My feelings are hurt... They really didn't give blu a sword
My feelings are hurt... They really didn't give blu a sword
Martel,
Just curious here, my coding exp is small. When your code finds a full inventory wouldnt you want to change 'cycle' to back to '0' ? or when you have no coffers left? Or does it stop either way when both those conditions come up without further cycling to infinity?
Is there a list already about which cape drops from each NM?
Pup is Liij-Vok, not Ymmr-Ulvid.
Bst is Ymmr-Ulvid's 4th cape
See the cycle = 0 on the second line? It get set to 0 every time it runs, and only gets set back to one if you meet one the conditions.
I'v found a couple issues with this. I wrote it in like 15 mins. And 10 of it was figuring out how to check if inv was full. lol. But I didn't get to test it fully, because I didn't have any coffers. Did some incursion yesterday and got some coffers to test.
1. two small mistakes in the code. I edited my original post to correct those.
2. And this is the real problem. If you try to use a Velkk Coffer via chat command... gearswap intercepts, and prevents it. o.o;
if you turn on debug mode(//gs debugmode) you'll see this error when trying to do /item "Velkk Coffer" <me>
And then the coffer doesn't get used. If you unload gearswap, and try /item "Velkk Coffer" <me> again, then it'll use the item.Code:[05:23:51]GearSwap (Debug Mode): Entering self_command [05:23:51]GearSwap (Debug Mode): Entering pretarget [05:23:51]GearSwap (Debug Mode): Proposed item: Velkk Coffer not found in inventory. [05:23:51]GearSwap (Debug Mode): This case should not be hittable - 2
So unfortunately, while the code is viable, it can't be used till the gearswap bug is fixed. ; ;
If you've been trying to use this, you may have multiple infinite spam cycles running in the background. Turn on debugmode to check. If so, reload gearswap.
Sorry for posting something that doesn't work. :/
OP does not appear to be fixed, also, new update:
Code:Post #287 WAR - STR+1~5,DEX+1~5, Acc+1~6, Crit Dmg+1~5% MNK - STR+1~5,DEX+1~4, Counter+2~5, Subtle Blow+3~5 WHM - MAcc+4~10, Healing Skill+1~10, Enhancing Skill+4~10, Cure Pot+1~4% BLM - MAB+2~5, Elem Magic+2~10, Dark Magic+4~10, Fast Cast +2~4 RDM - MAcc+4~10, Enf+3~10, Enh+2~10, Enh Duration+13~18 THF - DEX+1~5?AGI+1~4, DW+1~5, Crit Dmg+1~3% PLD - DEX+2~5?VIT+1~5, Enmity+1~7, Phalanx +2~3 DRK - Atk+5~15, Dark Magic+2~10, Drain/Aspir+10~25, WSDmg+2~5% RNG - STR+1~5?AGI+2~5, STP+1~3, Snapshot+1~3 BRD - HP+18~30, MAcc+4~6, Enmity-4~10, DT-2~3% BST - STR+1~5/DEX+1~5,Acc+1~4,Pet:Acc/RAcc+13~18,Pet:DT-3% SAM - STR+1~5, STP+1~3, Zanshin+1~4, Meditate Dur+4~8 NIN - STR+2~3,DEX+3~4, Skillchain dmg+1~5%, WS Dmg+1~5% DRG - STR+1~4, WS Dmg+1~5%, Pet: DT-2~3%, Breath+4~10 SMN - Smn skill+2~10, BP Dmg+1~5, BP Del II-1, Pet:Enmity+5~15 COR - MAB+1~5, Enmity-1~5, Phantom Roll-1~4, WS Dmg+2~5% BLU - MP+16~28, DEX+2~4, Acc+1~6, BLU Skill+7~10 PUP - STR+2~5,DEX+1~4, Martial Arts+11~20, Pet:TP Bonus+100~500 DNC - STP+1~4, DW+1~4, Rev Flourish+12~30, WS Dmg+3~4% SCH - INT+2~4,MND+1~5, Helix dur+10~20, Regen pot+1~10 RUN - DA+1~5%, Enmity+1~7, Embolden+5~15, DT-2~5% GEO - Geomancy Skill+1~10, Indi dur+10~20, DT-2~4%, Pet:Dmg Taken-1~5%
THF cape's AGI can go as low as 1.
Something I might have missed since I didn't pay a lot of attention these days: is there a cap on the number of augments that can appear on each cape? Like, could a cape have even all 4 types at the same time?
Ya, they can have all 4 augments. So far in my experience it looks like 2 minimum....someone correct me if I'm wrong there.
Thank you Martel.
I saw a lot of cape with only 1 augment.
Pld and Run capes go to enmity +7. Friend got pld one and I got Run one with 7.
IL133 Vanquisher Gram-Droog starts popping, which lines up with the IL difference between Brash and normal Droog. Of the 4 times we fought it, it used Battle Trance on pull 3 times and no TP moves at all on 4th. No other special TP moves unlocked that we saw.
http://cdn.guildwork.net/albums/imag...2c7b9905a1.jpg
At some point the BLM NM(Vike) gains access to Death, Meteor, Impact and Kaustra, but started noticing Death at 133.
Is the casting duration of death normal or does it have some sort of fast/instant cast?
At that high of a CL, are you having any difficulty with Stuns or Sleeps even with Geo-Focus? Mighty Strikes + various AoE become a death sentence if a Stun is missed, or you don't change to Wilt + Bio or some other counter? Surprised you guys still haven't slotted a Thf in, that high of CL, I'd be drooling at the prospect of 11 coffers.
It seemed like normal casting speed. There's easily enough time to stun every spell.
Stun still lands with enough debuffs on the NMs, but they are near immune without ES/meva-/macc+.
Would love to try out THF, but right now I'd bring a BLM or SCH for MB instead. The single hardest part of the MB fight is dealing with Battle Trance on pull and the 20+ adds it results in. If you try to clear some adds and sleep MB, its auto-regain will just result in it using another Trance when it wakes up or potentially destroying your party if it uses a different TP move and you aren't ready to stun when it wakes. If you skip all the adds you'll more than likely still get a few deaths when all you have is sleepga1's short duration and lullaby's terrible range to deal with all those adds running around hitting your mages(they seem to always go after our WHM when they wake up).
Edit:
Oh, can also confirm the new title is "Nilotican Decimator" for Vanquisher.
http://cdn.guildwork.net/albums/imag...2c7b991e7b.jpg
How do you even motivate yourself to enter any of the other current events after having fun on 133?