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Showing 7441-7470 of 10000 (0.45016503334045 seconds)
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Bruh, lol...
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By Senaki on 2025-06-06 10:53:05
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They should scare ppl by adding a ‘# of times // was inputted’.
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Code
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job. Generally should not be modified.
-------------------------------------------------------------------------------------------------------------------
-- Initialization function for this job file.
function get_sets()
mote_include_version = 2
-- Load and initialize the include file.
include('Mote-Include.lua')
end
-- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
function job_setup()
-- QuickDraw Selector
state.Mainqd = M{['description']='Primary Shot', 'Fire Shot', 'Ice Shot', 'Wind Shot', 'Earth Shot', 'Thunder Shot', 'Water Shot'}
state.Altqd = M{['description']='Secondary Shot', 'Fire Shot', 'Ice Shot', 'Wind Shot', 'Earth Shot', 'Thunder Shot', 'Water Shot'}
state.UseAltqd = M(false, 'Use Secondary Shot')
state.SelectqdTarget = M(false, 'Select Quick Draw Target')
state.IgnoreTargetting = M(false, 'Ignore Targetting')
state.QDMode = M{['description']='Quick Draw Mode', 'STP', 'Enhance', 'Potency', 'TH'}
state.Currentqd = M{['description']='Current Quick Draw', 'Main', 'Alt'}
-- Whether to use Luzaf's Ring
state.LuzafRing = M(false, "Luzaf's Ring")
-- Whether a warning has been given for low ammo
state.warned = M(false)
no_swap_gear = S{"Warp Ring", "Dim. Ring (Dem)", "Dim. Ring (Holla)", "Dim. Ring (Mea)",
"Trizek Ring", "Echad Ring", "Facility Ring", "Capacity Ring",
"Dev. Bul. Pouch", "Chr. Bul. Pouch", "Liv. Bul. Pouch"}
elemental_ws = S{"Aeolian Edge", "Leaden Salute", "Wildfire", "Hot Shot"}
no_shoot_ammo = S{"Animikii Bullet", "Hauksbok Bullet"}
include('Mote-TreasureHunter')
-- For th_action_check():
-- JA IDs for actions that always have TH: Provoke, Animated Flourish
info.default_ja_ids = S{35, 204}
-- Unblinkable JA IDs for actions that always have TH: Quick/Box/Stutter Step, Desperate/Violent Flourish
info.default_u_ja_ids = S{201, 202, 203, 205, 207}
define_roll_values()
lockstyleset = 1
end
-------------------------------------------------------------------------------------------------------------------
-- User setup functions for this job. Recommend that these be overridden in a sidecar file.
-------------------------------------------------------------------------------------------------------------------
-- Setup vars that are user-dependent. Can override this function in a sidecar file.
function user_setup()
state.OffenseMode:options('Normal', 'Acc')
state.HybridMode:options('Normal')
state.RangedMode:options('Normal', 'RACC')
state.WeaponskillMode:options('Normal', 'Acc', 'RACC')
state.IdleMode:options('Normal')
state.WeaponSet = M{['description']='Weapon Set', 'DP', 'HS', 'LS', 'AE', 'SB'}
-- state.CP = M(false, "Capacity Points Mode")
state.WeaponLock = M(false, 'Weapon Lock')
gear.RAbullet = "Chrono Bullet"
gear.RAccbullet = "Chrono Bullet"
gear.WSbullet = "Chrono Bullet"
gear.MAbullet = "Living Bullet"
gear.QDbullet = "Hauksbok Bullet"
options.ammo_warning_limit = 10
-- Additional local binds
--include('Global-Binds.lua') -- OK to remove this line
--include('Global-GEO-Binds.lua') -- OK to remove this line
--send_command('bind @t gs c cycle treasuremode')
--send_command('bind ^` input /ja "Double-up" <me>')
--send_command('bind ^c input /ja "Crooked Cards" <me>')
--send_command('bind ^s input /ja "Snake Eye" <me>')
--send_command('bind ^f input /ja "Fold" <me>')
--send_command('bind !` input /ja "Bolter\'s Roll" <me>')
send_command ('bind @` gs c toggle LuzafRing')
--send_command('bind ^insert gs c cycleback mainqd')
--send_command('bind ^delete gs c cycle mainqd')
--send_command('bind ^home gs c cycle altqd')
--send_command('bind ^end gs c cycleback altqd')
--send_command('bind ^pageup gs c toggle selectqdtarget')
--send_command('bind ^pagedown gs c toggle usealtqd')
-- send_command('bind @c gs c toggle CP')
--send_command('bind @q gs c cycle QDMode')
send_command('bind ` tc nearest')
send_command('bind @e gs c cycleback WeaponSet')
send_command('bind @r gs c cycle WeaponSet')
send_command('bind @w gs c toggle WeaponLock')
--send_command('bind ^numlock input /ja "Triple Shot" <me>')
--if player.sub_job == 'WAR' then
-- send_command('bind ^numpad/ input /ja "Berserk" <me>')
-- send_command('bind ^numpad* input /ja "Warcry" <me>')
-- send_command('bind ^numpad- input /ja "Aggressor" <me>')
--end
--send_command('bind ^numpad7 input /ws "Savage Blade" <t>')
--send_command('bind ^numpad8 input /ws "Last Stand" <t>')
--send_command('bind ^numpad4 input /ws "Leaden Salute" <t>')
--send_command('bind ^numpad5 input /ws "Requiescat" <t>')
--send_command('bind ^numpad6 input /ws "Wildfire" <t>')
--send_command('bind ^numpad1 input /ws "Aeolian Edge" <t>')
--send_command('bind ^numpad2 input /ws "Evisceration" <t>')
--send_command('bind %numpad0 input /ra <t>')
state.Auto_Kite = M(false, 'Auto_Kite')
--Haste = 0
--DW_needed = 0
--DW = false
--moving = false
update_combat_form()
--determine_haste_group()
end
-- Called when this job file is unloaded (eg: job change)
function user_unload()
send_command('unbind ^`')
send_command('unbind ^c')
send_command('unbind ^s')
send_command('unbind ^f')
send_command('unbind !`')
send_command('unbind @t')
send_command('unbind @`')
send_command('unbind ^insert')
send_command('unbind ^delete')
send_command('unbind ^home')
send_command('unbind ^end')
send_command('unbind ^pageup')
send_command('unbind ^pagedown')
send_command('unbind ^,')
send_command('unbind @c')
send_command('unbind `')
send_command('unbind @w')
send_command('unbind @e')
send_command('unbind @r')
send_command('unbind ^numlock')
send_command('unbind ^numpad/')
send_command('unbind ^numpad*')
send_command('unbind ^numpad-')
send_command('unbind ^numpad8')
send_command('unbind ^numpad4')
send_command('unbind ^numpad5')
send_command('unbind ^numpad6')
send_command('unbind ^numpad1')
send_command('unbind ^numpad2')
send_command('unbind numpad0')
send_command('unbind #`')
send_command('unbind #1')
send_command('unbind #2')
send_command('unbind #3')
send_command('unbind #4')
send_command('unbind #5')
send_command('unbind #6')
send_command('unbind #7')
send_command('unbind #8')
send_command('unbind #9')
send_command('unbind #0')
end
-- Define sets and vars used by this job file.
function init_gear_sets()
------------------------------------------------------------------------------------------------
---------------------------------------- Precast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.precast.JA['Snake Eye'] = {legs="Lanun Trews"}
sets.precast.JA['Wild Card'] = {feet="Lanun Bottes +3"}
sets.precast.JA['Random Deal'] = {body="Lanun Frac +3"}
sets.precast.CorsairRoll = {
main={ name="Rostam", augments={'Path: C',}, priority=1},
range="Compensator",
head="Lanun Tricorne",
body="Nyame Mail",
hands="Chasseur's Gants +3",
legs="Desultor Tassets",
feet="Nyame Sollerets",
neck="Regal Necklace",
waist="Flume Belt",
left_ear="Etiolation Earring",
right_ear="Eabani Earring",
left_ring="Defending Ring",
right_ring="Luzaf's Ring",
back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
}
sets.precast.CorsairRoll["Caster's Roll"] = set_combine(sets.precast.CorsairRoll, {legs="Chasseur's Culottes +3"})
sets.precast.CorsairRoll["Courser's Roll"] = set_combine(sets.precast.CorsairRoll, {feet="Chasseur's Bottes +3"})
sets.precast.CorsairRoll["Blitzer's Roll"] = set_combine(sets.precast.CorsairRoll, {head="Chasseur's Tricorne +3"})
sets.precast.CorsairRoll["Tactician's Roll"] = set_combine(sets.precast.CorsairRoll, {body="Chasseur's Frac +3"})
sets.precast.CorsairRoll["Allies' Roll"] = set_combine(sets.precast.CorsairRoll, {hands="Chasseur's Gants +3"})
sets.precast.LuzafRing = {ring2="Luzaf's Ring"}
sets.precast.FoldDoubleBust = {hands="Lanun Gants +3"}
sets.precast.Waltz = {
body="Passion Jacket",
ring1="Asklepian Ring",
waist="Gishdubar Sash",
}
sets.precast.Waltz['Healing Waltz'] = {}
sets.precast.FC = {
head="Carmine Mask +1",
body="Taeon Tabard",
hands="Leyline Gloves",
legs={ name="Herculean Trousers", augments={'"Mag.Atk.Bns."+20','"Fast Cast"+6','STR+9','Mag. Acc.+1',}},
feet="Carmine Greaves +1",
neck="Baetyl Pendant",
waist="Plat. Mog. Belt",
left_ear="Etiolation Earring",
right_ear="Loquac. Earring",
right_ring="Kishar Ring",
left_ring="Weather. Ring",
back={ name="Camulus's Mantle", augments={'"Fast Cast"+10',}},
}
sets.precast.FC.Utsusemi = set_combine(sets.precast.FC, {
body="Passion Jacket",
neck="Magoraga Beads",
})
-- (10% Snapshot from JP Gifts)
sets.precast.RA = {
ammo=gear.RAbullet,
head="Chasseur's Tricorne +3", --0/14
body="Laksa. Frac +3", --0/20
--body="Oshosi Vest +1", --14/0
hands="Lanun Gants +3",
legs="Adhemar Kecks +1",
feet="Meg. Jam. +2", --10/0
neck="Comm. Charm +2", --4/0
ring1="Crepuscular Ring",
back={ name="Camulus's Mantle", augments={'"Snapshot"+10',}},
waist="Yemaya Belt", --0/5
} --61/32
sets.precast.RA.Flurry1 = set_combine(sets.precast.RA, {
}) --47/52
sets.precast.RA.Flurry2 = set_combine(sets.precast.RA.Flurry1, {
}) --32/73
------------------------------------------------------------------------------------------------
------------------------------------- Weapon Skill Sets ----------------------------------------
------------------------------------------------------------------------------------------------
sets.precast.WS = {
head="Nyame Helm",
body="Nyame Mail",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Nyame Sollerets",
neck="Comm. Charm +2",
waist="Sailfi Belt +1",
left_ear="Ishvara Earring",
right_ear="Moonshade Earring",
left_ring="Cornelia's Ring",
right_ring="Epaminondas's Ring",
back={ name="Camulus's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%',}},
}
sets.precast.WS.Acc = set_combine(sets.precast.WS, {
neck="Fotia Gorget",
waist="Fotia Belt",
})
sets.precast.WS.RACC = set_combine(sets.precast.WS, {
neck="Fotia Gorget",
waist="Fotia Belt",
})
sets.precast.WS['Last Stand'] = set_combine(sets.precast.WS, {
ammo=gear.WSbullet,
hands="Chasseur's Gants +3",
neck="Fotia Gorget",
waist="Fotia Belt",
back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','AGI+10','Weapon skill damage +10%',}},
})
sets.precast.WS['Last Stand'].RACC = set_combine(sets.precast.WS['Last Stand'], {
})
sets.precast.WS['Detonator'] = set_combine(sets.precast.WS['Last Stand'], {})
sets.precast.WS['Wildfire'] = {
ammo=gear.MAbullet,
head="Nyame Helm",
body="Lanun Frac +3",
hands="Nyame Gauntlets",
legs="Nyame Flanchard",
feet="Lanun Bottes +3",
waist="Orpheus's Sash",
neck="Comm. Charm +2",
left_ear="Friomisi Earring",
right_ear="Crematio Earring",
left_ring="Cornelia's Ring",
right_ring="Dingir Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Mag. Acc+20 /Mag. Dmg.+20','AGI+10','Weapon skill damage +10%',}},
}
sets.precast.WS['Aeolian Edge'] = set_combine(sets.precast.WS['Wildfire'], {
right_ear="Moonshade Earring",
})
sets.precast.WS['Hot Shot'] = set_combine(sets.precast.WS['Wildfire'], {
--ammo=gear.WSbullet,
body="Nyame Mail",
--neck="Fotia Gorget",
--waist="Fotia Belt",
right_ear="Moonshade Earring",
})
sets.precast.WS['Leaden Salute'] = set_combine(sets.precast.WS['Wildfire'], {
head="Pixie Hairpin +1",
right_ear="Moonshade Earring",
right_ring="Archon Ring",
})
sets.precast.WS['Evisceration'] = set_combine(sets.precast.WS, {
neck="Fotia Gorget",
waist="Fotia Belt",
})
sets.precast.WS['Savage Blade'] = set_combine(sets.precast.WS, {
neck="Rep. Plat. Medal",
hands="Chasseur's Gants +3",
})
sets.precast.WS['Savage Blade'].Acc = set_combine(sets.precast.WS['Savage Blade'], {
neck="Fotia Gorget",
waist="Fotia Belt",
})
sets.precast.WS['Swift Blade'] = set_combine(sets.precast.WS, {
})
sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {
}) --MND
sets.precast.WS['Requiescat'].Acc = set_combine(sets.precast.WS.Acc, {
}) --MND
sets.precast.WS['Exenterator'] = set_combine(sets.precast.WS, {
})
sets.precast.WS['Exenterator'].Acc = set_combine(sets.precast.WS.Acc, {
})
sets.precast.CorsairShot = {
ammo=gear.QDbullet,
head="Nyame Helm",
body="Lanun Frac +3",
hands={ name="Carmine Fin. Ga. +1", augments={'Rng.Atk.+20','"Mag.Atk.Bns."+12','"Store TP"+6',}},
legs="Nyame Flanchard",
feet="Chasseur's Bottes +3",
waist="Orpheus's Sash",
neck="Comm. Charm +2",
left_ear="Friomisi Earring",
right_ear="Crematio Earring",
left_ring="Weather. Ring",
right_ring="Dingir Ring",
back="Izdubar Mantle",
}
sets.precast.CorsairShot['Light Shot'] = set_combine(sets.precast.CorsairShot, {
ammo=gear.QDbullet,
left_ring="Weather. Ring",
})
sets.precast.CorsairShot['Dark Shot'] = set_combine(sets.precast.CorsairShot, {
ammo=gear.QDbullet,
head="Pixie Hairpin +1",
left_ring="Archon Ring",
})
sets.precast.CorsairShot.Enhance = sets.precast.CorsairShot
------------------------------------------------------------------------------------------------
---------------------------------------- Midcast Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.midcast.FastRecast = sets.precast.FC
sets.midcast.SpellInterrupt = {
body=gear.Taeon_Phalanx_body, --10
hands="Rawhide Gloves", --15
legs="Carmine Cuisses +1", --20
feet=gear.Taeon_Phalanx_feet, --10
neck="Loricate Torque +1", --5
ear1="Halasz Earring", --5
ear2="Magnetic Earring", --8
ring2="Evanescence Ring", --5
waist="Rumination Sash", --10
}
sets.midcast.Utsusemi = sets.midcast.SpellInterrupt
sets.midcast.Cure = {
neck="Incanter's Torque",
ear1="Roundel Earring",
ear2="Mendi. Earring",
ring1="Lebeche Ring",
ring2="Haoma's Ring",
waist="Bishop's Sash",
}
sets.midcast.Utsusemi = sets.midcast.SpellInterrupt
-- Ranged gear
sets.midcast.RA = {
ammo=gear.RAbullet,
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Chas. Culottes +3",
feet="Malignance Boots",
neck="Iskur Gorget",
waist="Yemaya Belt",
left_ear="Telos Earring",
right_ear="Crep. Earring",
left_ring="Crepuscular Ring",
right_ring="Ilabrat Ring",
back={ name="Camulus's Mantle", augments={'AGI+20','Rng.Acc.+20 Rng.Atk.+20','Rng.Acc.+10','"Store TP"+10',}},
}
sets.midcast.RA.RACC = set_combine(sets.midcast.RA, {
--waist="K. Kachina Belt +1",
--neck="Null Loop",
waist="Null Belt",
back="Null Shawl",
})
sets.midcast.RA.Acc = set_combine(sets.midcast.RA, {
})
sets.midcast.RA.HighAcc = set_combine(sets.midcast.RA.Acc, {
})
sets.midcast.RA.Critical = set_combine(sets.midcast.RA, {
})
sets.midcast.RA.STP = set_combine(sets.midcast.RA, {
})
sets.TripleShot = set_combine(sets.midcast.RA, {
--head="Oshosi Mask +1", --5
body="Chasseur's Frac +3", --13
hands="Lanun Gants +3",
--legs="Osh. Trousers +1", --6
--feet="Osh. Leggings +1", --3
}) --27
sets.TripleShotCritical = set_combine(sets.midcast.RA, {
})
sets.TrueShot = set_combine(sets.midcast.RA, {
})
------------------------------------------------------------------------------------------------
----------------------------------------- Idle Sets --------------------------------------------
------------------------------------------------------------------------------------------------
sets.resting = {}
sets.idle = {
ammo=gear.RAbullet,
head="Malignance Chapeau", --6/6
body="Malignance Tabard", --9/9
hands="Malignance Gloves", --5/5
legs="Chasseur's Culottes +3",
feet="Malignance Boots", --4/4
neck="Elite Royal Collar",
waist="Flume Belt",
left_ear="Etiolation Earring",
right_ear="Eabani Earring",
left_ring={name="Chirich Ring +1", bag="wardrobe2"},
right_ring={name="Chirich Ring +1", bag="wardrobe3"},
back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
}
sets.idle.DT = set_combine(sets.idle, {
})
sets.idle.Refresh = set_combine(sets.idle, {
})
sets.idle.Town = set_combine(sets.idle, {
})
------------------------------------------------------------------------------------------------
---------------------------------------- Defense Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.defense.PDT = sets.idle.DT
sets.defense.MDT = {
}
sets.Kiting = {legs="Carmine Cuisses +1"}
------------------------------------------------------------------------------------------------
---------------------------------------- Engaged Sets ------------------------------------------
------------------------------------------------------------------------------------------------
-- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
-- sets if more refined versions aren't defined.
-- If you create a set with both offense and defense modes, the offense mode should be first.
-- EG: sets.engaged.Dagger.Accuracy.Evasion
sets.engaged = {
ammo=gear.RAbullet,
head="Malignance Chapeau",
body="Malignance Tabard",
hands="Malignance Gloves",
legs="Malignance Tights",
feet="Malignance Boots",
neck="Iskur Gorget",
waist="Sailfi Belt +1",
left_ear="Telos Earring",
right_ear="Crep. Earring",
left_ring={name="Chirich Ring +1", bag="wardrobe2"},
right_ring={name="Chirich Ring +1", bag="wardrobe3"},
back={ name="Camulus's Mantle", augments={'DEX+20','Accuracy+20 Attack+20','Accuracy+10','"Dbl.Atk."+10','Phys. dmg. taken-10%',}},
}
sets.engaged.Acc = set_combine(sets.engaged, {
neck="Null Loop",
waist="Null Belt",
back="Null Shawl",
})
-- * DNC Subjob DW Trait: +15%
-- * NIN Subjob DW Trait: +25%
-- No Magic Haste (74% DW to cap)
sets.engaged.DW = set_combine(sets.engaged, {
waist="Reiki Yotai",
right_ear="Eabani Earring",
})
sets.engaged.DW.Acc = set_combine(sets.engaged.DW, {
neck="Null Loop",
--waist="Null Belt",
back="Null Shawl",
})
sets.empylegs = {
legs="Chasseur's Culottes +3",
}
------------------------------------------------------------------------------------------------
---------------------------------------- Special Sets ------------------------------------------
------------------------------------------------------------------------------------------------
sets.buff.Doom = {
neck="Nicander's Necklace", --20
ring1={name="Eshmun's Ring", bag="wardrobe3"}, --20
ring2={name="Eshmun's Ring", bag="wardrobe4"}, --20
waist="Gishdubar Sash", --10
}
sets.Obi = {waist="Hachirin-no-Obi"}
sets.TreasureHunter = {head="Volte Cap", hands=gear.Herc_TH_hands, feet="Volte Boots", waist="Chaac Belt"}
sets.fulltp = { right_ear="Crematio Earring" }
sets.RP = {
main={ name="Rostam", augments={'Path: A',}},
sub={ name="Rostam", augments={'Path: C',}},
ranged="Death Penalty"
}
sets.DP = {main={ name="Rostam", augments={'Path: A',}}, sub="Tauret", ranged="Death Penalty"}
sets.SB = {main="Naegling", sub="Gleti's Knife", ranged="Anarchy +2"}
sets.HS = {main="Naegling", sub="Tauret", ranged="Fomalhaut"}
sets.LS = {main={ name="Rostam", augments={'Path: A',}}, sub="Kustawi +1", ranged="Fomalhaut"}
sets.AE = {main="Tauret", sub="Gleti's Knife", ranged="Anarchy +2"}
sets.DefaultShield = {sub="Nusku Shield"}
end
-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for standard casting events.
-------------------------------------------------------------------------------------------------------------------
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
-- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
function job_precast(spell, action, spellMap, eventArgs)
if spell.action_type == 'Ranged Attack' or spell.type == 'WeaponSkill' or spell.type == 'CorsairShot' then
do_bullet_checks(spell, spellMap, eventArgs)
end
if spell.english == 'Fold' and buffactive['Bust'] == 2 then
if sets.precast.FoldDoubleBust then
equip(sets.precast.FoldDoubleBust)
eventArgs.handled = true
end
end
if spellMap == 'Utsusemi' then
if buffactive['Copy Image (3)'] or buffactive['Copy Image (4+)'] then
cancel_spell()
add_to_chat(123, '**!! '..spell.english..' Canceled: [3+ IMAGES] !!**')
eventArgs.handled = true
return
elseif buffactive['Copy Image'] or buffactive['Copy Image (2)'] then
send_command('cancel 66; cancel 444; cancel Copy Image; cancel Copy Image (2)')
end
end
end
function job_post_precast(spell, action, spellMap, eventArgs)
if elemental_ws:contains(spell.name) and player.tp == 3000 then
equip(sets.fulltp)
end
if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") then
if state.LuzafRing.value then
equip(sets.precast.LuzafRing)
end
end
if spell.action_type == 'Ranged Attack' then
special_ammo_check()
if flurry == 2 then
equip(sets.precast.RA.Flurry2)
elseif flurry == 1 then
equip(sets.precast.RA.Flurry1)
end
elseif spell.type == 'WeaponSkill' then
if spell.skill == 'Marksmanship' then
special_ammo_check()
end
if elemental_ws:contains(spell.name) then
-- Matching double weather (w/o day conflict).
if spell.element == world.weather_element and (get_weather_intensity() == 2 and spell.element ~= elements.weak_to[world.day_element]) then
equip({waist="Hachirin-no-Obi"})
-- Target distance under 1.7 yalms.
elseif spell.target.distance < (1.7 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Matching day and weather.
elseif spell.element == world.day_element and spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
-- Target distance under 8 yalms.
elseif spell.target.distance < (8 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Match day or weather.
elseif spell.element == world.day_element or spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
end
end
end
end
function job_post_midcast(spell, action, spellMap, eventArgs)
if spell.type == 'CorsairShot' then
if (spell.english ~= 'Light Shot' and spell.english ~= 'Dark Shot') then
-- Matching double weather (w/o day conflict).
if spell.element == world.weather_element and (get_weather_intensity() == 2 and spell.element ~= elements.weak_to[world.day_element]) then
equip({waist="Hachirin-no-Obi"})
-- Target distance under 1.7 yalms.
elseif spell.target.distance < (1.7 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Matching day and weather.
elseif spell.element == world.day_element and spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
-- Target distance under 8 yalms.
elseif spell.target.distance < (8 + spell.target.model_size) then
equip({waist="Orpheus's Sash"})
-- Match day or weather.
elseif spell.element == world.day_element or spell.element == world.weather_element then
equip({waist="Hachirin-no-Obi"})
end
end
elseif spell.action_type == 'Ranged Attack' then
if buffactive['Triple Shot'] and state.RangedMode.value ~= "RACC" then
equip(sets.TripleShot)
if buffactive['Aftermath: Lv.3'] and player.equipment.ranged == "Armageddon" then
equip(sets.TripleShotCritical)
if (spell.target.distance < (7 + spell.target.model_size)) and (spell.target.distance > (5 + spell.target.model_size)) then
equip(sets.TrueShot)
end
end
elseif buffactive['Aftermath: Lv.3'] and player.equipment.ranged == "Armageddon" then
equip(sets.midcast.RA.Critical)
if (spell.target.distance < (7 + spell.target.model_size)) and (spell.target.distance > (5 + spell.target.model_size)) then
equip(sets.TrueShot)
end
end
end
end
-- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
function job_aftercast(spell, action, spellMap, eventArgs)
if (spell.type == 'CorsairRoll' or spell.english == "Double-Up") and not spell.interrupted then
display_roll_info(spell)
end
--if spell.english == "Light Shot" then
--send_command('@timers c "Light Shot ['..spell.target.name..']" 60 down abilities/00195.png')
--end
if player.status ~= 'Engaged' and state.WeaponLock.value == false then
check_weaponset()
end
if player.status == 'Engaged' and state.WeaponLock.value == false then
check_weaponset()
end
end
function job_buff_change(buff,gain)
-- If we gain or lose any flurry buffs, adjust gear.
if S{'flurry'}:contains(buff:lower()) then
if not gain then
flurry = nil
--add_to_chat(122, "Flurry status cleared.")
end
if not midaction() then
handle_equipping_gear(player.status)
end
end
if buff == "doom" then
if gain then
equip(sets.buff.Doom)
send_command('@input /p Doomed, please Cursna.')
send_command('@input /item "Holy Water" <me>')
disable('ring1','ring2','waist')
elseif not gain and not player.status == "Dead" and not player.status == "Engaged Dead" then
enable('ring1','ring2','waist')
send_command('input /p Doom removed, Thank you.')
handle_equipping_gear(player.status)
else
enable('ring1','ring2','waist')
send_command('input /p '..player.name..' is no longer Doom Thank you !')
end
end
end
-- Handle notifications of general user state change.
function job_state_change(stateField, newValue, oldValue)
if state.WeaponLock.value == true then
disable('ranged')
else
enable('ranged')
end
check_weaponset()
end
-------------------------------------------------------------------------------------------------------------------
-- User code that supplements standard library decisions.
-------------------------------------------------------------------------------------------------------------------
-- Called by the 'update' self-command, for common needs.
-- Set eventArgs.handled to true if we don't want automatic equipping of gear.
function job_handle_equipping_gear(playerStatus, eventArgs)
check_gear()
update_combat_form()
end
function job_update(cmdParams, eventArgs)
handle_equipping_gear(player.status)
end
function update_combat_form()
if player.sub_job == 'NIN' then
state.CombatForm:set('DW')
else
state.CombatForm:reset()
end
end
-- Modify the default melee set after it was constructed.
function customize_melee_set(meleeSet)
if player.sub_job == 'NIN' and (state.WeaponSet.value == "SB" or state.WeaponSet.value == "AE") then
meleeSet = set_combine(meleeSet, sets.empylegs)
end
return meleeSet
end
function customize_idle_set(idleSet)
if state.Auto_Kite.value == true then
idleSet = set_combine(idleSet, sets.Kiting)
end
return idleSet
end
function get_custom_wsmode(spell, action, spellMap)
local wsmode
if spell.skill == 'Marksmanship' then
if state.RangedMode.value == 'RACC' then
wsmode = 'RACC'
end
else
if state.OffenseMode.value == 'Acc' then
wsmode = 'Acc'
end
end
return wsmode
end
-- Handle auto-targetting based on local setup.
function job_auto_change_target(spell, action, spellMap, eventArgs)
if spell.type == 'CorsairShot' then
if state.IgnoreTargetting.value == true then
state.IgnoreTargetting:reset()
eventArgs.handled = true
end
eventArgs.SelectNPCTargets = state.SelectqdTarget.value
end
end
-- Set eventArgs.handled to true if we don't want the automatic display to be run.
function display_current_job_state(eventArgs)
local cf_msg = ''
if state.CombatForm.has_value then
cf_msg = ' (' ..state.CombatForm.value.. ')'
end
local m_msg = state.OffenseMode.value
if state.HybridMode.value ~= 'Normal' then
m_msg = m_msg .. '/' ..state.HybridMode.value
end
local ws_msg = state.WeaponskillMode.value
local qd_msg = '(' ..string.sub(state.QDMode.value,1,1).. ')'
local e_msg = state.Mainqd.current
if state.UseAltqd.value == true then
e_msg = e_msg .. '/'..state.Altqd.current
end
local d_msg = 'None'
if state.DefenseMode.value ~= 'None' then
d_msg = state.DefenseMode.value .. state[state.DefenseMode.value .. 'DefenseMode'].value
end
local i_msg = state.IdleMode.value
local msg = ''
if state.Kiting.value then
msg = msg .. ' Kiting: On |'
end
add_to_chat(002, '| ' ..string.char(31,210).. 'Melee' ..cf_msg.. ': ' ..string.char(31,001)..m_msg.. string.char(31,002).. ' |'
..string.char(31,207).. ' WS: ' ..string.char(31,001)..ws_msg.. string.char(31,002).. ' |'
..string.char(31,060).. ' QD' ..qd_msg.. ': ' ..string.char(31,001)..e_msg.. string.char(31,002).. ' |'
..string.char(31,004).. ' Defense: ' ..string.char(31,001)..d_msg.. string.char(31,002).. ' |'
..string.char(31,008).. ' Idle: ' ..string.char(31,001)..i_msg.. string.char(31,002).. ' |'
..string.char(31,002)..msg)
eventArgs.handled = true
end
-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
--Read incoming packet to differentiate between Haste/Flurry I and II
windower.register_event('action',
function(act)
--check if you are a target of spell
local actionTargets = act.targets
playerId = windower.ffxi.get_player().id
isTarget = false
for _, target in ipairs(actionTargets) do
if playerId == target.id then
isTarget = true
end
end
if isTarget == true then
if act.category == 4 then
local param = act.param
if param == 845 and flurry ~= 2 then
--add_to_chat(122, 'Flurry Status: Flurry I')
flurry = 1
elseif param == 846 then
--add_to_chat(122, 'Flurry Status: Flurry II')
flurry = 2
end
end
end
end)
function job_self_command(cmdParams, eventArgs)
if cmdParams[1] == 'qd' then
if cmdParams[2] == 't' then
state.IgnoreTargetting:set()
end
local doqd = ''
if state.UseAltqd.value == true then
doqd = state[state.Currentqd.current..'qd'].current
state.Currentqd:cycle()
else
doqd = state.Mainqd.current
end
send_command('@input /ja "'..doqd..'" <t>')
end
end
function define_roll_values()
rolls = {
["Corsair's Roll"] = {lucky=5, unlucky=9, bonus="Experience Points"},
["Ninja Roll"] = {lucky=4, unlucky=8, bonus="Evasion"},
["Hunter's Roll"] = {lucky=4, unlucky=8, bonus="Accuracy"},
["Chaos Roll"] = {lucky=4, unlucky=8, bonus="Attack"},
["Magus's Roll"] = {lucky=2, unlucky=6, bonus="Magic Defense"},
["Healer's Roll"] = {lucky=3, unlucky=7, bonus="Cure Potency Received"},
["Drachen Roll"] = {lucky=4, unlucky=8, bonus="Pet Magic Accuracy/Attack"},
["Choral Roll"] = {lucky=2, unlucky=6, bonus="Spell Interruption Rate"},
["Monk's Roll"] = {lucky=3, unlucky=7, bonus="Subtle Blow"},
["Beast Roll"] = {lucky=4, unlucky=8, bonus="Pet Attack"},
["Samurai Roll"] = {lucky=2, unlucky=6, bonus="Store TP"},
["Evoker's Roll"] = {lucky=5, unlucky=9, bonus="Refresh"},
["Rogue's Roll"] = {lucky=5, unlucky=9, bonus="Critical Hit Rate"},
["Warlock's Roll"] = {lucky=4, unlucky=8, bonus="Magic Accuracy"},
["Fighter's Roll"] = {lucky=5, unlucky=9, bonus="Double Attack Rate"},
["Puppet Roll"] = {lucky=3, unlucky=7, bonus="Pet Magic Attack/Accuracy"},
["Gallant's Roll"] = {lucky=3, unlucky=7, bonus="Defense"},
["Wizard's Roll"] = {lucky=5, unlucky=9, bonus="Magic Attack"},
["Dancer's Roll"] = {lucky=3, unlucky=7, bonus="Regen"},
["Scholar's Roll"] = {lucky=2, unlucky=6, bonus="Conserve MP"},
["Naturalist's Roll"] = {lucky=3, unlucky=7, bonus="Enh. Magic Duration"},
["Runeist's Roll"] = {lucky=4, unlucky=8, bonus="Magic Evasion"},
["Bolter's Roll"] = {lucky=3, unlucky=9, bonus="Movement Speed"},
["Caster's Roll"] = {lucky=2, unlucky=7, bonus="Fast Cast"},
["Courser's Roll"] = {lucky=3, unlucky=9, bonus="Snapshot"},
["Blitzer's Roll"] = {lucky=4, unlucky=9, bonus="Attack Delay"},
["Tactician's Roll"] = {lucky=5, unlucky=8, bonus="Regain"},
["Allies' Roll"] = {lucky=3, unlucky=10, bonus="Skillchain Damage"},
["Miser's Roll"] = {lucky=5, unlucky=7, bonus="Save TP"},
["Companion's Roll"] = {lucky=2, unlucky=10, bonus="Pet Regain and Regen"},
["Avenger's Roll"] = {lucky=4, unlucky=8, bonus="Counter Rate"},
}
end
function display_roll_info(spell)
rollinfo = rolls[spell.english]
local rollsize = (state.LuzafRing.value and string.char(129,157)) or ''
if rollinfo then
add_to_chat(001, string.char(129,115).. ' ' ..string.char(31,210)..spell.english..string.char(31,001)..
' : '..rollinfo.bonus.. ' ' ..string.char(129,116).. ' ' ..string.char(129,195)..
' Lucky: ' ..string.char(31,204).. tostring(rollinfo.lucky)..string.char(31,001).. ' /' ..
' Unlucky: ' ..string.char(31,167).. tostring(rollinfo.unlucky)..string.char(31,002)..
' ' ..rollsize)
end
end
-- Determine whether we have sufficient ammo for the action being attempted.
function do_bullet_checks(spell, spellMap, eventArgs)
local bullet_name
local bullet_min_count = 1
if spell.type == 'WeaponSkill' then
if spell.skill == "Marksmanship" then
if spell.english == 'Wildfire' or spell.english == 'Leaden Salute' then
-- magical weaponskills
bullet_name = gear.MAbullet
else
-- physical weaponskills
bullet_name = gear.WSbullet
end
else
-- Ignore non-ranged weaponskills
return
end
elseif spell.type == 'CorsairShot' then
bullet_name = gear.QDbullet
elseif spell.action_type == 'Ranged Attack' then
bullet_name = gear.RAbullet
if buffactive['Triple Shot'] then
bullet_min_count = 3
end
end
local available_bullets = player.inventory[bullet_name] or player.wardrobe[bullet_name]
-- If no ammo is available, give appropriate warning and end.
if not available_bullets then
if spell.type == 'CorsairShot' and player.equipment.ammo ~= 'empty' then
add_to_chat(104, 'No Quick Draw ammo left. Using what\'s currently equipped ('..player.equipment.ammo..').')
return
elseif spell.type == 'WeaponSkill' and player.equipment.ammo == gear.RAbullet then
add_to_chat(104, 'No weaponskill ammo left. Using what\'s currently equipped (standard ranged bullets: '..player.equipment.ammo..').')
return
else
add_to_chat(104, 'No ammo ('..tostring(bullet_name)..') available for that action.')
eventArgs.cancel = true
return
end
end
-- Don't allow shooting or weaponskilling with ammo reserved for quick draw.
if spell.type ~= 'CorsairShot' and bullet_name == gear.QDbullet and available_bullets.count <= bullet_min_count then
add_to_chat(104, 'No ammo will be left for Quick Draw. Cancelling.')
eventArgs.cancel = true
return
end
-- Low ammo warning.
if spell.type ~= 'CorsairShot' and state.warned.value == false
and available_bullets.count > 1 and available_bullets.count <= options.ammo_warning_limit then
local msg = '***** LOW AMMO WARNING: '..bullet_name..' *****'
--local border = string.repeat("*", #msg)
local border = ""
for i = 1, #msg do
border = border .. "*"
end
add_to_chat(104, border)
add_to_chat(104, msg)
add_to_chat(104, border)
state.warned:set()
elseif available_bullets.count > options.ammo_warning_limit and state.warned then
state.warned:reset()
end
end
function special_ammo_check()
-- Stop if Animikii/Hauksbok equipped
if no_shoot_ammo:contains(player.equipment.ammo) then
cancel_spell()
add_to_chat(123, '** Action Canceled: [ '.. player.equipment.ammo .. ' equipped!! ] **')
return
end
end
-- Check for various actions that we've specified in user code as being used with TH gear.
-- This will only ever be called if TreasureMode is not 'None'.
-- Category and Param are as specified in the action event packet.
function th_action_check(category, param)
if category == 2 or -- any ranged attack
--category == 4 or -- any magic action
(category == 3 and param == 30) or -- Aeolian Edge
(category == 6 and info.default_ja_ids:contains(param)) or -- Provoke, Animated Flourish
(category == 14 and info.default_u_ja_ids:contains(param)) -- Quick/Box/Stutter Step, Desperate/Violent Flourish
then return true
end
end
function check_gear()
if no_swap_gear:contains(player.equipment.left_ring) then
disable("ring1")
else
enable("ring1")
end
if no_swap_gear:contains(player.equipment.right_ring) then
disable("ring2")
else
enable("ring2")
end
if no_swap_gear:contains(player.equipment.waist) then
disable("waist")
else
enable("waist")
end
end
function check_weaponset()
equip(sets[state.WeaponSet.current])
if player.sub_job ~= 'NIN' and player.sub_job ~= 'DNC' then
equip(sets.DefaultShield)
end
end
windower.register_event('zone change',
function()
if no_swap_gear:contains(player.equipment.left_ring) then
enable("ring1")
equip(sets.idle)
end
if no_swap_gear:contains(player.equipment.right_ring) then
enable("ring2")
equip(sets.idle)
end
if no_swap_gear:contains(player.equipment.waist) then
enable("waist")
equip(sets.idle)
end
end
)
Here is the whole thing, thank you
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What if the +4 just goes the Besieged route and adds limbus specific buffs?
Because once the novelty of doing the new event wears off there's no reason to do said event anymore. So I think that is extremely unlikely.
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By Reiden on 2025-06-06 10:51:32
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Chat Frequency: 835783
Conversations With NPCs: 397670
Parties Joined: 8254
Alliances Joined: 4668
Battles Fought: 2772690
Number of Times KO'd: 9927
Enemies Defeated: 3182638
GM Calls Made: 21
You're smither apprentice beat you in parties joined, get off me!!!!!
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Bastok --> Highlands would be quick novels, almost everyone would die by Pashhow, then he'd take a 17 year break before writing about Rolanberry
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They need to add some info. Specifically I want to know 3 things:
1. How many times I died.
2. How many people I killed while charmed.
3. Specifically the names of the people I killed while charmed.
#1 is there
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By Tarage on 2025-06-06 10:41:59
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What if the +4 just goes the Besieged route and adds limbus specific buffs?
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3. Specifically the names of the people I killed while charmed.
My list would be never ending, I astral Flowed during a besieged and in the time I hit the 2-hour and then diamond dust about half the zone got charmed and I dropped like 50 people. I thought “welp, too late now” popped and elixir and did it again only to find out I hadn’t killed everyone yet.
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By Keyser on 2025-06-06 10:33:33
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Carbuncle.Gabvanstronger said: »!! Can't wait to try that update, thanks ^^
I also had a suggestion : think you could add a locked-on design?
Something like
Again, thanks a lot ^^/ Hmmm I should absolutely be able to get something like that working, I'll start playing around with this today in between work. Great idea!
Morning, this lua shows Tp boss ? This will not show a boss/mobs TP, no.
THank you so much for the kind words ^^;
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Er im not sure about that guide honestly... assuming you mean kaius?
They are telling people to that you need to switch gear around to "cap equipment haste" when capped magical and wyvern out with /SAM you only need 17% gear haste to cap. The only one they actually got right is the Naegling haste.
WS sets they cant actually get wrong since they are just copy pasted sets from the All jobs gear sets.
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By Carbuncle. Nynja on 2025-06-06 10:31:30
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If I had a billion dollars, I'd hire George R.R. Martin to make a FFXI Anime about Jeuno
I can do the same for 999.999M. I'm glad you asked that -- Our adventurer just left Windurst to make the trek through La Theine Plateau to Port Jeuno. They were met by hordes of Quadavs along the way.
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Vere or Godhands when R15? I already have Godhands, and 90 Vere.
I'm gearing MNK to help with Odessey. My group is rank0 with our gear if that matters but am well geared aside from that. No primes yet. With that in consideration which weapon would be ideal for that content?
I saw some comments while trying to search that point to switching weapons based on Impetus up or down, is that true?
Another comment suggested Vere wins when Smite skill chains will be happening regularly?
Now, look... I ain't no expert, not by a long shot but if you’re askin’ for a little barstool wisdom, I got a few ideas that might just help you out. Casual talk, man to man... like a couple of drunk *** shootin’ the breeze."
1. Godhands R15.
This baby? This is your go-to for mowing down minions. I’m talkin’ fast, relentless fights — Odyssey runs, Dynamis Divergence waves, EXP parties. One enemy after another? Boom boom boom — Godhands all day.
2. Verethragna R15.
Now this one… you take your time with it. Pop a set a day, no rush, no stress. This is the weapon you bring out when the big boys show up, mini-bosses or anything that doesn’t fall over in 30 seconds. You want that juicy aftermath kicking in and doing work. Boss killers only.
Now, about Monk... yeah, it's a slow TP gainer. People are right about that. But let’s be honest — you’re pretty much always gonna have a Corsair nearby, giving you that tasty Samurai's Roll and Store TP. And let me tell you, that changes everything.
Me? I roll with Monk Ala-THF triple attack gear, Store TP stacked up, and that sweet Sam roll. Ain’t the math-perfect build, but it damn well works. Just don’t forget to check the FFXI calculator, you wanna make sure your TP gear is actually shaving off hits to get to that 1100 TP mark. Remember: Mpaca’s Cap gives +200, Godhands +500, Moonshade Earring +250... that’s 950 bonus TP right there.
Use Tornado Kick when Footwork’s up, Howling Fist when it’s not. The goal? Every WS hits like you’ve got 2000 TP effective tp and ready to explode.
With Vereth? Totally different vibe. I lean into multi-attack rounds and skip the Store TP altogether. Just keep swingin’, let the aftermath handle the rest.
Now, here’s the tricky part, swapping weapons mid-run. That’s an advanced move. Start by practicing on Apex mobs. Then, when you’re in a real event? Trash mobs get the Godhands. Bosses? You bring out Vereth. But pace yourself — that constant swapping can wear you down if you’re not used to it.
Check the spreadsheets, follow the advice the other folks already laid out above. I’m just tossin’ in a casual, outside-the-box take. Take it or leave it.
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Would need to see more than that section of code. Would need to see all rules and functions that handle kiting in the lua. Ideally just providing the entire lua would be easiet, can upload it free to pastebin or something.
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By Asura. Iamaman on 2025-06-06 10:26:18
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No votes yes for creatine?
I thought for sure "I lift heavy weights bro" Nynja would be on the stuff for life.
I have taken it off and on, I originally started because I was on statins for a while and some research suggested that taking creatine can help offset the negative effects of statins. I kept taking it off/on after but I honestly can't say I tell much of a difference in strength/feel/energy/etc. I know some folks swear it makes a difference but I couldn't find any real gains from it on the bike or in the gym.
I do use protein powder, though, because I have a hard time getting enough from my diet and it does seem to help my ability to strength in both areas. I can tell a difference if I don't use it, but it's hard to find protein powder that doesn't taste like ***, isn't full of sugars or weird ***, and isn't obscenely expensive. I was using some for years that did but they changed something and I can't use it anymore.
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By . on 2025-06-06 10:19:10
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If I had a billion dollars, I'd hire George R.R. Martin to make a FFXI Anime about Jeuno
I can do the same for 999.999M.
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By Bismarck. Nickeny on 2025-06-06 10:16:31
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If I had a billion dollars, I'd hire George R.R. Martin to make a FFXI Anime about Jeuno
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Klaus's guide on BG is a good start.
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I just started DRG, whats a good UpToDate guide out there?
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By sahzi on 2025-06-06 09:54:15
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They need to add some info. Specifically I want to know 3 things:
1. How many times I died.
2. How many people I killed while charmed.
3. Specifically the names of the people I killed while charmed.
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By smii on 2025-06-06 09:48:34
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Sortie basement melee, non kite, with Drg is about the hardest content you can do. When we have Drg there, stage4 polearm, the wyvern still goes plop at, for example, Aita/H.
Can confirm, H G E boss design is rough on the wyvern. Dawn mulsims really worked well and SE really needs to make them stack.
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Link is expired again. Any chance you can reopen it?
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I wonder if there will be any +4 pieces that will change a previously useless piece by adding something useful to it. That would likely require individual adjustments to each piece, which would be great but I honestly doubt it's gonna happen because of the sheer amount of pieces that they would have to individually adjust (220 to be exact).
So... possible? Yes! Likely? Alas no.
Agreed with this but even just doing +1 to the special stat and + 5/10 to everything else (DEF/acc/att/STR/DEX..) would probably make a few pieces relevant again.
I could see where they do the above and add something like PDL or -DT to 1 or 2 pieces to each set as well. (if 3/5 empy have -DT i could see them adding it to 1 relic and 1 AF piece for each job - which could then hit -DT 50% standing a mix or AF/relic/empy)
I'm not holding my breath. Although if the +4 is good (for AF at least) it would justify the gil sink for the +3.
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By K123 on 2025-06-06 09:20:08
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What content?
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pup/bst/smn are safe solo jobs but as mentioned they are on the slower side, in exchange for being pretty sturdy though debuffs can be a huge issue. OD pup/ AFAC smn can still drop a nice chunk off a mob but otherwise a regular DD in just about any variety is better speed wise.
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By K123 on 2025-06-06 09:15:21
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Having a hard time self sc'ing even with haste 2. Not surprising, it's not easy. Why not call Ulmia?
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By smii on 2025-06-06 09:11:03
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They should have made it more flattering. Something like "X player admires you."
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By . on 2025-06-06 09:03:34
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Fighting community is blowing up about a 4v4 Marvel fighting game that doesn't involve Capcom. RIP.
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I wonder if there will be any +4 pieces that will change a previously useless piece by adding something useful to it. That would likely require individual adjustments to each piece, which would be great but I honestly doubt it's gonna happen because of the sheer amount of pieces that they would have to individually adjust (220 to be exact).
So... possible? Yes! Likely? Alas no.
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