- much harder to set up (Have to look at multiple sets combination
- optimal
- always best
I don't think compounding is the right term here.
You dont Directly loose HP you just loose container space for it.
So if the the container space is already empty (ak you already lost that HP) then you don't loose it again.
Which sounds the opposite to me as what compounding means.