Have Ephemeral mobs in Tahrongi more or less been confirmed as lotto spawns within respective families? Thinking about picking up Destiny and Avarice abyssites on my own since they have the puller caveat and dragging people to help will be a pain.
Spellcast random question:
I'd like to use this for specific mobs, but I dunno what to do to my file for it to work:
Enfeeb rules:Code:<set name="Enfeeb-MND-ACC" BaseSet="Enfeeb-MND"> <main>$%SpellElementStaff</main> <sub>Bugard Strap +1</sub> <ammo>Phantom Tathlum</ammo> <head>Duelist's Chapeau</head> <neck>Enfeebling Torque</neck> <rear>Communion Earring</rear> <body>Warlock's Tabard</body> <hands>Teal Cuffs</hands> <lring>Aqua Ring</lring> <rring>Karka Ring</rring> <back>Sunbeam Cape</back> <waist>Penitent's rope</waist> <legs>Morrigan's Slops</legs> <feet>Mahatma pigaches</feet> <lear>Communion Earring</lear>
What do I need to add?Code:<if skill="EnfeeblingMagic"> <if Spell="Slow*|Paralyze*"><equip when="$GearTime" set="Enfeeb-MND" /></if> <elseif Spell="Addle|Silence"><equip when="$GearTime" set="Silence" /></elseif> <else><equip when="$GearTime" set="Enfeeb-ACC" /></else> </if>
<if SpellTargetName="blah|blah2">
Alright then I'm missing a huge factor here somewhere. Both the previous poster I quoted and someone on ffxiah.com mention vallus grip helping to cap -mdt but I don't see how it's possible, I can't seem to surpass -37% based on the set pasted in below? Also is there a rough formula where xint > -1%mdt? Obviously it is dependent on the nuke dmg, but assuming 1k initial nuke dmg that means -1%mdt is roughly equal to 3ish int?
input /equip sub "Vallus Grip"; -5
input /equip body "Coral Scale Mail +1"; -4
input /equip ring1 "Minerva's Ring"; -8
input /equip ring2 "Merman's Ring"; -4
input /equip ear1 "Merman's Earring"; -2
input /equip ear2 "Merman's Earring"; -2
input /equip legs "Coral Cuisses +1"; -3
input /equip feet "Coral Greaves +1"; -2
input /equip hands "Coral Fng. Gnt. +1"; -2
input /equip head "Coral Visor +1"; -2
input /equip back "hexerei cape" -3
input /equip neck "Lemegeton Medallion +1; int+5
input /equip waist "cognition belt" int+7
input /equip range "Lamian Kaman +1"; mdb+2
Opps wrong thread
Want: Shoggoth.
Do Not Want: Lamprey Lord.
Anyway to completely avoid the leech, and just target Shoggoth?
Best tp and ws body/bodies for War in Abyssea? These are the best I could think of off the top of my head, am I missing anything or screwing up the order?
TP:
Aurum > Askar > Grim > EBody
WS:
Grim > EBody > Aurum > Ares' > Zahak > Askar
Edit: forgot Nocturnus, it should probably go in there as well.
Shell IV 21.9%, Shell V 24% unmerited, that's how you cap MDT >.<
For Victory Smite
revenant fist+1/-/-/Tantra tathlum
Shura head/faith/brutal/kemas
KO/???/Rajas/Spiral ring
Forgager/warwolf/???/Denali feet
I dont have Sarameays pants yet. Assuming this is for abyssea. Shikko tekko Vs. Heafoc mitts. Byakko pants vs. enkidu subligar vs. Shura legs. Which do you think?
And shell it is, ty lol
I may or may not be on cocaine but as far as I know Victory Smite is STR, so I'd probably take Heafoc/Alky's, Shura/Usu legs, and AF3+1/2 head and feet.
EDIT: Forgot Shikkoku Kote (I assume that's what you meant by Shikko tekko?) have increased crit hit damage. I don't know what the bonus is but another thread says Crit hit damage caps at 50% and that's easily hit with two atmas so I'd probably still stick with Heafoc's/Alky's.
So, i got a pdt/mdt-5 ring today, and not sure what to do. I also have a pdt-4, mdt-2, crit-1 ring
option 1: Use both dark rings for pdt, and use merman's ring for mdt set.
option 2: use the better dark ring, and jelly ring for pdt, and dark ring for mdt as well.
pdt is capped regardless (or it will be as soon as i see a louhi's mask on the ah), and so is mdt (actually it's 49.7~ or whatever, due to rounding, which would be fully capped with the -5 dark ring).
The real difference comes in for idle. I typically idle in jelly ring, so dark ring would give me -7 mdt for idle, at the cost of +1 pdt. Addtionally, jelly ring allows me to drop either darksteel feet/hands and keep pdt capped, so i'd gain an inventory space.
Thoughts?
Yet another spellcast question.
I hadn't had any issues with this part until I added the new rule... Slow for some reason is equipping in this:
Yet it's swapping into this:Code:<set name="Enfeeb-MND"> <main>$%SpellElementStaff</main> <sub>Bugard Strap +1</sub> <ammo>Phantom Tathlum</ammo> <head>Duelist's Chapeau</head> <neck>Morgana's Choker</neck> <rear>Communion Earring</rear> <body>Errant houppelande</body> <hands>Dvt. Mitts +1</hands> <lring>Aqua Ring</lring> <rring>Karka Ring</rring> <back>Sunbeam Cape</back> <waist>Penitent's rope</waist> <legs>Morrigan's Slops</legs> <feet>Mahatma pigaches</feet> <lear>Communion Earring</lear>
Rule:Code:<set name="Enfeeb-ACC"> <main>$%SpellElementStaff</main> <sub>Bugard Strap +1</sub> <ammo>Phantom Tathlum</ammo> <head>Duelist's Chapeau</head> <neck>Enfeebling Torque</neck> <lear>Morion Earring +1</lear> <body>Warlock's Tabard</body> <hands>Teal Cuffs</hands> <lring>Omega Ring</lring> <rring>Aquilo's Ring</rring> <back>Hecate's Cape</back> <waist>Penitent's Rope</waist> <legs>Nashira Seraweels</legs> <feet>Goliard Clogs</feet> </set>
I suppose the bolded part is the issue, no idea how to fix it... Slow is swapping fine on those listed NMs, but messes up on anything else, and Para is working fine.Code:<if skill="EnfeeblingMagic"> <if Spell="Slow*|Paralyze*"><equip when="$GearTime" set="Enfeeb-MND" /></if> <if SpellTargetName="Dvalinn|Lord Varney|Rakshas|"> <equip when="$GearTime" set="Enfeeb-MND-ACC" /></if> <elseif Spell="Addle|Silence"><equip when="$GearTime" set="Silence" /></elseif> <else><equip when="$GearTime" set="Enfeeb-ACC" /></else> </if>
change <else> to <if type="BlackMagic">