Random Question Thread (FFXI Related)

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Random Question thread (FFXI related)
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By LightningHelix 2026-09-01 06:35:59
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Bahamut.Zedoma said: »
You need to raise your own digging chocobo. One with 224 RCP and at least 1 digging ability is +80% dig accuracy which helps to hit the item cap per day very quickly.

You want to avoid using denim pants while leveling. Dig accuracy hits 30-35% with a perfect digger which increases required dig time by a fair amount. I capped wing skill using denim pants for about 90% of my dig journey and the final skill up occurred on dig 17,305/45,471 (sky blue the entire time). Definitely would not recommend.
You have a million data points, I assume that's how you got the 80% number? Or is there JP data I can't read somewhere?
 Asura.Sechs
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By Asura.Sechs 2026-09-01 07:01:13
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Multiple users (I can remember Kayte, iir?) have very high RCP and DSC and reported a success rate on digs of ~80%.
Altough this number was probably inferred from the data in their last ~10 levels of skillup on their way to 100, and as other members have already reported the success rate seems to go slightly higher with each level you gain.
Personally I'm at wing skill 72 and I wouldn't say I noticed a huge difference, but there is a difference nonetheless

Addon reported ~40% when I started, I'm at around 57% now at 72 (that's with egg helm but egg helm procs around 20 times or a bit higher on 200 successful digs, so it's not exactly overly impactful in the end)
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 Bismarck.Radec
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By Bismarck.Radec 2026-09-01 09:28:28
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I'm currently 0/132/255/255 with Treasure+Bore/Treasure+Burrow on different characters, and dig accuracy has been ~96% for ages. Current stats in digger are 72995/75679 = 96.4, 62563/64967 = 96.3

While levelling with no helm, silks, denim, etc., acc was:
40% on rented bird (A60~A55)
70% on 0/0/128~159/128~159 + Treasure (A50)
80% on 0/0/255/255 + Treasure+Bore (A45)
85% on 0/0/255/255 + Treasure+Bore (A40)
88% on 0/0/255/255 + Treasure+Bore (A35)
90% on 0/0/255/255 + Treasure+Bore (A30)
Beyond A30 I don't have accuracy noted down, but it's certainly been 90%+ since.
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By Blazed1979 2026-09-02 02:00:54
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Fenrir.Jinxs said: »
Is there any equipment for digging that increase results?
So many digs return nothing

If I wanna burn through my 100 a day quickly this is gonna be hard
Especially if it's 400 eventually

I see some pieces that increase the results of an hq drop however
And riding time options
I made an addon for that lol. it auto-digs and auto-wanders
 Fenrir.Jinxs
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By Fenrir.Jinxs 2026-09-02 07:01:16
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Blazed1979 said: »
Fenrir.Jinxs said: »
Is there any equipment for digging that increase results?
So many digs return nothing

If I wanna burn through my 100 a day quickly this is gonna be hard
Especially if it's 400 eventually

I see some pieces that increase the results of an hq drop however
And riding time options
I made an addon for that lol. it auto-digs and auto-wanders

Me too, I learned how to use navmeshes and targetrings/geohud for waypoints... when someone told me I could just hold forward and time digs.

So the helm will just exhaust my digs and wont make skillups come faster with the junk items?
Sounds like my biggest priority is raising a real chocobo or figuring out what happens to them after the fact.
I did chocobo raising when it first came out.
 Asura.Sechs
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By Asura.Sechs 2026-09-02 09:06:30
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Fenrir.Jinxs said: »
So the helm will just exhaust my digs and wont make skillups come faster with the junk items?
Not sure if I got your question, but you can get skillups from Egg Helm items, and yes they do contribute towards the daily successful digs cap.

I'm not entirely sure how the additional pool from Egg Helm is treated compared to the regular pool of dig items, but it seems to me it's an additional chance that gets added to your success rate.
When I equip my Egg Helm and go for 200 digs, my success rate is slightly higher.
The difference isn't huge but it's there (I dig a bit more than 20 egg helm items on each 200 successful digs session. Last time I recorded it was 26 items to be exact)
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By LightningHelix 2026-09-02 10:21:05
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Asura.Sechs said: »
Personally I'm at wing skill 72 and I wouldn't say I noticed a huge difference, but there is a difference nonetheless
I am at 100 but my bird sucks (I only ever made the one racing bird, so no relevant abilities, rcp/dsc high but end lousy) so I can definitely say that wing skill has a large effect when you don't have good abilities and have mediocre stats. It's very noticeable.
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By Shichishito 2026-09-03 07:19:56
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Does hitting a enemy with dread spikes cancel additional effects of weapons and abilities?

Following scenario with simplified numbers:
You hit a enemy with dread spikes and receive 2501 spike damage for that attack.
You have 2000 max HP, your HP bar is full, you have stoneskin active that blocks 500 damage but you also have drain samba or heavenward howl buff active.

Would you die instantly cause somewhere during that attack your HP drops to 0 or would you survive cause all effects of that attack round need to be calculated first before the final verdict is made so the HP drain effect gets a chance to drag your HP back to 1 or higher?
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By Nariont 2026-09-03 07:28:11
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Instant KO as your HP hit 0, the dread spike hp dmg will occur 1st then the samba/endrain after
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By LightningHelix 2026-09-03 07:32:27
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Is there a windower function for "get true level"? If you're level capped, I mean. Wanted to add it to Pointwatch to make my Monstrosity grinding less painful. I don't see one in windower.ffxi.get_player() so I assume I'll have to grab it from the packet that Pointwatch keeps an eye out for... but I don't see it in fields.lua either?

I know it has to be possible, beacuse the Status menu displays it:


but I didn't find anyone with code to do it.
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By Shichishito 2026-09-03 08:18:59
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Nariont said: »
Instant KO as your HP hit 0, the dread spike hp dmg will occur 1st then the samba/endrain after
What if you dual wield with multi attack procs so a single swing wouldn't kill you, only the combined total of the attack round?

If the drain effect was calculated after each swing or at least each hand there should be the possibility to survive, no?
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By Nariont 2026-09-03 09:42:58
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Shichishito said: »
Nariont said: »
Instant KO as your HP hit 0, the dread spike hp dmg will occur 1st then the samba/endrain after
What if you dual wield with multi attack procs so a single swing wouldn't kill you, only the combined total of the attack round?

If the drain effect was calculated after each swing or at least each hand there should be the possibility to survive, no?

Not sure there, would assume that one would be on a per hit basis as you said, so 5 hits at 500 instead that drained 100 back would leave you with hp to spare. I just know youd die in a singular hit for your full hp, same as if you were using spikes at 2500 hp and got hit for that amount, you die before the drain activates
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 Bismarck.Radec
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By Bismarck.Radec 2026-09-03 10:07:06
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LightningHelix said: »
Is there a windower function for "get true level"? If you're level capped, I mean. Wanted to add it to Pointwatch to make my Monstrosity grinding less painful. I don't see one in windower.ffxi.get_player() so I assume I'll have to grab it from the packet that Pointwatch keeps an eye out for... but I don't see it in fields.lua either?

I know it has to be possible, beacuse the Status menu displays it:


but I didn't find anyone with code to do it.

This is sent as part of Job Info, Incoming 0x01B. This is *only* for monstrosity, level sync as a player would be handled differently - possibly also through 0x01B, but a different place.
Code
-- Job Info
fields.incoming[0x01B] = L{
...snip...
    ctype='unsigned char',     label='Current Monster Level'},                 -- 5F
...snip...
}
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By LightningHelix 2026-09-03 11:27:10
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Bismarck.Radec said: »
LightningHelix said: »
Is there a windower function for "get true level"? If you're level capped, I mean. Wanted to add it to Pointwatch to make my Monstrosity grinding less painful. I don't see one in windower.ffxi.get_player() so I assume I'll have to grab it from the packet that Pointwatch keeps an eye out for... but I don't see it in fields.lua either?

I know it has to be possible, beacuse the Status menu displays it:


but I didn't find anyone with code to do it.

This is sent as part of Job Info, Incoming 0x01B. This is *only* for monstrosity, level sync as a player would be handled differently - possibly also through 0x01B, but a different place.
Code
-- Job Info
fields.incoming[0x01B] = L{
...snip...
    ctype='unsigned char',     label='Current Monster Level'},                 -- 5F
...snip...
}
...oh my god I looked for "cap". thank you so much!
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By Masunasu 2026-09-03 12:55:13
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Not really looking for .DAT fixes or anything, just some external validation: does anybody else's frame rate tank at West. Adoulin from like the AH HP crystal all the way to the Ionis NPC?
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By kaffy 2026-09-03 13:06:30
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there's something with the edifications of all the coalitions (parts of the buildings get added at max rank) that causes spots like that problems, iirc.
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 Asura.Sechs
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By Asura.Sechs 2026-09-03 14:07:05
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Gear, food and campaigns that affect the Synthesis Skillup rate, do absolutely nothing for Synergy, correct?
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By Nariont 2026-09-03 14:17:57
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Asura.Sechs said: »
Gear, food and campaigns that affect the Synthesis Skillup rate, do absolutely nothing for Synergy, correct?

Correct, only boost is the moghancement from that model furnacr
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By LightningHelix 2026-09-03 19:39:34
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LightningHelix said: »
...oh my god I looked for "cap". thank you so much!
This packet is confusing the heck out of me. I don't think you even get an incoming 0x05B when you level up as a level capped monster?

Like, I set up an event to watch for it and I am not even seeing it at all. Getting a proper value from p['Current Monster Level'] when I level up below 30 in Buburimu, but the instant I hit 31, nothing.
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