Item Search
     
BG-Wiki Search
Page 60 of 74 FirstFirst ... 10 50 58 59 60 61 62 70 ... LastLast
Results 1181 to 1200 of 1478
  1. #1181
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
    All hail Lord Yamcha

    Join Date
    Aug 2007
    Posts
    17,538
    BG Level
    9

    Quote Originally Posted by Motenten View Post
    Can't seem to connect to pastebin, so I'll post here. Requires two xmls, one for mnk specifically, and one for includes.

    It's fairly straightforward, and there's lots of comments included, but there are a couple bits I realize could be a bit confusing. Hopefully won't be a problem.

    I keep in-game macros for adjusting accuracy, evasion, magic damage, kiting and resetting gear. HP gear toggle is done manually.

    Spoiler'd for space.

    Spoiler: show

    Mnk.xml
    Code:
    <?xml version="1.0" ?>
    <spellcast xmlns:xi="http://www.w3.org/2001/XInclude">
        <config Debug="false"
                ShowGearSwaps="false"
                ShowSpellInfo="false"
                RequireVersion="2.30"
                />
    
        <!-- Set default variable values -->
        <variables>
            <!-- JAs that are used solely to change equip vars/flags. -->
            <var name="EquipChangeJAs">Sharpshot|Tranquility|Perfect Dodge|Invincible|Chainspell|Mantra</var>
    
            <!-- Track mobs that we want to adjust accuracy gear for.  Need to update this. -->
            <var name="HighEvasionMobs">Mamool Ja Lurker|Mamool Ja Infiltrator|Odin Prime</var>
    
            <!-- Use Fenrir's earring when appropriate.  Removed to save inventory space. -->
            <var name="dnEarring">Merman's Earring</var>
            <var name="Day-Earring">Merman's Earring</var>
            <var name="Night-Earring">Merman's Earring</var>
    
    
            <!-- Accuracy Level can be between 1 and 7.  Default of 2. -->
            <var name="AccuracyLevel">2</var>
            <!-- Actual accuracy used can be modified by Focus or acc buffs/debuffs. -->
            <var name="AccToUse">2</var>
            <!-- Variable for the mod to the base level for easier math. -->
            <var name="AccMod">0</var>
            <!-- Std or FW as suffix depending on combat mode. -->
            <var name="AttMode">Std</var>
    
            <!-- Gear layer stacking: -->
    
            <var name="BaseLayer">Standard</var>
            <var name="AccuracyLayer">None</var>
            <var name="HPLayer">None</var>
            <var name="EvasionLayer">None</var>
            <var name="DamageLayer">None</var>
            <var name="KiteLayer">None</var>
            <var name="FWWSLayer">None</var>
            <var name="CounterLayer">None</var>
    
            <!-- Variable to determine which of the primary equipment sets we return to after each action. -->
            <var name="CurrentSet">Standard</var>
    
            <!-- Variables for locking gear in Salvage until the slot is unlocked. -->
            <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='SalvageEquipVars']/*" />
            <!-- Custom changes to test variables -->
            <var name="SalvageTestHands">Melee Gloves</var>
            <var name="SalvageTestAmmo">Tantra Tathlum</var>
        </variables>
    
        <sets>
            <group default="yes" name="Basic">
                <!-- Default empty layer set. -->
                <set name="None">
                </set>
    
                <!-- Primary equipment sets (Base layers) -->
                <set name="Standard">
                    <ammo>Tantra Tathlum</ammo>
                    <head>Tantra Crown +1</head>
                    <neck>Backlash Torque</neck>
                    <lear>Brutal Earring</lear>
                    <rear>Aesir Ear Pendant</rear>
                    <body>Usukane Haramaki</body>
                    <hands>Aurore Gloves</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Ulthalam's Ring</rring>
                    <back>Forager's Mantle</back>
                    <waist>Black Belt</waist>
                    <legs>Tantra Hose +2</legs>
                    <feet>Tantra Gaiters +1</feet>
                </set>
                <set name="Usukane">
                    <ammo>Tantra Tathlum</ammo>
                    <head>Usukane Somen</head>
                    <neck>Backlash Torque</neck>
                    <lear>Brutal Earring</lear>
                    <rear>Aesir Ear Pendant</rear>
                    <body>Usukane Haramaki</body>
                    <hands>Usukane Gote</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Ulthalam's Ring</rring>
                    <back>Forager's Mantle</back>
                    <waist>Black Belt</waist>
                    <legs>Usukane Hizayoroi</legs>
                    <feet>Usukane Sune-ate</feet>
                </set>
                <set name="FootworkBase">
                    <ammo>Tantra Tathlum</ammo>
                    <head>Tantra Crown +1</head>
                    <neck>Backlash Torque</neck>
                    <lear>Merman's Earring</lear>
                    <rear>Aesir Ear Pendant</rear>
                    <body>Usukane Haramaki</body>
                    <hands>Aurore Gloves</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Ulthalam's Ring</rring>
                    <back>Forager's Mantle</back>
                    <waist>Black Belt</waist>
                    <legs>Tantra Hose +2</legs>
                    <feet>Tantra Gaiters +1</feet>
                </set>
                <!-- Gear for when expecting that not all slots are unlocked, and thus can't get full Usu haste bonus. -->
                <set name="LimitedSalvage">
                    <ammo>Tantra Tathlum</ammo>
                    <head>Tantra Crown +1</head>
                    <neck>Backlash Torque</neck>
                    <lear>Brutal Earring</lear>
                    <rear>Aesir Ear Pendant</rear>
                    <body>Usukane Haramaki</body>
                    <hands>Aurore Gloves</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Ulthalam's Ring</rring>
                    <back>Forager's Mantle</back>
                    <waist>Black Belt</waist>
                    <legs>Tantra Hose +2</legs>
                    <feet>Usukane Sune-ate</feet>
                </set>
    
                <!-- Accuracy layers for standard mode.  Focus drops 2 accuracy layers. -->
                <set name="Accuracy1Std">
                    <rring>Spiral Ring</rring>
                    <back>Ultion Mantle</back>
                </set>
                <set name="Accuracy2Std">
                    <!-- <rring>Spiral Ring</rring> -->
                </set>
                <set name="Accuracy3Std">
                    <neck>Peacock Charm</neck>
                </set>
                <set name="Accuracy4Std">
                    <neck>Peacock Charm</neck>
                    <back>Belenos' Mantle</back>
                </set>
                <set name="Accuracy5Std">
                    <neck>Peacock Charm</neck>
                    <hands>Usukane Gote</hands>
                    <back>Belenos' Mantle</back>
                    <feet>Usukane Sune-ate</feet>
                </set>
                <set name="Accuracy6Std">
                    <head>Usukane Somen</head>
                    <neck>Peacock Charm</neck>
                    <hands>Usukane Gote</hands>
                    <back>Belenos' Mantle</back>
                    <feet>Usukane Sune-ate</feet>
                </set>
                <set name="Accuracy7Std">
                    <head>Usukane Somen</head>
                    <neck>Peacock Charm</neck>
                    <hands>Usukane Gote</hands>
                    <back>Belenos' Mantle</back>
                    <feet>Usukane Sune-ate</feet>
                </set>
    
                <!-- Accuracy layers for Footwork.  Focus drops 2 accuracy layers. -->
                <set name="Accuracy1FW">
                </set>
                <set name="Accuracy2FW">
                </set>
                <set name="Accuracy3FW">
                    <neck>Peacock Charm</neck>
                </set>
                <set name="Accuracy4FW">
                    <neck>Peacock Charm</neck>
                    <back>Belenos' Mantle</back>
                </set>
                <set name="Accuracy5FW">
                    <neck>Peacock Charm</neck>
                    <hands>Usukane Gote</hands>
                    <back>Belenos' Mantle</back>
                </set>
                <set name="Accuracy6FW">
                    <head>Usukane Somen</head>
                    <neck>Peacock Charm</neck>
                    <hands>Usukane Gote</hands>
                    <back>Belenos' Mantle</back>
                </set>
                <set name="Accuracy7FW">
                    <head>Usukane Somen</head>
                    <neck>Peacock Charm</neck>
                    <hands>Usukane Gote</hands>
                    <back>Belenos' Mantle</back>
                </set>
    
                <!-- Special: 2hr ignores gear haste. Focus on Acc/Att/Str. -->
                <set name="2Hr">
                    <ammo>Tantra Tathlum</ammo>
                    <head>Usukane Somen</head>
                    <neck>Peacock Charm</neck>
                    <lear>Brutal Earring</lear>
                    <rear>Aesir Ear Pendant</rear>
                    <body>Usukane Haramaki</body>
                    <hands>Ochiudo's Kote</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Spiral Ring</rring>
                    <back>Forager's Mantle</back>
                    <waist>Anguinus Belt</waist>
                    <legs>Tantra Hose +2</legs>
                    <feet>Tantra Gaiters +1</feet>
                </set>
    
    
                <!-- +HP gear sets -->
                <set name="HPGearStd">
                    <rear>Bloodgem Earring</rear>
                    <hands>Melee Gloves</hands>
                    <lring>Bomb Queen Ring</lring>
                    <rring>Bloodbead Ring</rring>
                    <feet>Usukane Sune-ate</feet>
                </set>
                <set name="HPGearFW">
                    <rear>Bloodgem Earring</rear>
                    <hands>Melee Gloves</hands>
                    <lring>Bomb Queen Ring</lring>
                    <rring>Bloodbead Ring</rring>
                </set>
    
    
                <!-- Evasion layers -->
                <set name="SomeEvasion">
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <hands>Usukane Gote</hands>
                    <back>Boxer's Mantle</back>
                    <feet>Usukane Sune-Ate</feet>
                </set>
                <set name="AllEvasion" Baseset="SomeEvasion">
                    <neck>Evasion Torque</neck>
                </set>
    
                <!-- Kiting layers -->
                <set name="Kite">
                    <feet>Hermes' Sandals</feet>
                </set>
    
                <!-- Damage Taken layers -->
                <!--
                    Max:
                    Taipan Fangs +1: 9%
                    Arhat's Jinpachi +1: 6%
                    Arhat's Gi +1: 9%
                    Denali Wristbands: 2%
                    Defending Ring: 10%
                    Jelly Ring: 5%
                    Black Belt: 5%
                    Darksteel Subligar +1: 3%
                    Darksteel Leggings +1: 2%
                    == 50%
                -->
                <set name="PhysicalDamage">
                    <!-- Incomplete -->
                    <ammo>Tantra Tathlum</ammo>
                    <head>Arhat's Jinpachi</head>
                    <body>Arhat's Gi</body>
                    <hands>Denali Wristbands</hands>
                    <!-- <lring>Patronus Ring</lring> -->
                    <rring>Jelly Ring</rring>
                    <waist>Black Belt</waist>
                </set>
                
                <!-- Magic damage
                    Max: 128/256, 69 of which from Shell V, leaving about 60/256, or 24%.
                    Merman's Ring: 4%
                    Minerva Ring: 8%
                    Merman's Earring: 2%
                    Denali Wristbands: 2%
                    Avalon Breastplate: 5%
                    Colossus Mantle: 2%
                    Lt. Sash: 2%
                    misc Lore +1 gear (head/legs/feet): 2%
                    == 25%+
                -->
                <set name="MagicalDamage">
                    <!-- Incomplete -->
                    <head>Genbu's Kabuto</head>
                    <rear>Merman's Earring</rear>
                    <hands>Denali Wristbands</hands>
                    <lring>Merman's Ring</lring>
                    <rring>Merman's Ring</rring>
                    <back>Lamia Mantle +1</back>
                    <legs>Tantra Hose +2</legs>
                    <feet>Usukane Sune-ate</feet>
                </set>
    
                <!-- Idle layer -->
                <set name="Idle">
                    <!-- <body>Melee Cyclas</body> -->
                    <feet>Hermes' Sandals</feet>
                </set>
    
                <!-- Counter layer -->
                <set name="Counter">
                    <neck>Backlash Torque</neck>
                    <hands>Usukane Gote</hands>
                    <back>Ultion Mantle</back>
                    <!-- <legs>Temple Hose +1</legs> -->
                    <feet>Usukane Sune-ate</feet>
                </set>
                <set name="CounterDmg">
                    <back>Ultion Mantle</back>
                </set>
                <set name="PCounterDmg">
                    <head>Tantra Crown +1</head>
                    <back>Ultion Mantle</back>
                    <legs>Tantra Hose +2</legs>
                </set>
    
                <!-- Macro swaps for JAs -->
                <set name="Chakra">
                    <body>Temple Cyclas</body>
                    <hands>Melee Gloves</hands>
                    <head>Genbu's Kabuto</head>
                    <ammo>Tantra Tathlum</ammo>
                    <!-- <lring>Sirona's Ring</lring> -->
                    <rring>Spiral Ring</rring>
                    <back>Melee Cape</back>
                    <waist>Warwolf Belt</waist>
                    <feet>Creek F Clomps</feet>
                </set>
                <set name="Counterstance">
                    <feet>Melee Gaiters</feet>
                </set>
                <set name="Dodge">
                    <feet>Temple Gaiters</feet>
                </set>
                <set name="Footwork">
                    <feet>Tantra Gaiters +1</feet>
                </set>
                <set name="Focus">
                    <head>Temple Crown +1</head>
                </set>
                <set name="Boost">
                    <hands>Temple Gloves</hands>
                </set>
                <set name="Chi Blast">
                </set>
    
                <set name="CureWaltz">
                    <ammo>Sonia's Plectrum</ammo>
                </set>
                <set name="CureWaltzMe">
                    <ammo>Tantra Tathlum</ammo>
                    <head>Genbu's Kabuto</head>
                    <body>Melee Cyclas</body>
                    <rring>Spiral Ring</rring>
                    <back>Melee Cape</back>
                    <waist>Warwolf Belt</waist>
                    <feet>Creek F Clomps</feet>
                </set>
    
                <!-- Weaponskill sets -->
    
                <!-- Gorget layers -->
                <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='WeaponskillGorgetLayers']/*" />
    
                <!-- Footwork feet to use for weaponskills. -->
                <set name="DmgBoots">
                    <feet>Tantra Gaiters +1</feet>
                </set>
    
                <!-- Asuran Fists/etc stuff at various accuracy tiers. -->
                <set name="MultiHit Base">
                    <ammo>Tantra Tathlum</ammo>
                    <head>Usukane Somen</head>
                    <lear>$dnEarring</lear>
                    <rear>Aesir Ear Pendant</rear>
                    <body>Mirke Wardecors</body>
                    <hands>Ochiudo's Kote</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Spiral Ring</rring>
                    <back>Forager's Mantle</back>
                    <waist>Anguinus Belt</waist>
                    <legs>Usukane Hizayoroi</legs>
                    <feet>Tantra Gaiters +1</feet>
                </set>
                <set name="MultiHit-1" BaseSet="MultiHit Base">
                    <waist>Warwolf Belt</waist>
                    <feet>Usukane Sune-ate</feet>
                </set>
                <set name="MultiHit-2" BaseSet="MultiHit Base">
                </set>
                <set name="MultiHit-3" BaseSet="MultiHit Base">
                    <rring>Ulthalam's Ring</rring>
                </set>
                <set name="MultiHit-4" BaseSet="MultiHit Base">
                    <legs>Tantra Hose +2</legs>
                    <rring>Ulthalam's Ring</rring>
                </set>
                <set name="MultiHit-5" BaseSet="MultiHit Base">
                    <body>Usukane Haramaki</body>
                    <legs>Tantra Hose +2</legs>
                    <rring>Ulthalam's Ring</rring>
                </set>
                <set name="MultiHit-6" BaseSet="MultiHit Base">
                    <body>Usukane Haramaki</body>
                    <back>Belenos' Mantle</back>
                    <legs>Tantra Hose +2</legs>
                    <rring>Ulthalam's Ring</rring>
                </set>
                <set name="MultiHit-7" BaseSet="MultiHit Base">
                    <body>Usukane Haramaki</body>
                    <hands>Usukane Gote</hands>
                    <back>Belenos' Mantle</back>
                    <legs>Tantra Hose +2</legs>
                    <rring>Ulthalam's Ring</rring>
                </set>
    
                <!-- Ascetic's Fury/Victory Smite at various accuracy tiers. -->
                <set name="CritHit Base">
                    <ammo>Tantra Tathlum</ammo>
                    <head>Genbu's Kabuto</head>
                    <lear>Brutal Earring</lear>
                    <rear>Aesir Ear Pendant</rear>
                    <body>Mirke Wardecors</body>
                    <hands>Heafoc Mitts</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Spiral Ring</rring>
                    <waist>Anguinus Belt</waist>
                    <legs>Usukane Hizayoroi</legs>
                    <feet>Tantra Gaiters +1</feet>
                </set>
                <set name="CritHit-1" BaseSet="CritHit Base">
                    <waist>Black Belt</waist>
                </set>
                <set name="CritHit-2" BaseSet="CritHit Base">
                </set>
                <set name="CritHit-3" BaseSet="CritHit Base">
                    <body>Usukane Haramaki</body>
                    <hands>Ochiudo's Kote</hands>
                    <waist>Anguinus Belt</waist>
                </set>
                <set name="CritHit-4" BaseSet="CritHit Base">
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <hands>Ochiudo's Kote</hands>
                </set>
                <set name="CritHit-5" BaseSet="CritHit Base">
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <legs>Tantra Hose +2</legs>
                </set>
                <set name="CritHit-6" BaseSet="CritHit Base">
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <hands>Usukane Gote</hands>
                    <legs>Tantra Hose +2</legs>
                </set>
                <set name="CritHit-7" BaseSet="CritHit Base">
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <hands>Usukane Gote</hands>
                    <legs>Tantra Hose +2</legs>
                </set>
    
                <!-- Tornado Kick/Howling Fist/etc stuff at various accuracy tiers. -->
                <set name="SingleHit Base">
                    <ammo>Tantra Tathlum</ammo>
                    <head>Genbu's Kabuto</head>
                    <lear>Brutal Earring</lear>
                    <rear>Aesir Ear Pendant</rear>
                    <body>Mirke Wardecors</body>
                    <hands>Heafoc Mitts</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Spiral Ring</rring>
                    <waist>Anguinus Belt</waist>
                    <legs>Usukane Hizayoroi</legs>
                    <feet>Tantra Gaiters +1</feet>
                </set>
                <set name="SingleHit-1" BaseSet="SingleHit Base">
                    <waist>Black Belt</waist>
                </set>
                <set name="SingleHit-2" BaseSet="SingleHit Base">
                </set>
                <set name="SingleHit-3" BaseSet="SingleHit Base">
                    <body>Usukane Haramaki</body>
                    <hands>Ochiudo's Kote</hands>
                </set>
                <set name="SingleHit-4" BaseSet="SingleHit Base">
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <hands>Ochiudo's Kote</hands>
                </set>
                <set name="SingleHit-5" BaseSet="SingleHit Base">
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <legs>Tantra Hose +2</legs>
                </set>
                <set name="SingleHit-6" BaseSet="SingleHit Base">
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <hands>Usukane Gote</hands>
                    <legs>Tantra Hose +2</legs>
                </set>
                <set name="SingleHit-7" BaseSet="SingleHit Base">
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <hands>Usukane Gote</hands>
                    <legs>Tantra Hose +2</legs>
                </set>
    
                <!-- Staff weaponskills for !! procs.  Want acc and Store TP. -->
                <set name="Staff Base">
                    <ammo>Tantra Tathlum</ammo>
                    <lear>Brutal Earring</lear>
                    <rear>Aesir Ear Pendant</rear>
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <hands>Usukane Gote</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Ulthalam's Ring</rring>
                    <back>Belenos' Mantle</back>
                    <waist>Anguinus Belt</waist>
                    <legs>Tantra Hose +2</legs>
                    <feet>Tantra Gaiters +1</feet>
                </set>
                <set name="Staff-1" BaseSet="Staff Base" />
                <set name="Staff-2" BaseSet="Staff Base" />
                <set name="Staff-3" BaseSet="Staff Base" />
                <set name="Staff-4" BaseSet="Staff Base" />
                <set name="Staff-5" BaseSet="Staff Base" />
                <set name="Staff-6" BaseSet="Staff Base" />
                <set name="Staff-7" BaseSet="Staff Base" />
    
                <set name="MagicStaff Base">
                    <rear>Moldavite Earring</rear>
                    <body>Usukane Haramaki</body>
                    <lring>Rajas Ring</lring>
                    <rring>Spiral Ring</rring>
                    <waist>Anguinus Belt</waist>
                    <legs>Tantra Hose +2</legs>
                    <feet>Tantra Gaiters +1</feet>
                </set>
                <set name="MagicStaff-1" BaseSet="MagicStaff Base" />
                <set name="MagicStaff-2" BaseSet="MagicStaff Base" />
                <set name="MagicStaff-3" BaseSet="MagicStaff Base" />
                <set name="MagicStaff-4" BaseSet="MagicStaff Base" />
                <set name="MagicStaff-5" BaseSet="MagicStaff Base" />
                <set name="MagicStaff-6" BaseSet="MagicStaff Base" />
                <set name="MagicStaff-7" BaseSet="MagicStaff Base" />
    
                <!-- Club weaponskills for !! procs.  Want acc and Store TP. -->
                <set name="Club Base">
                    <ammo>Tantra Tathlum</ammo>
                    <lear>Brutal Earring</lear>
                    <rear>Aesir Ear Pendant</rear>
                    <head>Usukane Somen</head>
                    <body>Usukane Haramaki</body>
                    <hands>Usukane Gote</hands>
                    <lring>Rajas Ring</lring>
                    <rring>Ulthalam's Ring</rring>
                    <back>Belenos' Mantle</back>
                    <waist>Anguinus Belt</waist>
                    <legs>Tantra Hose +2</legs>
                    <feet>Usukane Sune-ate</feet>
                </set>
                <set name="Club-1" BaseSet="Club Base" />
                <set name="Club-2" BaseSet="Club Base" />
                <set name="Club-3" BaseSet="Club Base" />
                <set name="Club-4" BaseSet="Club Base" />
                <set name="Club-5" BaseSet="Club Base" />
                <set name="Club-6" BaseSet="Club Base" />
                <set name="Club-7" BaseSet="Club Base" />
    
                <!-- Other specialized stuff -->
                <set name="Resting">
                    <!-- <body>Melee Cyclas</body> -->
                    <back>Melee Cape</back>
                </set>
    
                <set name="FastCastStd">
                    <head>Tantra Crown +1</head>
                    <neck>Backlash Torque</neck>
                    <lear>Loquacious Earring</lear>
                    <body>Usukane Haramaki</body>
                    <!-- <hands>Usukane Gote</hands> -->
                    <rring>Patronus Ring</rring>
                    <back>Boxer's Mantle</back>
                    <waist>Black Belt</waist>
                    <legs>Tantra Hose +2</legs>
                    <feet>Usukane Sune-Ate</feet>
                </set>
                <set name="FastCastFW">
                    <head>Tantra Crown +1</head>
                    <hands>Aurore Gloves</hands>
                    <legs>Tantra Hose +2</legs>
                    <waist>Black Belt</waist>
                    <rear>Loquacious Earring</rear>
                    <neck>Backlash Torque</neck>
                    <back>Boxer's Mantle</back>
                    <rring>Patronus Ring</rring>
                </set>
    
    
                <set name="Campaign">
                    <rring>Patronus Ring</rring>
                </set>
                <set name="Campaign Idle">
                    <body>Melee Cyclas</body>
                    <hands>Orcish Gauntlets</hands>
                    <rring>Patronus Ring</rring>
                    <feet>Hermes' Sandals</feet>
                </set>
    
    
                <set name="Guard" BaseSet="Standard">
                    <ammo>Tantra Tathlum</ammo>
                    <head>Tiger Mask</head>
                    <neck>Guarding Torque</neck>
                    <lear>Guarding Earring</lear>
                    <back>Boxer's Mantle</back>
                    <legs>Temple Hose +1</legs>
                    <feet>Melee Gaiters</feet>
                </set>
    
                <set name="Town" BaseSet="Standard">
                    <head>Tantra Crown +1</head>
                    <body>Usukane Haramaki</body>
                    <hands>Usukane Gote</hands>
                    <legs>Tantra Hose +2</legs>
                    <feet>Hermes' Sandals</feet>
                </set>
            </group>
    
            <!-- Use a different chi blasting set if we're gearing for that specifically. -->
            <group name="ChiBlast" inherit="Basic">
                <set name="Chi Blast">
                    <main>Kirin's Pole</main>
                    <sub>Raptor Strap +1</sub>
                    <head>Temple Crown +1</head>
                    <neck>Promise Badge</neck>
                    <lear>Geist Earring</lear>
                    <rear>Geist Earring</rear>
                    <body>Kirin's Osode</body>
                    <hands>Devotee's Mitts</hands>
                    <lring>Sapphire Ring</lring>
                    <rring>Sapphire Ring</rring>
                    <back>Melee Cape</back>
                    <waist>Steppe Rope</waist>
                    <legs>Temple Hose +1</legs>
                    <feet>Suzaku's Sune-ate</feet>
                </set>
            </group>
    
        </sets>
    
        <rules>
            <!-- Imported rules to handle stop conditions that will prevent action, so we don't change gear needlessly. -->
            <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='ReturnRules']/*" />
    
            <!-- Imported rules for locking gear in Salvage, and tests to unlock slots. -->
            <xi:include href="GeneralIncludes.xml" xpointer="/includes/include[@name='SalvageEquipRules']/*" />
    
            <!-- Adjust variables based on current conditions -->
    
            <!-- If we're pulling, don't swap out ammo items. -->
            <if EquipRange="Mamoolbane">
                <lock slot="ranged|ammo" when="All" lock="yes" />
            </if>
    
            <!-- Set variable for time-specific gear -->
            <if TimeGT="6.00" TimeLT="18.00">
                <var cmd="set dnEarring $Day-Earring" />
            </if>
            <else>
                <var cmd="set dnEarring $Night-Earring" />
            </else>
    
    
            <if skill="Ability">
                <!-- Special reconfiguration of gear sets -->
                <!-- Make use of JAs that Mnk should never have access to -->
    
                <!-- Cycle accuracy level -->
                <if spell="Sharpshot">
                    <action type="cancelspell" />
    
                    <var cmd="setcalc AccuracyLevel $AccuracyLevel+1" />
                    <if advanced='"$AccuracyLevel" &gt; "7"'>
                        <var cmd="set AccuracyLevel 1" />
                    </if>
    
                    <addtochat>Accuracy level: $AccuracyLevel</addtochat>
                </if>
    
                <!-- Evasion gear sets -->
                <elseif spell="Perfect Dodge">
                    <action type="cancelspell" />
    
                    <if advanced='"$EvasionLayer" = "None"'>
                        <var cmd="set EvasionLayer SomeEvasion" />
                    </if>
                    <elseif advanced='"$EvasionLayer" = "SomeEvasion"'>
                        <var cmd="set EvasionLayer AllEvasion" />
                    </elseif>
                    <else>
                        <var cmd="set EvasionLayer None" />
                    </else>
    
                    <addtochat>Evasion: $EvasionLayer</addtochat>
                </elseif>
    
                <!-- Kiting/movement gear set -->
                <elseif spell="Chainspell">
                    <action type="cancelspell" />
    
                    <if advanced='"$KiteLayer" = "None"'>
                        <var cmd="set KiteLayer Kite" />
                    </if>
                    <else>
                        <var cmd="set KiteLayer None" />
                    </else>
    
                    <addtochat>Kiting: $KiteLayer</addtochat>
                </elseif>
    
                <!-- damage down gear sets -->
                <elseif spell="Invincible">
                    <action type="cancelspell" />
                    <if advanced='"$DamageLayer" = "None"'>
    <!--                    <var cmd="set DamageLayer PhysicalDamage" />
                    </if>
                    <elseif advanced='"$DamageLayer" = "PhysicalDamage"'> -->
                        <var cmd="set DamageLayer MagicalDamage" />
                    </if>
                    <else>
                        <var cmd="set DamageLayer None" />
                    </else>
    
                    <addtochat>Damage Reduction: $DamageLayer</addtochat>
                </elseif>
    
                <!-- +HP gear set -->
                <elseif spell="Mantra">
                    <action type="cancelspell" />
    
                    <if advanced='"$HPLayer" = "None"'>
                        <var cmd="set HPLayer HPGear$AttMode" />
                    </if>
                    <else>
                        <var cmd="set HPLayer None" />
                    </else>
    
                    <addtochat>HP: $HPLayer</addtochat>
                </elseif>
    
                <!-- Reset gear -->
                <elseif spell="Tranquility">
                    <action type="cancelspell" />
                    <addtochat>Reset gear. (Acc: $AccuracyLevel)</addtochat>
                </elseif>
            </if>
    
    
            <!-- Set base layer. -->
            <if mode="Or" BuffActive="Footwork" Spell="Footwork">
                <var cmd="set BaseLayer FootworkBase" />
                <var cmd="set AttMode FW" />
                <var cmd="set FWWSLayer DmgBoots" />
            </if>
            <else>
                <if area="*Remnants">
                    <!-- Partially locked? -->
                    <if advanced='"$SalvageHeadLocked" = "true"  OR  "$SalvageBodyLocked" = "true"  OR  "$SalvageHandLocked" = "true"  OR  "$SalvageFeetLocked" = "true"'>
                        <var cmd="set BaseLayer LimitedSalvage" />
                   </if>
                   <else>
                        <var cmd="set BaseLayer Standard" />
                   </else>
                </if>
                <else>
                    <var cmd="set BaseLayer Standard" />
                </else>
    
                <var cmd="set AttMode Std" />
                <var cmd="set FWWSLayer None" />
            </else>
    
    
            <!-- Set the modifier to the inherent desired accuracy for gear selection. -->
            <var cmd="set AccMod 0" />
    
            <!-- Note if Focus is up or not. -->
            <if mode="Or" Spell="Focus" BuffActive="Focus">
                <var cmd="setcalc AccMod $AccMod-2" />
            </if>
    
            <!-- Check for acc buffs. -->
            <if BuffActive="Hunter's Roll|Madrigal">
                <var cmd="setcalc AccMod $AccMod-2" />
            </if>
    
            <!-- Check for acc debuffs. -->
            <if BuffActive="blindness">
                <var cmd="setcalc AccMod $AccMod+1" />
            </if>
    
            <if BuffActive="accuracy down">
                <var cmd="setcalc AccMod $AccMod+2" />
            </if>
    
            <!-- Check for high evasion targets. -->
            <if target="$HighEvasionMobs">
                <var cmd="setcalc AccMod $AccMod+2" />
            </if>
    
            <if EquipMain="Warp Cudgel|Kirin's Pole|Light Staff">
                <!-- If using club or staff for procs, go for high accuracy.  Std set 5 gives solid acc and haste.  -->
                <!-- This set also gives +25 Store TP, which is a 12-hit for club and an 8-hit for staff. -->
                <var cmd="set AccToUse 5" />
            </if>
            <elseif advanced='"$AccuracyLevel" &gt; "1" AND "$AccuracyLevel" &lt; "7"'>
                <!-- AccuracyLevel 1 and 7 are absolute; others can be modified. -->
    
                <var cmd="setcalc AccToUse $AccuracyLevel+$AccMod" />
    
                <!-- Put limits on the modification. -->
                <if advanced='"$AccToUse" &lt; "2"'>
                    <var cmd="set AccToUse 2" />
                </if>
                <elseif advanced='"$AccToUse" &gt; "7"'>
                    <var cmd="set AccToUse 7" />
                </elseif>
            </elseif>
            <else>
                <var cmd="set AccToUse $AccuracyLevel" />
            </else>
    
            <if NotBuffActive="Copy Image">
                <if mode="OR" BuffActive="Perfect Counter" Spell="Perfect Counter">
                    <var cmd="set CounterLayer PCounterDmg" />
                </if>
                <else>
                    <var cmd="set CounterLayer None" />
                </else>
            </if>
            <else>
                <var cmd="set CounterLayer None" />
            </else>
    
            <!-- Define the current accuracy layer.  Can vary based on Footwork outside
                 of times needing to update vars, so completing here. -->
            <var cmd="set AccuracyLayer Accuracy$AccToUse$AttMode" />
    
            <!-- Define the current equip set based on the layers in use. -->
            <var cmd="set CurrentSet $BaseLayer|$AccuracyLayer|$HPLayer|$EvasionLayer|$CounterLayer|$DamageLayer|$KiteLayer" />
    
            <!-- Debug
            <addtochat>Current Set: $CurrentSet</addtochat>  -->
    
            <!-- Determine which sets to use for basic environment conditions. -->
    
            <!-- Resting is the same in almost all cases -->
            <equip when="resting" set="Resting" />
    
            <!-- Other conditions -->
            <if Spell="$EquipChangeJAs">
                <if status="Idle">
                    <equip set="$CurrentSet|Idle" />
                </if>
                <else>
                    <equip set="$CurrentSet" />
                </else>
                <action type="return" />
            </if>
            <!-- Town sets [currently broken in new abyssea areas] -->
        		<!-- <elseif Area="*San d'Oria*|*Jeuno|*Bastok*|Ru'Lude Gardens|*Whitegate|*Windurst*" NotArea="Dynamis*">
          			<equip when="idle|aftercast" set="Town"/>
        		</elseif> -->
            <!-- During 2hr, trump other sets -->
            <elseif mode="OR" BuffActive="Hundred Fists" Spell="Hundred Fists">
                <equip when="idle|engaged|aftercast" set="2Hr" />
            </elseif>
        		<!-- Campaign sets -->
            <elseif buffActive="Allied Tags">
                <if status="Idle">
                    <equip when="engaged" set="$CurrentSet|Campaign" />
                    <equip when="idle|aftercast" set="$CurrentSet|Campaign Idle" />
                </if>
                <else>
                    <equip when="engaged|aftercast" set="$CurrentSet|Campaign" />
                </else>
                <equip when="resting" set="Resting|Campaign Idle" />
            </elseif>
            <!-- If skilling up guard.. -->
            <elseif EquipMain="Black Adargas">
                <if status="Engaged">
                    <equip when="engaged|aftercast" set="Guard" />
                    <equip when="idle" set="Guard|Idle" />
                </if>
                <else>
                    <equip when="idle|engaged|aftercast" set="Guard|Idle" />
                </else>
            </elseif>
            <!-- If using Chi Blast group, doing a lot of running, not much engaging. -->
            <elseif group="ChiBlast">
                <equip when="idle|aftercast" set="Standard|AllEvasion|Kite" />
            </elseif>
            <!-- Default - everything else -->
            <else>
                <equip when="idle" set="$CurrentSet|Idle" />
                <equip when="engaged" set="$CurrentSet" />
    
                <if status="Idle">
                    <equip when="aftercast" set="$CurrentSet|Idle" />
                </if>
                <else>
                    <equip when="aftercast" set="$CurrentSet" />
                </else>
            </else>
    
    
            <!-- Weaponskill equip rules -->
            <if type="WeaponSkill">
                <action type="CastDelay" Delay="0.05" />
                <action type="AfterCastDelay" Delay="0.5" />
    
                <if Spell="Asuran Fists|Raging Fists|Combo">
                    <!-- If level capped, change primary weaponskill used -->
                    <if MLvlLT="40">
                        <ChangeSpell Spell="Combo" />
                    </if>
                    <elseif MLvlLT="70">
                        <ChangeSpell Spell="Raging Fists" />
                    </elseif>
    
                    <var cmd="set WS MultiHit" />
                </if>
                <elseif Spell="Ascetic's Fury|Backhand Blow|Victory Smite">
                    <var cmd="set WS CritHit" />
                </elseif>
                <elseif Spell="Tornado Kick|Dragon Kick|Howling Fist|Spinning Attack">
                    <var cmd="set WS SingleHit" />
                </elseif>
                <elseif Spell="Heavy Swing|Shell Crusher|Full Swing|Spirit Taker|Retribution">
                    <var cmd="set WS Staff" />
                </elseif>
                <elseif Spell="Sunburst|Earth Crusher|Cataclysm">
                    <var cmd="set WS MagicStaff" />
                </elseif>
                <elseif Spell="Skullbreaker|True Strike|Judgment|Black Halo">
                    <var cmd="set WS Club" />
                </elseif>
                <else>
                    <var cmd="set WS SingleHit" />
                </else>
    
                <var cmd="set EquipWS $WS-$AccToUse|$FWWSLayer|Gorget-%Spell" />
    
                <!-- Debug
                <addtochat>WS Set: $EquipWS</addtochat> -->
    
                <equip when="Precast" set="$EquipWS" />
            </if>
    
            <!-- Job Ability equip rules -->
            <elseif type="JobAbility">
                <action type="CastDelay" Delay="0.05" />
                <action type="AfterCastDelay" Delay="0.5" />
    
                <if Spell="Boost|Counterstance|Focus|Dodge|Chakra|Chi Blast|Footwork">
                    <equip when="Precast" set="%Spell" />
                </if>
                <elseif spell="Perfect Counter">
                    <!-- Put on +counter damage equipment for most of the duration of the Perfect Counter buff. -->
                    <if status="Idle">
                        <equip when="precast|aftercast" set="$CurrentSet|Idle|PCounterDmg" />
                    </if>
                    <else>
                        <equip when="precast|aftercast" set="$CurrentSet|PCounterDmg" />
                    </else>
    
                    <!-- Reset back to normal gear after a period of time, to use DD gear if the counter gear isn't being used. -->
            				<action type="Command">wait 20;input /ja Tranquility</action>
                </elseif>
            </elseif>
    
            <elseif type="Waltz">
                <!-- Waltzes for /dnc -->
                <if NotSpell="Healing Waltz">
                    <if TargetType="Self">
                        <equip when="Precast" set="CureWaltzMe" />
                    </if>
                    <else>
                        <equip when="Precast" set="CureWaltz" />
                    </else>
                </if>
            </elseif>
    
            <!-- Put on haste gear when casting utsu -->
            <elseif type="Ninjutsu">
                <if Spell="Utsusemi*">
                    <action type="CastDelay" Delay="0.05" />
                    <action type="AfterCastDelay" Delay="0.5" />
                    <!-- Different fast cast sets per gear mode to minimize blinking -->
                    <equip when="Precast" set="FastCast$AttMode" />
                </if>
            </elseif>
    
        </rules>
    </spellcast>
    GeneralIncludes.xml
    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <includes>
    
    <!-- Elemental Stave Constants -->
      <include name="ElementalStaveConstants">
          <var name="Staff-Fire">Vulcan's Staff</var>
          <var name="Staff-Ice">Aquilo's Staff</var>
          <var name="Staff-Wind">Auster's Staff</var>
          <var name="Staff-Earth">Terra's Staff</var>
          <var name="Staff-Thunder">Jupiter's Staff</var>
          <var name="Staff-Water">Neptune's Staff</var>
          <var name="Staff-Light">Light Staff</var>
          <var name="Staff-Dark">Dark Staff</var>
      </include>
    
    <!-- Elemental Stave Rule -->
      <include name="ElementalStaveRules">
        <if MLvlGT="50" Type="WhiteMagic|BlackMagic|SummonerPact|BardSong"
            NotSkill="EnhancingMagic"
            NotSpell="Raise*|Reraise*|*na|Erase|Tractor">
            <equip when="midcast">
                <main lock="yes">$Staff-%SpellElement</main>
            </equip>
        </if>
      </include>
    
    <!-- Elemental Obi Constants -->
      <include name="ElementalObiConstants">
        <var name="Obi-Fire">0</var>
        <var name="Obi-Ice">0</var>
        <var name="Obi-Wind">0</var>
        <var name="Obi-Earth">0</var>
        <var name="Obi-Thunder">0</var>
        <var name="Obi-Water">0</var>
        <var name="Obi-Light">0</var>
        <var name="Obi-Dark">0</var>
      </include>
    
    <!-- Elemental Obi Rule -->
      <include name="ElementalObiRules">
        <if Advanced='"$Obi-%SpellElement"!="0"'>
            <if mode="OR" Element="%WeatherElement|%DayElement" BuffActive="Storm-%SpellElement">
                <if skill="ElementalMagic" NotSpell="Burn|Frost|Choke|Rasp|Shock|Drown">
                    <equip when="midcast">
                        <waist lock="yes">$Obi-%SpellElement</waist>
                    </equip>
                </if>
                <elseif skill="HealingMagic" Spell="Cure*|Cura*">
                    <equip when="midcast">
                        <waist lock="yes">$Obi-%SpellElement</waist>
                    </equip>
                </elseif>
                <elseif skill="DivineMagic" NotSpell="Flash|Repose">
                    <equip when="midcast">
                        <waist lock="yes">$Obi-%SpellElement</waist>
                    </equip>
                </elseif>
            </if>
        </if>
      </include>
    
    <!-- Elemental Grip Constants -->
      <include name="ElementalGripConstants">
        <var name="Grip-Fire">0</var>
        <var name="Grip-Ice">0</var>
        <var name="Grip-Wind">0</var>
        <var name="Grip-Earth">0</var>
        <var name="Grip-Thunder">0</var>
        <var name="Grip-Water">0</var>
        <var name="Grip-Light">0</var>
        <var name="Grip-Dark">Dark Grip</var>
      </include>
    
    <!-- Elemental Grip Rule -->
      <include name="ElementalGripRules">
        <if Advanced='"$Grip-%SpellElement"!="0"'
            MLvlGT="50"
            Type="WhiteMagic|BlackMagic|SummonerPact|BardSong"
            NotSkill="EnhancingMagic"
            NotSpell="Raise*|Reraise*|*na|Erase|Tractor">
            <equip when="midcast">
                <sub lock="yes">$Grip-%SpellElement</sub>
            </equip>
        </if>
      </include>
    
    <!-- Scholar Weather Constants -->
      <include name="SchWeatherConstants">
        <var name="Storm-Fire">Firestorm</var>
        <var name="Storm-Ice">Hailstorm</var>
        <var name="Storm-Wind">Windstorm</var>
        <var name="Storm-Earth">Sandstorm</var>
        <var name="Storm-Thunder">Thunderstorm</var>
        <var name="Storm-Water">Rainstorm</var>
        <var name="Storm-Light">Aurorastorm</var>
        <var name="Storm-Dark">Voidstorm</var>
      </include>
    
    
    <!-- Automatically generate notifications when buffs are about to wear off. -->
      <include name="RecastWarnings">
          <if skill="EnhancingMagic">
              <if spell="Refresh*">
                  <if BuffActive="Composure" SpellTargetType="SELF">
                      <command>wait 435;input /echo [%spell] &lt;%target&gt; Wearing off in 10 sec.</command>
                  </if>
                  <else>
                      <command>wait 135;input /echo [%spell] &lt;%target&gt; Wearing off in 10 sec.</command>
                  </else>
              </if>
              <elseif spell="Haste">
                  <if BuffActive="Composure" SpellTargetType="SELF">
                      <command>wait 525;input /echo [%spell] &lt;%target&gt; Wearing off in 10 sec.</command>
                  </if>
                  <else>
                      <command>wait 165;input /echo [%spell] &lt;%target&gt; Wearing off in 10 sec.</command>
                  </else>
              </elseif>
          </if>
          <elseif skill="EnfeeblingMagic">
              <if spell="Sleep|Sleepga">
                  <command>wait 50;input /echo [%spell] &lt;%target&gt; Wearing off in 10 sec.</command>
              </if>
              <elseif spell="Sleep II">
                  <command>wait 80;input /echo [%spell] &lt;%target&gt; Wearing off in 10 sec.</command>
              </elseif>
          </elseif>
          <elseif type="Samba">
              <if MainJob="Dnc">
                  <command>wait 110;input /echo [%spell] ~~~~~~~~~ Wearing off in 10 sec.</command>
              </if>
              <else>
                  <command>wait 80;input /echo [%spell] ~~~~~~~~~ Wearing off in 10 sec.</command>
              </else>
          </elseif>
      </include>
    
    <!-- Automatically generate notifications when buffs are about to wear off. Special subset for pld -->
      <include name="PldRecastWarnings">
          <if skill="EnhancingMagic">
              <if spell="Phalanx">
                  <command>wait 165;input /echo [%spell] ~~~~~~~ Wearing off in 10 sec.</command>
              </if>
              <elseif spell="Reprisal">
                  <command>wait 55;input /echo [%spell] ~~~~~~~ Wearing off in 5 sec.</command>
              </elseif>
              <elseif spell="Refresh">
                  <command>wait 135;input /echo [%spell] &lt;%target&gt; Wearing off in 10 sec.</command>
              </elseif>
              <elseif spell="Haste">
                  <command>wait 165;input /echo [%spell] &lt;%target&gt; Wearing off in 10 sec.</command>
              </elseif>
          </if>
          <elseif type="Samba">
              <command>wait 80;input /echo [%spell] ~~~~~~~~~ Wearing off in 10 sec.</command>
          </elseif>
      </include>
    
    
    <!-- Handle stop conditions that will prevent action -->
      <include name="ReturnRules">
          <!-- If using <stnpc> macro, don't try to process til target is chosen. -->
          <if SpellTargetRaw="&lt;st*">
              <action type="return" />
          </if>
    
          <!-- Can't do anything if you're dead -->
          <if status="dead">
              <action type="addtochat">DEAD!</action>
              <action type="CancelSpell"/>
              <action type="return"/>
          </if>
    
          <!-- Allow manipulation of equipment sets while under adverse effects.  Otherwise block. -->
          <if NotSpell="$EquipChangeJAs">  <!-- Set this variable with any JAs that are being custom-used. -->
              <!-- Don't cancel if we're making use of Salvage equip testing rules. -->
              <if mode="Or" NotArea="*Remnants" NotSpell="Stone|Death|Water">
                  <!-- Specific restrictions on casting or JA/WS use. -->
                  <if type="*Magic|BardSong|Ninjutsu">
                      <if BuffActive="Silence">
                          <action type="addtochat">Silenced</action>
                          <action type="return"/>
                      </if>
                      <elseif BuffActive="Omerta">
                          <action type="addtochat">Pathos: Cannot cast magic.</action>
                          <action type="CancelSpell"/>
                          <action type="return"/>
                      </elseif>
                  </if>
                  <elseif type="WeaponSkill|JobAbility">
                      <if  BuffActive="Amnesia">
                          <action type="addtochat">Amnesia'd</action>
                          <action type="return"/>
                      </if>
                      <elseif BuffActive="Impairment">
                          <action type="addtochat">Pathos: Cannot use JAs or Weaponskills.</action>
                          <action type="CancelSpell"/>
                          <action type="return"/>
                      </elseif>
                  </elseif>
    
                  <!-- General restrictions on any action. -->
                  <if BuffActive="Stun">
                      <action type="addtochat">Stunned</action>
                      <action type="return"/>
                  </if>
                  <elseif BuffActive="Sleep">
                      <action type="addtochat">Slept</action>
                      <action type="return"/>
                  </elseif>
                  <elseif BuffActive="Terror">
                      <action type="addtochat">Terrorized</action>
                      <action type="return"/>
                  </elseif>
                  <elseif BuffActive="Petrification">
                      <action type="addtochat">Petrified</action>
                      <action type="return"/>
                  </elseif>
                  <elseif BuffActive="Charm">
                      <action type="addtochat">Charmed</action>
                      <action type="return"/>
                  </elseif>
              </if>
    
              <!-- Prevent weaponskill gear swapping under various conditions. -->
              <if type="WeaponSkill">
                  <!-- Need to have at least 100 TP.
                       Not using this restriction as it interferes with hitting the weaponskill
                       macro before you actually see your TP reach 100, but the game will still
                       let it process since you have the TP but the display just hasn't updated.
                  <if TPLT="100">
                      <action type="addtochat">Insufficient TP.</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </if> -->
    
                  <!-- Can only weaponskill when in battle. -->
                  <elseif NotStatus="engaged">
                      <action type="addtochat">Not in combat.</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </elseif>
    
                  <!-- Cancels the WS if out of range.  -->
                  <!-- This can cause problems when fighting very large mobs (eg: Behemoths, Chariots, etc),
                       so max distance is on the high side. -->
                  <elseif advanced='%SpellTargetDistance &gt; 4.5'>
                      <action type="addtochat">Outside max range.</action>
                      <action type="CancelSpell"/>
                      <action type="return"/>
                  </elseif>
              </if>
          </if>
      </include>
    
    <!-- Variables for whether slots have been unlocked in Salvage. -->
      <include name="SalvageEquipVars">
          <var name="SalvageMainLocked">true</var>
          <var name="SalvageAmmoLocked">true</var>
          <var name="SalvageHeadLocked">true</var>
          <var name="SalvageRingLocked">true</var>
          <var name="SalvageBodyLocked">true</var>
          <var name="SalvageHandLocked">true</var>
          <var name="SalvageWaistLocked">true</var>
          <var name="SalvageFeetLocked">true</var>
    
          <!-- The default gear listed is mainly gear that I should always have on me
               regardless of job (mostly), and that is All Jobs.
               You can adjust this set to whatever general values are appropriate.
               After that, you can modify each one to match specific jobs after importing
               this include by repeating the var rule after the import rule. -->
    
          <!-- Main: Must be set after import if you want main weapon explicitly tested.  Usually only for mages for staff swapping.
                     Leaving it blank is safe for melee to avoid loss of TP. -->
          <var name="SalvageTestMain"></var>
          <var name="SalvageTestAmmo">Bibiki Seashell</var>
          <var name="SalvageTestNeck">Peacock Charm</var>
          <var name="SalvageTestRing">Rajas Ring</var>
          <var name="SalvageTestBody">Federation Aketon</var>
          <var name="SalvageTestHands">Melee Gloves</var>
          <var name="SalvageTestWaist">Virtuoso Belt</var>
          <var name="SalvageTestFeet">Sprinter's Shoes</var>
      </include>
    
      <include name="SalvageEquipRules">
    
          <!-- Stone spell is used to retest what's currently locked in salvage.  Water is used to reset vars. -->
    
          <!-- If we have not tested a slot and found that we can put gear there, lock the slot so that
               we aren't spammed with invalid attempts to change gear.  -->
          <if area="*Remnants" NotSpell="Stone|Water|Death">
              <if advanced='"$SalvageMainLocked" = "true"'>
                  <lock slot="main|sub" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageAmmoLocked" = "true"'>
                  <lock slot="ranged|ammo" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageHeadLocked" = "true"'>
                  <lock slot="head|neck" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageRingLocked" = "true"'>
                  <lock slot="lear|rear|lring|rring" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageBodyLocked" = "true"'>
                  <lock slot="body" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageHandLocked" = "true"'>
                  <lock slot="hands" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageWaistLocked" = "true"'>
                  <lock slot="back|waist" when="All" lock="yes" />
              </if>
              <if advanced='"$SalvageFeetLocked" = "true"'>
                  <lock slot="legs|feet" when="All" lock="yes" />
              </if>
          </if>
    
          <!-- Trap for spells that won't be used in most cases so that we can run
               tests on whether those slots have been unlocked yet. -->
          <if area="*Remnants" type="BlackMagic">
              <!-- Stone is the starting point.  It attempts to equip designated pieces
                   of equipment into slots that are still marked as locked.  It makes a
                   delayed call to Death afterwards so that we can cancel this spell
                   and then see the results of attempting to equip the gear.  Any gear
                   that actually got equipped indicates that that slot is no longer locked. -->
              <if Spell="Stone">
                  <action type="Command">wait 1;input /ma Death</action>
                  <action type="CancelSpell"/>
    
                  <!-- Only attempt to equip gear in slots that are still currently locked so that
                       we don't attempt to change out normal gear on subsequent tests. -->
    
                  <if advanced='"$SalvageMainLocked" = "true"'>
                      <equip when="Precast"><main>$SalvageTestMain</main></equip>
                  </if>
                  <if advanced='"$SalvageAmmoLocked" = "true"'>
                      <equip when="Precast"><ammo>$SalvageTestAmmo</ammo></equip>
                  </if>
                  <if advanced='"$SalvageHeadLocked" = "true"'>
                      <equip when="Precast"><neck>$SalvageTestNeck</neck></equip>
                  </if>
                  <if advanced='"$SalvageRingLocked" = "true"'>
                      <equip when="Precast"><lring>$SalvageTestRing</lring></equip>
                  </if>
                  <if advanced='"$SalvageBodyLocked" = "true"'>
                      <equip when="Precast"><body>$SalvageTestBody</body></equip>
                  </if>
                  <if advanced='"$SalvageHandLocked" = "true"'>
                      <equip when="Precast"><hands>$SalvageTestHands</hands></equip>
                  </if>
                  <if advanced='"$SalvageWaistLocked" = "true"'>
                      <equip when="Precast"><waist>$SalvageTestWaist</waist></equip>
                  </if>
                  <if advanced='"$SalvageFeetLocked" = "true"'>
                      <equip when="Precast"><feet>$SalvageTestFeet</feet></equip>
                  </if>
              </if>
    
              <!-- This spell is automatically called after Stone is run. -->
              <!-- Need to use a spell that players will never have access to.  Choosing 'Death'. -->
              <!-- Anything that got equipped gets its pathos limiter variable unlocked. -->
              <elseif spell="Death">
                  <action type="CancelSpell"/>
                  <var cmd="set SalvageLocksUnlocked false" />
    
                  <if NotEquipMain=""> <!-- Simply check whether there's a weapon equipped.  Don't expect anything in particular. -->
                      <if advanced='"$SalvageMainLocked" = "true"'>
                          <action type="addtochat">Main weapon unlocked.</action>
                          <var cmd="set SalvageMainLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipAmmo="$SalvageTestAmmo">
                      <if advanced='"$SalvageAmmoLocked" = "true"'>
                          <action type="addtochat">Ranged/ammo slots unlocked.</action>
                          <var cmd="set SalvageAmmoLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipNeck="$SalvageTestNeck">
                      <if advanced='"$SalvageHeadLocked" = "true"'>
                          <action type="addtochat">Head/neck slots unlocked.</action>
                          <var cmd="set SalvageHeadLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipLRing="$SalvageTestRing">
                      <if advanced='"$SalvageRingLocked" = "true"'>
                          <action type="addtochat">Rings/earrings slots unlocked.</action>
                          <var cmd="set SalvageRingLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipBody="$SalvageTestBody">
                      <if advanced='"$SalvageBodyLocked" = "true"'>
                          <action type="addtochat">Body slot unlocked.</action>
                          <var cmd="set SalvageBodyLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipHands="$SalvageTestHands">
                      <if advanced='"$SalvageHandLocked" = "true"'>
                          <action type="addtochat">Hands slot unlocked.</action>
                          <var cmd="set SalvageHandLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipWaist="$SalvageTestWaist">
                      <if advanced='"$SalvageWaistLocked" = "true"'>
                          <action type="addtochat">Back/waist slots unlocked.</action>
                          <var cmd="set SalvageWaistLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
                  <if EquipFeet="$SalvageTestFeet">
                      <if advanced='"$SalvageFeetLocked" = "true"'>
                          <action type="addtochat">Legs/feet slots unlocked.</action>
                          <var cmd="set SalvageFeetLocked false" />
                          <var cmd="set SalvageLocksUnlocked true" />
                      </if>
                  </if>
    
                  <!-- If you have a consistent naming convention, you can force an
                       update to the default gear set at this point, or generate a
                       call to a JA/Spell that will properly readjust your gear now
                       that the new slots are unlocked -->
                  <if advanced='"$SalvageLocksUnlocked" = "true"'>
                      <!-- Fixed set: -->
                      <!-- <equip set="Standard" /> -->
                      <!-- Reset to default/normal: -->
                      <action type="Command">wait 1;input /ja Tranquility</action>
                  </if>
              </elseif>
    
              <!-- Reset variables (mainly for testing, but also in case Spellcast and its
                   variables are still loaded when you next make a salvage run). -->
              <elseif spell="Water">
                  <action type="CancelSpell"/>
                  <var cmd="set SalvageMainLocked true" />
                  <var cmd="set SalvageAmmoLocked true" />
                  <var cmd="set SalvageHeadLocked true" />
                  <var cmd="set SalvageRingLocked true" />
                  <var cmd="set SalvageBodyLocked true" />
                  <var cmd="set SalvageHandLocked true" />
                  <var cmd="set SalvageWaistLocked true" />
                  <var cmd="set SalvageFeetLocked true" />
              </elseif>
    
          </if>
      </include>
    
    
    <!-- Rules for equipping town gear. [unused] -->
      <include name="TownRules">
          <if NotArea="Dynamis*">
              <if Area="*San d'Oria*|*Bastok*|*Jeuno|Ru'Lude Gardens|*Whitegate">
                  <equip when="idle|aftercast" set="Town"/>
              </if>
              <elseif Area="*Windurst*">
                  <equip when="idle|aftercast" set="Windurst"/>
              </elseif>
          </if>
      </include>
    
    
    <!-- Gorgets for weaponskills used so that generic weaponskill sets can be constructed without
         needing to know which specific gorget to add in. -->
      <include name="WeaponskillGorgetLayers">
        <set name="Gorget-Combo">
            <neck>Thunder Gorget</neck>
        </set>
        <set name="Gorget-Shoulder Tackle">
            <neck>Thunder Gorget</neck>
        </set>
        <set name="Gorget-Backhand Blow">
            <!-- No wind gorget -->
        </set>
        <set name="Gorget-Raging Fists">
            <neck>Thunder Gorget</neck>
        </set>
        <set name="Gorget-Howling Fist">
            <neck>Thunder Gorget</neck>
        </set>
        <set name="Gorget-Dragon Kick">
            <neck>Thunder Gorget</neck>
        </set>
        <set name="Gorget-Asuran Fists">
            <neck>Soil Gorget</neck>
        </set>
        <set name="Gorget-Ascetic's Fury">
            <neck>Light Gorget</neck>
        </set>
        <set name="Gorget-Tornado Kick">
            <neck>Thunder Gorget</neck>
        </set>
        <!-- Staff -->
        <set name="Gorget-Heavy Swing">
            <neck>Thunder Gorget</neck>
        </set>
        <set name="Gorget-Shell Crusher">
            <!-- No wind gorget -->
        </set>
        <set name="Gorget-Full Swing">
            <neck>Thunder Gorget</neck>
        </set>
        <set name="Gorget-Spirit Taker">
            <!-- No gorget -->
        </set>
        <set name="Gorget-Retribution">
            <neck>Soil Gorget</neck>
        </set>
        <set name="Gorget-Cataclysm">
            <!-- No aqua/dark gorget -->
        </set>
        <set name="Gorget-Earth Crusher">
            <neck>Thunder Gorget</neck>
        </set>
        <set name="Gorget-Sunburst">
            <!-- No aqua gorget -->
        </set>
        <!-- Club -->
        <set name="Gorget-Skullbreaker">
            <neck>Snow Gorget</neck>
        </set>
        <set name="Gorget-True Strike">
            <neck>Thunder Gorget</neck>
        </set>
        <set name="Gorget-Judgment">
            <neck>Thunder Gorget</neck>
        </set>
        <set name="Gorget-Black Halo">
            <neck>Thunder Gorget</neck>
        </set>
      </include>
    
    </includes>
    O_O

    Foreign concept to me. I don't understnad any of this, lol (hence unable to make changes to base on my gear lol)

  2. #1182
    Kunkkaaaaaaa!
    Join Date
    Feb 2008
    Posts
    441
    BG Level
    4
    FFXI Server
    Asura

    two quick questions regarding abyssea key item farming solo/duo (nin or nin and rdm)

    do ephemeral mobs give enhanced lights in visions zones like they do in scars?

    what would be the best mob to solo/duo for key item farm ( low hp squishy etc ) in abyssea konschtat

    thank you very much in advance

  3. #1183
    rog
    rog is offline
    Banned.

    Join Date
    Oct 2007
    Posts
    3,874
    BG Level
    7

    Quote Originally Posted by Tahona View Post
    do ephemeral mobs give enhanced lights in visions zones like they do in scars?
    yes

  4. #1184
    Old Merits
    Join Date
    Mar 2008
    Posts
    1,003
    BG Level
    6
    FFXI Server
    Ragnarok

    THF merits? Got maxed triple attack and feint. Was thinking of putting ass charge on a 10 min timer and 2 in aura steal. Nothing on group 1 jumping out at me.

  5. #1185
    Salvage Bans
    Join Date
    May 2009
    Posts
    994
    BG Level
    5
    FFXI Server
    Gilgamesh

    What would be the best TP earring combo for THF for people without a Suppa? Brutal/??? ?

  6. #1186
    rog
    rog is offline
    Banned.

    Join Date
    Oct 2007
    Posts
    3,874
    BG Level
    7

    Quote Originally Posted by Dominico View Post
    What would be the best TP earring combo for THF for people without a Suppa? Brutal/??? ?
    get suppa.

  7. #1187
    D. Ring
    Join Date
    Feb 2007
    Posts
    4,736
    BG Level
    7
    FFXI Server
    Quetzalcoatl

    Get suppa and lose raider's boomerang for a queermizango if you start running into the 80% delay cap wall imo

  8. #1188
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Pendulum View Post
    THF merits? Got maxed triple attack and feint. Was thinking of putting ass charge on a 10 min timer and 2 in aura steal. Nothing on group 1 jumping out at me.
    T1: I did 3 TA/2 SA just for balance (some prefer 5 of one or the other), though was tempted to do 5 Flee. Options are pretty open, just depends on what suits your thf.

    T2: Went with 2 Aura Steal for a half-decent absorb chance, and the rest in Ambush. Useless for solo or tanking, but possibly useful elsewhere (though debatable now with the high chance of capped accuracy). Assassin's Charge just seemed like too much of a joke to waste merits on; might be slightly more useful for those with relic dagger, though, as the bonus on Mercy Stroke would be more substantial than the bonus for DE/Evis, but even then the increase in total damage is miniscule.

  9. #1189
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Cream Soda View Post
    O_O

    Foreign concept to me. I don't understnad any of this, lol (hence unable to make changes to base on my gear lol)
    There's only a small handful of things you may want to chage in the rules section. It is mostly independant of any gear in use. Exceptions:

    Weapon in ranged slot for pulling. I use Mamoolbane.
    Club and staff used for proc'ing blunt !!. I use Warp Cudgel, Kirin's Pole and Light Staff.
    Weapon for triggering guard skillup gear set. Legacy. Can get rid of it entirely or just ignore it.

    (and actually, I might as well pull those out and use variables instead)

    Switching to physical damage down gear set is currently commented out (I only use a magic damage gear set at this time). May want to put that back in.


    Other than that, everything is dependant on the values in the Variables section and the sets in the Sets section. The rules are completely abstract.


    You just need to do a few things:

    Set variables that explicitly name gear to appropriate values. (a few further tweaks may be needed for Salvage)

    Define your baseline gear set (Standard and Footwork, mainly), and figure out what changes need to be made to it as accuracy needs increase.

    Do the same for weaponskills.


    What else?.... Ah, should probably explain layers.

    There is very little set inheritance in this xml. Each aspect of the gear sets is constructed as a layer. The end result is similar to constructed inherited gear sets (eg: {name=Engaged baseset="idle"} would become {equip set="idle|engaged"} ), but with far more flexibility.

    EG: Each accuracy layer is added on top of the base layer. The base layer is, for example, "Standard". If you were at accuracy tier 3, the equip rule would be {equip set="Standard|Accuracy3Std"}. The more traditional approach would be to create the Accuracy3Std set as {set name="Accuracy3Std" baseset="Standard"}, however that becomes ridiculously complicated once you start adding more layers (evasion, -damage, etc).

    So, each level of layering overrides the layers below it. If you turn on the evasion layer, it's considered more important than the accuracy layer, but less important than the damage taken layer. The layers in increasing importance are:

    $BaseLayer|$AccuracyLayer|$HPLayer|$EvasionLayer|$ CounterLayer|$DamageLayer|$KiteLayer

    So keep those in mind as you construct gear sets for each.

    If you turn a flag off (eg: turn off evasion), it inserts an empty gear set (set name="None", which contains no gear at all) in that position, and thus has no effect on the overall gear equipped. Several set types differentiate between normal and Footwork mode in order to preserve the proper feet equip.


    If that's not sufficient to explain, PM me for more detailed questions.

  10. #1190
    Fake Numbers
    Join Date
    Mar 2010
    Posts
    78
    BG Level
    2
    FFXI Server
    Bismarck

    Quote Originally Posted by Motenten View Post
    T2: Went with 2 Aura Steal for a half-decent absorb chance, and the rest in Ambush. Useless for solo or tanking, but possibly useful elsewhere (though debatable now with the high chance of capped accuracy). Assassin's Charge just seemed like too much of a joke to waste merits on; might be slightly more useful for those with relic dagger, though, as the bonus on Mercy Stroke would be more substantial than the bonus for DE/Evis, but even then the increase in total damage is miniscule.
    As a disclaimer I'm not really trying to flame you, but Ambush was never useful considering any half decent THF would be tanking fairly often (assuming meriting on birds, knowing how to gear their THF, ect). Same goes for Aura Steal, any more than 1 merit into it for a quick dispel unless you are extremely into soloing and wanna nab Haste or w/e was and is pretty much a waste. Lastly, saying Assassin's Charge is only worthwhile to Mandau users is discounting Shark Bite and Mandalic Stab by your logic, which I'm sure you can find the merit in seeing Mandalic pre-abyssea. Miniscule increases are more important than situational at best increases I'd say.

  11. #1191
    CoP Dynamis
    Join Date
    Oct 2007
    Posts
    283
    BG Level
    4

    I was wondering if anyone had a low man strategy for killing Fistule?

  12. #1192
    xXNyteFyreXx420Sharingan
    Join Date
    May 2009
    Posts
    3,709
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by saracrow View Post
    I was wondering if anyone had a low man strategy for killing Fistule?
    DD healer and somebody to diaga adds

  13. #1193
    CoP Dynamis
    Join Date
    Oct 2007
    Posts
    283
    BG Level
    4

    Quote Originally Posted by Nightfyre View Post
    DD healer and somebody to diaga adds

    are the adds kited? I thought they had + movement, or does the terrain mess with them?

  14. #1194
    xXNyteFyreXx420Sharingan
    Join Date
    May 2009
    Posts
    3,709
    BG Level
    7
    FFXI Server
    Fenrir

    They don't have any significant +movement in my experience. If the kiter dies, just move Fistule away from where he spawned them and they won't link.

  15. #1195
    Salvage Bans
    Join Date
    May 2009
    Posts
    994
    BG Level
    5
    FFXI Server
    Gilgamesh

    Quote Originally Posted by rog View Post
    get suppa.
    To be honest, THF is my first and only dual-wield job and I really don't care about it enough to re-do DM. Just looking for something halfway decent to replace Suppa.

  16. #1196
    CoP Dynamis
    Join Date
    Oct 2007
    Posts
    283
    BG Level
    4

    thanks for the insight on Fistule Nightfyre, I'll have to try it

  17. #1197
    Ridill
    Join Date
    Dec 2007
    Posts
    10,991
    BG Level
    9
    FFXI Server
    Shiva
    WoW Realm
    Azuremyst

    Quote Originally Posted by Dominico View Post
    To be honest, THF is my first and only dual-wield job and I really don't care about it enough to re-do DM. Just looking for something halfway decent to replace Suppa.
    Kemas ear. 4 acc.

  18. #1198
    Smells like Onions
    Join Date
    Jun 2010
    Posts
    4
    BG Level
    0
    FFXI Server
    Unicorn

    Has anyone done Vrtra since the level caps increased with success dealing with his Draw-in?

  19. #1199
    Chram
    Join Date
    Sep 2007
    Posts
    2,526
    BG Level
    7
    FFXI Server
    Fenrir

    Quote Originally Posted by Arcsol View Post
    As a disclaimer I'm not really trying to flame you, but Ambush was never useful considering any half decent THF would be tanking fairly often (assuming meriting on birds, knowing how to gear their THF, ect). Same goes for Aura Steal, any more than 1 merit into it for a quick dispel unless you are extremely into soloing and wanna nab Haste or w/e was and is pretty much a waste. Lastly, saying Assassin's Charge is only worthwhile to Mandau users is discounting Shark Bite and Mandalic Stab by your logic, which I'm sure you can find the merit in seeing Mandalic pre-abyssea. Miniscule increases are more important than situational at best increases I'd say.
    Valid points. I actually had a different config for merits (hadn't merited Ambush) up until recently, but found it mostly useless, so rearranged things with spare merits to the above config.

    My reasoning was that even if I'm only getting the benefit of Ambush 10% of the time (being behind the mob and having accuracy matter), 90 seconds of +9 (or +12) acc seemed more useful than 3-4 merits of AC (the remaining 1-2 in Aura Steal). The reasoning is somewhat situational, though, and relates to how I use my thf; for example, I almost always expect to be at least duo with my thf, TA'ing my partner, and thus having a greater than average chance of staying behind the mob the rest of the time (doesn't always work); I didn't really use thf for meriting, and nowadays partying specifically for merits is rather unneeded, so left that out of consideration. If you *do* in fact solo or tank a lot, then yeah, Ambush has almost no use whatsoever, and Assassin's Charge becomes the default for lack of anything better.

    SB and MStab had slipped my mind until after I made the post, and I wasn't inclined to go back and edit it.

    Honestly, it's hard to take a number of merit categories seriously when you'll be lucky to get even a 1% improvement out of them with 5/5 merits, especially when set beside things like Berserk or DA or Overwhelm merits.

  20. #1200
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
    All hail Lord Yamcha

    Join Date
    Aug 2007
    Posts
    17,538
    BG Level
    9

    Quote Originally Posted by Motenten View Post
    There's only a small handful of things you may want to chage in the rules section. It is mostly independant of any gear in use. Exceptions:

    Weapon in ranged slot for pulling. I use Mamoolbane.
    Club and staff used for proc'ing blunt !!. I use Warp Cudgel, Kirin's Pole and Light Staff.
    Weapon for triggering guard skillup gear set. Legacy. Can get rid of it entirely or just ignore it.

    (and actually, I might as well pull those out and use variables instead)

    Switching to physical damage down gear set is currently commented out (I only use a magic damage gear set at this time). May want to put that back in.


    Other than that, everything is dependant on the values in the Variables section and the sets in the Sets section. The rules are completely abstract.


    You just need to do a few things:

    Set variables that explicitly name gear to appropriate values. (a few further tweaks may be needed for Salvage)

    Define your baseline gear set (Standard and Footwork, mainly), and figure out what changes need to be made to it as accuracy needs increase.

    Do the same for weaponskills.


    What else?.... Ah, should probably explain layers.

    There is very little set inheritance in this xml. Each aspect of the gear sets is constructed as a layer. The end result is similar to constructed inherited gear sets (eg: {name=Engaged baseset="idle"} would become {equip set="idle|engaged"} ), but with far more flexibility.

    EG: Each accuracy layer is added on top of the base layer. The base layer is, for example, "Standard". If you were at accuracy tier 3, the equip rule would be {equip set="Standard|Accuracy3Std"}. The more traditional approach would be to create the Accuracy3Std set as {set name="Accuracy3Std" baseset="Standard"}, however that becomes ridiculously complicated once you start adding more layers (evasion, -damage, etc).

    So, each level of layering overrides the layers below it. If you turn on the evasion layer, it's considered more important than the accuracy layer, but less important than the damage taken layer. The layers in increasing importance are:

    $BaseLayer|$AccuracyLayer|$HPLayer|$EvasionLayer|$ CounterLayer|$DamageLayer|$KiteLayer

    So keep those in mind as you construct gear sets for each.

    If you turn a flag off (eg: turn off evasion), it inserts an empty gear set (set name="None", which contains no gear at all) in that position, and thus has no effect on the overall gear equipped. Several set types differentiate between normal and Footwork mode in order to preserve the proper feet equip.


    If that's not sufficient to explain, PM me for more detailed questions.
    Don't understand it in the slightest. Just forget about it. Thanks though.

Page 60 of 74 FirstFirst ... 10 50 58 59 60 61 62 70 ... LastLast

Similar Threads

  1. Randomer Question Thread
    By aurik in forum FFXI: Everything
    Replies: 8518
    Last Post: 2009-07-06, 14:22
  2. Random Question Thread
    By Rocl in forum FFXI: Everything
    Replies: 2934
    Last Post: 2008-01-17, 13:43
  3. [WoTG] Random question thread
    By Koyangi in forum FFXI: Everything
    Replies: 165
    Last Post: 2008-01-02, 21:30