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  1. #1
    That SpellCast Guy
    Join Date
    Feb 2006
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    802
    BG Level
    5

    The SpellCast Starter-File Project - Help Needed

    Over the last couple days I've had some SpellCast configuration files sent to me privately for help, and another one has been posted in the SpellCast thread. And frankly, these files have scared the hell out of me. The problem seems to be that people get started by modifying user-submitted XMLs posted on the Windower wiki, and most of those are extremely poor examples. Things get even worse when people copy-paste sections from different user-submitted XML files together, without really understanding what they're doing, or how the rules might interact with each other.

    At this point you're probably thinking, "Fair enough, but then where am I supposed to get a good file to start with?" That's the problem I'm hoping to solve. However, I don't know all the jobs in the game well enough to just start cranking out "perfect" XMLs for all of them immediately, so I'm going to need help compiling lists of necessary gear-sets/functions for each job. I think what I'm going to need for each job is:
    1. A list of gear-sets that a person playing the job should have
    2. "Always-necessary" functions - gear-swaps/actions that every person playing that job should be doing
    3. "Optional" functions - situational/advanced stuff that not everyone might want or need (for example, a gear-set for a relic WS).

    I should emphasize that you don't need to know anything about SpellCast to help out with this, you just need to be able to describe the workings of a particular job.

    For example, the lists for Monk might look something like this (incomplete, just for the sake of a quick example):

    MNK

    Gear Sets
    • Idle (Regen, Movement Speed)
    • TP
    • Asuran Fists
    • Other WSes (Howling Fist, Dragon Kick)
    • "Oh Shit" (Damage Down set)
    • Chakra


    Necessary Functions
    • Swap in Chakra gear before use
    • Swap in Temple Crown(+1) for Focus
    • Swap in Melee Gaiters for Counterstance


    Optional Functions
    • Auto-Boost before using WS
    • Swap in additional Counter+ gear during Utsusemi: Ichi


    Due to the characters-per-post limit, I'll reserve the second post in this thread to start compiling these lists for each job, and I'll try to edit the lists as often as possible when people contribute. You don't need to try and post complete lists for a job, even giving one set or function that I don't yet have would help.

    Note that if you're going to post info about gear-sets necessary for a job, I'd appreciate details on actual item names, preferably the "ideal" set (shit's situational, blah blah, I know). For example, if someone just posts "Cannonball Set" for BLU, I have no idea what that actually means, because I know very little about BLU. If I'm going to build a BLU XML file, I'm going to need a "starter" Cannonball set to put in the file for users to modify.

    And yes, it will probably be difficult or impossible to totally nail down lists for every job in the game, but I think it will be possible to get fairly close for most of them. Most people playing a job "properly" are doing (or at least, should be doing) very similar things.

    Any contributions appreciated, or feedback on whether I should be collecting more information than I'm currently asking for. Thanks in advance.

    Let the arguing about "the right way" to play jobs commence.

  2. #2
    That SpellCast Guy
    Join Date
    Feb 2006
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    This post reserved for lists.

    Melee Jobs
    Sets
    • Idle
    • TP Gear
    • Physical Damage Down
    • Magic Damage Down
    • Utsusemi:Ichi
    • Max Haste (Utsusemi:Ni/etc)
    • Enmity set for Provoke and Provoke-like actions


    Mage Jobs
    Sets
    • Idle
    • Resting
    • Enmity- (Curing)
    • Stoneskin
    • Buffs (Haste/ConserveMP)
    • Fast Cast for start of casts


    Tank Jobs
    Sets
    • Idle
    • Engaged idle
    • Physical Damage down
    • Magic Damage down
    • Max enmity
    • Haste/Enmity for hate spells with long recast
    • Fire Resist


    WAR
    Sets
    • Standard melee sets
    • Aggressor-up TP set
    • Raging Rush
    • King's Justice

    Necessary
    • ?

    Optional
    • ?


    MNK
    Sets
    • Standard melee sets
    • Asuran Fists
    • Howling Fist
    • Dragon Kick
    • Chakra

    Necessary
    • AF(+1) Gloves for Boost
    • AF(+1) Crown for Focus
    • AF2 Gaiters for Counterstance

    Optional
    • ?


    WHM
    Sets
    • Standard mage sets
    • Cure V
    • Devotion
    • Flash (-Enmity/Haste)
    • Barspells
    • Repose
    • Enfeebling

    Necessary
    • ?

    Optional
    • Sublimation idle
    • Dark Arts / Light Arts swapping when relevant


    BLM
    Sets
    • Standard mage sets
    • Max damage nuking
    • Elemental Skill/MAcc (Group)
    • Enfeebling (separate white/black sets?)
    • Elemental debuffs (INT=150)
    • Dark Magic
    • Magic Burst

    Necessary
    • Correct staves/grips for spells
    • Obis
    • AF2 pants
    • Uggalepih Pendant
    • Sorcerer's Ring trigger

    Optional
    • Magic/Physical dmg idle sets


    RDM
    Sets
    • Enfeebling accuracy MND
    • Enfeebling accuracy INT
    • Enfeebling potency MND
    • Enfeebling hybrid MND (semi-resistant targets)
    • Enhancing (Phalanx)
    • Nuking
    • Dark Magic
    • Melee
    • Convert

    Necessary
    • MP gear locking?
    • Weapon locking when meleeing

    Optional
    • Tanking sets/rules


    THF
    Sets
    • Standard melee sets
    • Trick Attack
    • Sneak Attack
    • Solo/Evasion (Group)
    • Ranged Attack
    • Steal
    • Dancing Edge/Evisceration (vary based on SA/TA being up?)
    • Mandalic Stab/Shark Bite/Mercy Stroke
    • Treasure Hunter (Group)

    Necessary
    • AF(+1) Boots on Flee

    Optional
    • SA/TA swaps using autoexec


    PLD
    Sets
    • ?

    Necessary
    • ?

    Optional
    • ?


    DRK
    Sets
    • Standard melee sets

    Necessary
    • ?

    Optional
    • ?


    BST
    Sets
    • ?

    Necessary
    • ?

    Optional
    • ?


    BRD
    Sets
    • ?

    Necessary
    • ?

    Optional
    • ?


    RNG
    Sets
    • Archery TP
    • Archery WS
    • PPA WS
    • Gun TP
    • Gun WS
    • Holy Bolt TP (MND)
    • Darksteel Bolt TP
    • Crossbow WS
    • GMB WS
    • Non-x-hit TP gear
    • Trueflight
    • /SAM group, modifying all sets where necessary
    • Utsusemi sets

    Necessary
    • AF(+1) Pants for Sharpshot
    • AF(+1) Gloves for Shadowbind

    Optional
    • AF+1 Gloves for Barrage
    • Kraken Club melee
    • Korin Obi in Holy Bolt TP
    • Enmity- gear
    • Culverin/Heavy Shell sets
    • Coronach set


    SAM
    Sets
    • Standard melee sets
    • Polearm (Group)
    • Y/G/K
    • Rana
    • Penta
    • Meditate (AF head, AF2 hands)

    Necessary
    • AF head for Warding Circle

    Optional
    • /DRG TP set
    • Jumps


    NIN
    Sets
    • Standard melee sets
    • Blade: Jin
    • Blade: Kamu?
    • Evasion/Solo (Group)
    • Ninjutsu Skill
    • Standard tank sets

    Necessary
    • Night-time gearswaps

    Optional
    • /BLM or /RDM elemental-wheel builds


    DRG
    Sets
    • Standard melee sets

    Necessary
    • ?

    Optional
    • ?


    SMN
    Sets
    • Standard mage sets
    • Avatar-out idle
    • Blood Pact Delay-
    • Avatar Physical Pact
    • Avatar Magical Pact
    • Summoning Skill (BP:Ward, Elemental Siphon)

    Necessary
    • Change avatar-out idle set based on which avatar (Karura, Carbuncle Mitts, etc)

    Optional
    • AF2 used based on day/weather/avatar
    • SCH sub sets


    BLU
    Sets
    • Standard melee sets
    • Expiacion (STR/INT)
    • Savage Blade (STR/MND)
    • Vorpal Blade (STR/crit)
    • Multi-hit spells
    • Cannonball (50% STR 50% VIT, modified by your defense)
    • Vertical Cleave (STR)
    • Magic Fruit (MND, VIT, Enmity-)
    • Head Butt (Acc, MAcc, Haste)
    • INT/MND set (MAB~=INT>MND for damage, INT:MND damage is roughly 3:1)
    • MND set
    • CHR set
    • Resting (multiple sets using staff or not?)
    • Tanking (Group)

    Necessary
    • Do full STR set if Cannonball or Vertical Cleave is SA'd

    Optional
    • Morrigan's for CA Cannonball/VCleave instead of AF+1
    • Various idle sets (Groups)
    • Vulcan's/Brave for SA'd spells if no TP
    • Progressive MAcc vs. DMG balance sets


    COR
    Sets
    • Standard melee sets
    • Ranged TP
    • Slug Shot
    • Detonator
    • Quick Draw (non-Light/Dark) - INT/MAB
    • Quick Draw (Light/Dark) - AGI/M.Acc
    • Max MP

    Necessary
    • Luzaf's Ring for COR Roll and following Double-Ups
    • AF2 Hat for Phantom Roll
    • AF2 Body for Random Deal

    Optional
    • Some way to use Luzaf's Ring for different rolls, if in a relevant party (Evoker's in an all-mage party, etc)
    • Waltz gear for COR/DNC
    • Uggalepih Pendant trigger gear


    PUP
    Sets
    • Standard melee sets

    Necessary
    • ?

    Optional
    • ?


    SCH
    Sets
    • ?

    Necessary
    • ?

    Optional
    • ?


    DNC
    Sets
    • Standard melee sets
    • Waltz (AF body, AF2 head, roundel earring, random CHR gear)
    • Steps (AF hands, AF2 feet, acc gear)
    • Evasion/solo (group)

    Necessary
    • AF feet for Jig
    • AF head for Samba
    • AF2 body for Violent Flourish

    Optional
    • Self-target Waltz set using VIT where more powerful than CHR

  3. #3
    Sea Torques
    Join Date
    Jun 2007
    Posts
    716
    BG Level
    5
    FFXI Server
    Quetzalcoatl

    Melee (General)

    Sets:
    - Idle Set
    - WS Set
    - Utsusemi Precast set (Fastcast, Spell interrupt, Evasion)
    - Recast Gear (Max Haste)
    - Oh Shit Gear (High evasion, High Defense, %Damage Down, or all the above)

    Basic Engage, Healing, Ranged, Idle Actions:
    If engaged = X
    If healing = Y
    If pulling/ranged attacking = Z
    If none of the above = Idle

    Basic Weaponskill Actions:
    If using WS use: X
    If using alternative WS use X, but add gear Y, Z, etc...

    Basic Casting Actions:
    Before you cast and when you start to cast use: X
    Right Before you're done casting use: Y

    ================================================== ===============

    THF (Basic):

    Idle Set
    TP Set
    WS Set
    Trick Attack Set
    Sneak Attack Set
    Solo Set
    Ranged Attack Set
    Steal Set
    Casting Gear
    Recast Gear

    Standard Engage/Disengage Actions:
    If engaged use TP
    If engaged and TA armed use/lock TA gear(so you don't lose your set when you engage)
    If engaged and SA armed use/lock SA gear(so you don't lose your set when you engage)
    If using ranged attack use ranged accuracy gear

    Job Ability Actions:
    on TA arm TA gear allow WS gear to override.
    on SA arm SA gear allow WS gear to override.
    on Steal add steal gear
    on Flee swap in boots, the revert to movement speed boots after.

    on SA fading(and TA not active) revert to TP or Idle gear (AutoExec)
    on TA fading(And SA not active) revert to TP or Idle gear (AutoExec)

    Weaponskill Actions:
    on Weaponskill use Weaponskill gear.
    - add conditionals per WS, Gorgets, accuracy tweaks etc.

    Casting Actions:
    on "Utsusemi: Ichi": start casting in Casting gear:
    - If Utsusemi: Ni is active, click it off just before Ichi is done casting.
    - Before the spell is done casting swap in Recast gear.
    - When done casting revert to either idle gear, TA gear, SA gear or TP gear.

    on "Utsusemi: Ni" start casting in Casting gear:
    - Before the spell is done casting swap in Recast gear.
    - When done casting revert to either idle gear, TA gear, SA gear or TP gear.

    ================================================== ==============

    There's obviously more advanced shit you can do, like: "If I am Weaponskilling use this set, If I'm Weaponskilling with TA use this one, and If I'm Weaponskilling with SA use this one, etc etc etc..." but the above is pretty basic.

    If that's what you're looking for I could do more. not exactly sure what you want.

  4. #4
    Strider/Doom/Cyclops
    Join Date
    Jun 2007
    Posts
    5,687
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    8
    FFXIV Character
    Viper Beam
    FFXIV Server
    Balmung
    FFXI Server
    Quetzalcoatl

    COR

    Gear Sets
    • Idle (Movement Speed)
    • Melee TP (sword)
    • Melee TP (dagger)
    • Ranged TP
    • Slug Shot
    • Detonator
    • Quick Draw
    • Max MP


    Necessary Functions
    • Swap in Luzaf's Ring for Corsair's Roll
    • Swap in relic hat for Phantom Roll
    • Swap in relic body for Random Deal


    Optional Functions
    • MP trigger gear for Uggalepih Pendant latent (Quick Draw)
    • Snapshot gear (Zha'Go/Anwig, Mirke, relic hands)
    • Swap in CHR gear for Waltz (COR/DNC)
    • Swap in Luzaf's Ring for Evoker's Roll (in BLM party)
    • Swap in Luzaf's Ring for Wizard's Roll (in BLM party)

  5. #5
    Strider/Doom/Cyclops
    Join Date
    Jun 2007
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    5,687
    BG Level
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    FFXIV Character
    Viper Beam
    FFXIV Server
    Balmung
    FFXI Server
    Quetzalcoatl

    Probably just an oversight, but:
    Quote Originally Posted by Phraust View Post
    THF (Basic):

    Idle Set
    TP Set
    WS Set
    Trick Attack Set
    Sneak Attack Set
    Solo Set
    Ranged Attack Set
    Steal Set
    Casting Gear
    Recast Gear
    Evasion Set

  6. #6
    Puppetmaster
    Join Date
    Jan 2009
    Posts
    70
    BG Level
    2
    FFXI Server
    Phoenix

    To Spider-Dan's COR list I would like to add that there should be two separate QD sets - one for the damaging shots, which should include MAB gear, and a separate one for light shot and dark shot, which should be purely AGI/M.Acc.

    Also, I have no idea how you would do this, but Luzaf's ring should also be swapped in for the Double-Ups following COR roll, but not necessarily other Double-Ups. Good luck figuring that one out.

  7. #7
    Sinner
    Join Date
    Dec 2006
    Posts
    2,240
    BG Level
    7

    Edit: Nvm

  8. #8
    Sea Torques
    Join Date
    Jun 2007
    Posts
    716
    BG Level
    5
    FFXI Server
    Quetzalcoatl

    Quote Originally Posted by Spider-Dan View Post
    Probably just an oversight, but:
    Yeah I meant that lol.... I put "solo set". but you're right,

  9. #9
    That SpellCast Guy
    Join Date
    Feb 2006
    Posts
    802
    BG Level
    5

    Quote Originally Posted by Kaishen View Post
    Also, I have no idea how you would do this, but Luzaf's ring should also be swapped in for the Double-Ups following COR roll, but not necessarily other Double-Ups. Good luck figuring that one out.
    Not a problem, I already have that working for my friend's COR XML.

    Thanks for the stuff posted so far, will update the second post a little later on tonight, I'm leaving work shortly.

  10. #10
    Nidhogg
    Join Date
    Mar 2008
    Posts
    3,793
    BG Level
    7

    I'm not sure where you want the line drawn between necessary and optional...

    Sam:
    Idle (removes dusk gloves, adds regen. Should equip when not engaged)
    TP - GK (Ideally checks mainhand for if GK is equipped, check for drg sub for earrings)
    TP - Pole (See GK)
    WS - Y/G/K
    WS - Rana
    WS - Penta
    Jumps - (remove haste, add acc/attk/str)
    Meditate (relic hand, af head)
    Warding Circle (af head)
    Partial -PDT (Arhat Body/Arhat Head/Jelly Ring)
    Full -PDT (including parry/eva)
    Full -MDT
    Enmity (Voke[war+dnc], Warcry)
    Utsu (haste)
    2hr (If 2hr is currently active and current TP >=100 but <= 120, remove 2hr before next WS goes off)
    Uthalams Ring (Salvage/Assault)

    Definitely optional:
    Fire Ring/Lightning Ring from the avatars (thx Sath!)

  11. #11
    Puppetmaster
    Join Date
    Jan 2009
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    BG Level
    2
    FFXI Server
    Phoenix

    DNC

    Gear Sets

    * Idle (Pretty flowers)
    * TP
    * Waltz (AF body, relic head, roundel earring, random CHR gear)
    * Step (AF hands, relic feet, full acc gear)
    * Dancing Edge/Pyrrhic Kleos Gear
    * Evasion Set
    * Haste Set for Recasts


    Necessary Functions

    * Swap in AF feet for Jigs
    * Swap in AF head for sambas
    * Swap in relic body for violent flourish


    Optional Functions

    * Swap in VIT gear instead of CHR gear if a piece has more VIT than there is CHR available in that slot for self-targeted waltzes

  12. #12
    Bagel
    Join Date
    Aug 2008
    Posts
    1,419
    BG Level
    6
    FFXI Server
    Lakshmi

    Adding to COR: Leaden Salute build (Some people LOL, but I find this to be quite powerful against certain mobs)

    SAM

    Gear Sets
    Idle (Also considered "Physical Damage Down")
    Magic Damage Down
    TP /WAR
    TP /DRG (Wyvern earring)
    TP /RNG (Don't ask. I'm working on something.)
    Jump(Full VIT/Acc)
    High Jump (All ACC)
    Yukikaze/Kasha
    Gekko (Main changes being addition of Smilodin +1 and different gorget)
    Sidewinder
    Penta Thrust
    Hobaku (Kekekekeke)
    Koki (Superstition, but I do have a complete WS build for this..sigh..)
    Warding Circle
    Meditate
    Enmity (Provoke)

    Necessary Functions
    Super anal gear swaps

    Optional Functions
    Swapping in AFv1 Head and AFv2 Hands for Meditate (Not everyone has AFv2, and super-gimps don't have AFv1)
    Using an Idle build, as SAM doesn't have movement speed, refresh needs, etc. Regen can be useful.

  13. #13

    Sweaty Dick Punching Enthusiast

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    How does spellcast even work with PDT/MDT sets? I could see something something like..
    if seigan's active and third eye isn't active equip partial pdt but other than that what can be done?

  14. #14
    Ridill
    Join Date
    Oct 2006
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    FFXIV Character
    Sath Fenrir
    FFXIV Server
    Cactuar
    FFXI Server
    Fenrir

    Quote Originally Posted by Thunder View Post
    How does spellcast even work with PDT/MDT sets? I could see something something like..
    if seigan's active and third eye isn't active equip partial pdt but other than that what can be done?
    From what I understand if you want to maximize usage of PDT you need to use autoexec but even then I can pretty much say, without pause, that PDT is something you're gonna wanna just have on macro (as a melee anyways) and not try to spellcast it.

    You're gonna end up in full PDT at times when you really don't want it.

  15. #15
    That SpellCast Guy
    Join Date
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    Quote Originally Posted by Thunder View Post
    How does spellcast even work with PDT/MDT sets? I could see something something like..
    if seigan's active and third eye isn't active equip partial pdt but other than that what can be done?
    It's best to just make macros to switch sets manually, using the "set" command.

    /sc set pdt
    /sc set mdt
    /sc set tp
    etc.

  16. #16
    CoP Dynamis
    Join Date
    May 2008
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    BG Level
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    Cerberus

    Having the set in spellcast allows you to make a command in a regular macro reading:

    //sc set pdt

    Or something similar. This makes it so that based on different groups (i.e. /DRG keeping Wyvern earring on) that you always equip the appropriate set that's in that group's set list, as opposed to making a windower macro or something in a .txt file (or multiple for different sj's and such).

  17. #17

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Deimos View Post
    It's best to just make macros to switch sets manually, using the "set" command.

    /sc set pdt
    /sc set mdt
    /sc set tp
    etc.
    I need to familiarize myself with the commands._. didn't know you can run it like "windower macros," thank you muchly!

  18. #18
    Hydra
    Join Date
    Jul 2008
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    Unicorn

    I love you for this thread. Hoping to see some good whm and smn input.

  19. #19
    Puppetmaster
    Join Date
    Dec 2007
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    Asura

    On the note of spellcast stuff that will probably scare the hell out of you, a non-action trigger of sorts would be nice. I like to "manually" put on my WS gear without having to actually use the WS so what I do is make my WS gear macro be /ma "Stonega IV" <me> and use that as a trigger to run the day/night program. It works pretty good if you set it to be job-specific so you can use a set of spells as triggers for day/night sets which are a big deal for me.

    Code:
    		<!-- Control for Day Shit -->
    		<if advanced='"$NightOrDay"=="Day"' >
    			<rule spell="Stonega IV" job="NIN/???">
    			<action type="cancelspell" />
    				<if area="Leujaoam Sanctum|Mamool Ja Training Grounds|Lebros Cavern|Periqia|Ilrusi Atoll|Nyzul Isle">
    					<action type="Command">exec nin_war/assault_ws_day.txt;</action>
    				</if>
    				<else>
    					<action type="Command">exec nin_war/ws_day.txt;</action>
    				</else>
    			</rule>
    (The nyzul script just executes the ws script then adds the ring)

  20. #20
    Puppetmaster
    Join Date
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    Asura

    And for war I use something similar, but to check which weapon is equiped. If maneater is on main hand, assumes dual wield set with suppanomimi, else assumes G.Axe and goes to assault earring.

    Code:
    			<rule spell="Waterga IV" job="WAR/???">
    			<action type="cancelspell" />
    			<if EquipMain="maneater">
    					<action type="Command">exec war/warattd.txt;</action>
    			</if>
    			<else><action type="Command">exec war/warattg.txt;</action></else>
    			</rule>

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