Bushido - The Way Of The Samurai (A Guide) V. 2.0

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Forum » FFXI » Jobs » Samurai » Bushido - The Way of The Samurai (A Guide) V. 2.0
Bushido - The Way of The Samurai (A Guide) V. 2.0
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By Dodik 2025-07-24 17:18:12
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Requiring a mountain of evidence, hours of logging raw data and spreadsheeting, aka work, before believing anything anyone says is also a bit.. let's go with disrespectful.

If absolute proof is so important to you, and think that what multiple people say is wrong, maybe go out and do your own testing to disprove it.
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By Cerberus.Shadowmeld 2025-07-24 17:22:10
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Fenrir.Skarwind said: »
Bismarck.Drakelth said: »
Fenrir.Skarwind said: »
Bismarck.Drakelth said: »
Fenrir.Skarwind said: »
Bismarck.Drakelth said: »
The tp bonus only applies to ws ur does, 0 effect on ranged ws...


TP Bonus Augment works on ranged. Similar to Magian Weapons/Ikengas Axe

I have tested it out to confirm

Aeonics do not work on ranged however.

https://www.bg-wiki.com/ffxi/TP_Bonus

Not according to bg wiki, what kind of testing have you done? Do you have the raw data and parameters or wss it an eyeball test? Bg eiki directly states that only magian and Odyssey weapons with tp bonus apply to different ws

I tested it over a year ago, I don't really keep that kinda data.

I don't mean to be snarky with this.

BG Wiki is edited by players. Not all players have time or motivation to edit it. If certain things are unknown or overlooked; they won't be on there. For example I am pretty damn lazy, so I don't update it.

Example of why BG Wiki isn't always 100% up to date

List of stuff I was too lazy to add to BG..

-BG Wiki was lacking in regards to some jug pet effects and descriptions. I discovered Zealous Snort will grant you guard regardless of your weapon type

-BG Wiki did not state that multiple target claim issues effect the Skillchains window on Diamond Aspis. I confirmed that it does.

-BG Wiki also said nothing about Origin bypassing shadows. I confirmed that too. Again another unknown. I did post about this.

More than happy to report findings on AH however.

If you want to be skeptical I get it. But why would I lie? To trick you into wasting hides?


I'm skeptical because I know a lot of people don't test things properly, they go out and eyeball it and call it "testing" then make claims based on that "testing" so when stuff like this comes up I want to see hard data. Cause while its probably not going to get my to build a bow setup for same the info could be helpful in
Other ways if its been verified. No offense is meant but I tend to be skeptical, bg wiki also is more often right then wrong when it comes to random things like this. I'm not saying you're wrong,I'm saying I won't trust your conclusions without also seeing the data that led to them. burden of proof falls on the person making the claim.

I genuinely mean this, but I am sorry.I might be shifting that burden to you for now. I might not have the time to test this out for a good while. I'll eventually do it if you don't mind a wait.

Stuff that might helps with testing.

SAM/RNG

Unity GK +500
Mpaca Head +150
Moonshade +250
Tenzen's Bow +1000 (I tossed it and don't want to farm another lol)

Should put you at a 1900 TP Bonus. Pretty easy to check with Refug Arrow due to the low fTP at 1000, and high fTP at 3000.

TP Bonus is also very observable on Flaming Arrow. Reference the last post, the damage was nearly double at 2000TP compared to 1000TP.



I'll recheck it when I can. Might have to wait until the weekend honestly.

I've never been able to get good damage out of refulgent arrow, even on a job like RNG. The reason Empyreal ends up being good is because it has a 2x attack modified as well as scaling TP mod. Obviously a 2x attack modified won't matter on trivial things, but if you're on sam for an odyssey fight, it's very very good.

Also, that is where Ullr shines, when you aren't attack capped.
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By Fenrir.Skarwind 2025-07-25 18:31:09
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Okay I'm bored, please don't make me keep doing this..

Regarding Unity TP Bonus.

Firing Distance: 15 Yalms
Target: Wild Wabbit

Average 29725
UNM GK, Mpaca Head, Tenzen Bow, Moonshade= 1950 TP Bonus
Weapon Skill at 1100ish TP = 3000ishTP

Average 23,902
Mpaca Head, Tenzen Bow, Moonshade= 1450 TP Bonus
Weapon Skill at 1100ish TP = 2500ishTP

1000TP
Average:12695
*Sekka Used to get baseline. No TP Bonus Used

Edit: Quick edit to typo. Meant to list 1950 and 1450 as total TP Bonus.
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By K123 2025-09-01 15:37:45
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Got a SAM earring+2 but got shafted with 3% WSD/7 STR. Decided I will still use it over Thrud for all the accuracy.

At this point:
sub="Utu Grip",
ammo="Knobkierrie",
head={ name="Nyame Helm", augments={'Path: B',}},
body={ name="Sakonji Do. +4", augments={'Enhances "Overwhelm" effect',}},
hands="Kasuga Kote +3",
legs="Wakido Haidate +4",
feet={ name="Nyame Sollerets", augments={'Path: B',}},
neck={ name="Sam. Nodowa +2", augments={'Path: A',}},
waist={ name="Sailfi Belt +1", augments={'Path: A',}},
left_ear={ name="Moonshade Earring", augments={'"Mag.Atk.Bns."+4','TP Bonus +250',}},
right_ear={ name="Kasuga Earring +2", augments={'System: 1 ID: 1676 Val: 0','Accuracy+16','Mag. Acc.+16','Weapon skill damage +3%','STR+7 DEX+7',}},
left_ring="Cornelia's Ring",
right_ring="Epaminondas's Ring",
back={ name="Smertrios's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%','Damage taken-5%',}},

Assuming capped attack then Emp+3 feet are going to beat Nyame R25 feet always right?
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By Nariont 2025-09-01 15:42:08
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would you even need to worry too much about acc on a single hit WS since they have an innate 100~ acc on them assuming you're already at acc cap. Also isnt mpaca head the general go-to for WS? Unless its hybrids. Though if using aeonic and overflow i could see it being wasted potentially if there's not an auto-check in the lua
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By K123 2025-09-01 15:58:42
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Nariont said: »
would you even need to worry too much about acc on a single hit WS since they have an innate 100~ acc on them assuming you're already at acc cap. Also isnt mpaca head the general go-to for WS? Unless its hybrids. Though if using aeonic and overflow i could see it being wasted potentially if there's not an auto-check in the lua
Hmm, probably not but 3 STR isn't going to add that much and I do have more acc on body+4 and legs+4 now than when I had Nyame already so probably don't need the acc at all. I'll tell myself the STP on WS is worth it!

Mpaca helm is norm but I leave Nyame default and toggle Mpaca.

My question is about feet.

I also suppose Sroda would beat Epam ring at this point but not willing to drop 18M for it for one job atm.
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By Taint 2025-09-01 16:46:59
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ItemSet 379403

Nyame feet for uncapped att. Nyame body if I can't WS from the front. Nyame head swaps in at 2500 tp.
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By K123 2025-09-01 17:54:55
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Show me the logic you are using for head, I couldn't get it working. I'm not going to change ring either.

Since I don't have Nyame R30 then legs are 1%WSD on relic+4 vs 9 STR on R25 Nyame. Guessing this is negligible.
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By Foxfire 2025-09-01 18:10:03
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isn't it just if spell type == weaponskill and player.tp (<|>) [amount] then equip whatever

my logic just combines the relevant set with the specific slot i want to add
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By K123 2025-09-02 04:37:56
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Saying it's easy without giving the actual solution helps noone. I tried one I saw on ffxiah somewhere before but the logic didn't work, think others said it didn't work for them either.
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By Asura.Sechs 2025-09-02 05:36:58
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I can tell you the logic I use to swap certain pieces when above a certain threshold of TP in my lua, but I'm not sure it's gonna help you and, likewise, I'm not sure it's the best way to do it.
It's just the way I do it, developed this logic ages ago and it always worked for me.

First, I define a variable called TPthreshold.
Its value changes according if I'm using Doji or not.
Technically I have two variables on SAM, for 2 different TP threshold (one swaps just moonshade, the other swaps earring and head), but I think it's the only situation. On all my other jobs lua where I bother with tpthreshold, I normally have a single variable and a single set (moonshade is the only thing I swap)

Then somewhere in my "get_sets" I define a custom set.
Like for instance the two I use on SAM
Code
	sets.precast.WS.maxTP1 = {ear2="Lugra Earring +1"}
	sets.precast.WS.maxTP2 = set_combine(sets.precast.WS.maxTP1, {head="Nyame helm"})


Then I do something in my precast.
My precast normally has a single chained if inside.
"If action is a spell equip this set
Elseif action is a ja, equip the proper set
Else if action is blahblahblah, equip the proper set
End"

Normally my precast function ends right after that.
When I want to handle tpthreshold I do a second, separate if.
This "if" is inside the precast function, but comes after the main "if" (the one I described above). It's not chain inside it, it's a second, separate "If".
This is mine for sam
Code
	if spell.english == "Tachi: Fudo" or spell.english == "Tachi: Shoha" or spell.english == "Tachi: Gekko" or <insert list of all WS where you want to check for TP> then
		if player.tp > TPthreshold1 then
			equip(sets.precast.WS.maxTP1)
		elseif player.tp > TPthreshold2 then
			equip(sets.precast.WS.maxTP2)
		end
	end


Basically the first If, the long chained one, equips the proper set.
If it's a WS we're talking about, it will equip the relevant WS set, which by default includes Mpaca helm and Moonshade earring.
Then, separately, it checks for my current TP value.
If it's above a certain threshold, it equips a different set which is empty except for the 1-2 relevant pieces I want to swap.

Gearswap doesn't equip sets the second they get processed into an if, the packet to equip them gets sent to the game after the precast function is over.
This means that my two ifs will be combined into a single set, and a single "equip" packet will be sent to the game after the precast function is over.



Soo... I dunno if I explained myself to you and I'm sure there are way better and more efficient ways to do it, but this is the way I've been doing it for all these years.
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By K123 2025-09-02 06:36:16
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I don't see where the TP values are defined there.
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By K123 2025-09-02 06:36:22
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I don't see where the TP values are defined there.
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By Asura.Sechs 2025-09-02 06:46:12
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You can pretty much define them wherever you want, but I do it at the beginning of the lua, inside the Get_sets function
Code
function get_sets()
	send_command('exec SAMkbind.txt')
	send_command('text SET delete ;text SET create ;text SET pos 90 0')
	TPset = 'Normal'
	Idleset = 'Normal'
	WeaponMode = 'GKT'
	Bow = 'Yoichi'
	BowMode = false
	TPthreshold1 = 2200
	TPthreshold2 = 2400


I also had another function that changed this value whenever I swapped weapon to a non Dojikiri Yasutsune GKT but it's currently on hold because it's the only GKT I use atm.
I guess... technically you would want to swap these values if you swap, say, from Dojiri to Shining One.
Shining One doesn't have the +500 TP bonus.

But the values you put inside the variables are completely arbitrary and you can put whatever you want according to your needs, your gear, your weapons.
What's important is the logic in how these variables are used.
The values contained inside are not really that relevant.
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By K123 2025-09-02 07:15:23
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For Doji wouldn't you need to swap out at anything over 1950? I'd probably set it to 1800 to be safe since over TPing is super common, and 2200 or so for Masa. I will try it this way later.
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By Foxfire 2025-09-02 08:01:58
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I mean there's only so much I can pretend to do for you without knowing what your lua looks like to know why your logic failed.

Currently not home so I can't copy paste my list, but the example I gave isn't particularly far off from Sechs. His uses predefined variables for the thresholds but you could set those yourself in the line instead of said variable.

This could then be spread out into if/if else statements or nested statements based on your needs.

I personally just have a catchall for weaponskills rather than specific tachi(name), so:
Code
if spell.type == Weaponskill and player.tp > 2100 then
equipSet = set_combine(equipSet,{head="Nyame Helm",ear1=thrud?})
else equipSet = sets.WS[whatevergoeshere]


or something along those lines; I'm going strictly off memory atm. change to 2500 if you never use doji, or alter the threshold to meet the criteria you prefer, right? Mpaca is 200, moonshade 250.
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By Asura.Sechs 2025-09-02 08:07:31
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Foxfire said: »
His uses predefined variables for the thresholds but you could set those yourself in the line instead of said variable.
I actually might still do that in some of my jobs lua, because I don't need to change those values on the fly, they're always the same, so might as well put them straight in the line without use of any variable.
I know for sure this is how I used to do it initially, years ago.
On some jobs I had to change this and use a variable for the simple reason that this value is not always the same and changes according to the weapon I'm using, so I need to dynamically change it (with a custom function somewhere else or whatever).
This way the logic remains exactly the same but I don't have to go and manually edit a plethora of values in the lua.

But yeah, same deal. Using numbers instead of variables is way more straightforward and, as I mentioned before, I'm sure on some of my luas I still handle it that way lol
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