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Xim: Browser-based Client Simulator
Asura.Aamace
Server: Asura
Game: FFXI
Posts: 23
By Asura.Aamace 2026-03-10 00:23:43
I've published the side-content that I mentioned above. It's a separate mode that can be started & completed independently of Tower progress, accessed via the Chessboard in the base-camp. It features:
Here's a sample video of the first challenge battle: YouTube Video Placeholder
Also, some minor changes to the main-mode:
Stream-lined/changed some non-boss floors (mainly in Tower 1)
Added "Egoist's Tathlum" to the shop in Escha (DPS measure)
Cursor-speed can be adjusted in the UI widget
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By Decederes 2026-03-16 15:43:18
I have done every fight, the spider f'in sucked to figure out lol but the fun is testing the mechanics and dying over and over.
What the heck do I do on this stupid rabbit haha, spoiler me away daddy.
[+]
Cerberus.Balloon
Server: Cerberus
Game: FFXI
Posts: 448
By Cerberus.Balloon 2026-03-16 16:02:14
I have done every fight, the spider f'in sucked to figure out lol but the fun is testing the mechanics and dying over and over.
What the heck do I do on this stupid rabbit haha, spoiler me away daddy. I actually found Wrathare fairly simple. The AoE spell will kill the adds and remove the shadows. He will always use Death after Dust cloud, so make sure your shadows are up.
Shadows can be removed with AOE. I used Fell Cleave for most of the AoE stuff. Make sure you dispel haste 2 and temper, because it will
absolutely destroy you.
Then just keep it steady. The adds should never hit you, without temper you should do enough damage before the doom count down. Remember to have shadows and stoneskin ready at all times, especially with Death.
I kept regen up, too, because it was a good substitute for healing.
The important ones are haste and temper because it will kill you quick with them on.
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By Decederes 2026-03-16 17:42:04
Sounds like I'm doing all of the right things then, hmm.
I'm guessing maybe in this it doesn't resist blunt nor take extra damage from piercing then?
Does magic / physical seem to make a difference?
The only debuffs I'm focusing on are Def/Atk -15% and Dia for the -10% VIT, did you use any others?
Death Spell isn't really an issue, using Seed and Hell or a combo of one plus Thunder if I need a quick stun in there as well.
The issue seems to be damage output, is there a trick to the Doom? Is it a static timer? Because it's certainly not in seconds. Does anything increase or decrease the remaining time?
I certainly built the wrong set of gear though, Subtle Blow does 100% Nothing in this fight, the TP moves all seem to be timed, rotated, or unaffected by any TP down strat (SB or Lowing).
What build did you go with? I'm thinking I am going to just aim for WS Dmg, SC dmg and MB dmg? Or due to TP for the boss not really being a thing to keep track of, are DA, TA or QA viable?
Thanks for the heads up on all of that, I'm even more confused as to why my dmg output seems to be lacking here as opposed to any other Doom DPS Check fight.
By Bambusal 2026-03-16 18:10:55
Sounds like I'm doing all of the right things then, hmm.
I'm guessing maybe in this it doesn't resist blunt nor take extra damage from piercing then?
Does magic / physical seem to make a difference?
The only debuffs I'm focusing on are Def/Atk -15% and Dia for the -10% VIT, did you use any others?
Death Spell isn't really an issue, using Seed and Hell or a combo of one plus Thunder if I need a quick stun in there as well.
The issue seems to be damage output, is there a trick to the Doom? Is it a static timer? Because it's certainly not in seconds. Does anything increase or decrease the remaining time?
I certainly built the wrong set of gear though, Subtle Blow does 100% Nothing in this fight, the TP moves all seem to be timed, rotated, or unaffected by any TP down strat (SB or Lowing).
What build did you go with? I'm thinking I am going to just aim for WS Dmg, SC dmg and MB dmg? Or due to TP for the boss not really being a thing to keep track of, are DA, TA or QA viable?
Thanks for the heads up on all of that, I'm even more confused as to why my dmg output seems to be lacking here as opposed to any other Doom DPS Check fight. I have killed the rabbit like 5+ times so I can give you some tips.
I did all my attemps with the H2H since they were my favorites but I assume it can be done with any weapon.
First of all, the doom counter is actually based on hits that you receive; it isn't a time-based counter like the ones we are used to. That is why the adds that it spawns after Whirling Claws must be killed as soon as they spawn. I just used 2 Subductions to kill them, but it will depend on your gear; I mostly used WSD and melee focused gear so I needed 2 to kill them.
My tips are the following:
- Kill the adds as soon as they spawn (they always spawn after Whirling Claws).
- Dispel haste and temper quickly.
- Always have Stoneskin and shadows up, especially in case of Death.
- Know what WSs have a low animation lock so that you aren't caught in one when something big comes.
- Don't focus too much on debuffin it. I only applied the -15% defense debuff at the beggining and rarely bothered to reapply it.
- Don't focus on super long SCs as you won't be able to do many WSs in a row due to having to deal with the mechanics. A simple 3 or 4 WS SC is more than enough.
In the end, its about getting the rhythm of the fight down and being able to dodge all of the attakcs that are dogdeable. Use the boss's animation lock to deal as much damage as possible.
If you need any more tips, I'll be happy to answer :)
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By Decederes 2026-03-16 18:47:16
That makes more sense. Gear is solid, just need to swap over to my dmg set since nothing subtle blow seemed right to do lol
Didn't even notice Doom was hit based, I've only run it 3 times and I kept dying around 50% so at times I was just face tanking some TP moves to get WS and SC off, I knew there was something to it.
I didn't find out about Pazuzu's fetters today haha, just spammed through his spells with Stoneskin and Blink, so I'm sure a few fights are cheeseable and I probably did so without even knowing.
Any other unique mechanics you've noticed in the other fights? I've found a few various ones, it's been a lot of fun figuring them all out but thanks for the Rarab clarity
By Decederes 2026-03-16 20:43:51
I did all my attemps with the H2H since they were my favorites but I assume it can be done with any weapon.
First of all, the doom counter is actually based on hits that you receive; it isn't a time-based counter like the ones we are used to. That is why the adds that it spawns after Whirling Claws must be killed as soon as they spawn. I just used 2 Subductions to kill them, but it will depend on your gear; I mostly used WSD and melee focused gear so I needed 2 to kill them.
My tips are the following:
- Kill the adds as soon as they spawn (they always spawn after Whirling Claws).
- Dispel haste and temper quickly.
- Always have Stoneskin and shadows up, especially in case of Death.
- Know what WSs have a low animation lock so that you aren't caught in one when something big comes.
- Don't focus too much on debuffin it. I only applied the -15% defense debuff at the beggining and rarely bothered to reapply it.
- Don't focus on super long SCs as you won't be able to do many WSs in a row due to having to deal with the mechanics. A simple 3 or 4 WS SC is more than enough.
In the end, its about getting the rhythm of the fight down and being able to dodge all of the attakcs that are dogdeable. Use the boss's animation lock to deal as much damage as possible.
If you need any more tips, I'll be happy to answer :)[/spoiler]
Oh here's a question since I was too lazy to test it and just kind of brought my fav along, what specialty does each pet have if you know?
Asura.Aamace
Server: Asura
Game: FFXI
Posts: 23
By Asura.Aamace 2026-03-16 22:08:02
Oh here's a question since I was too lazy to test it and just kind of brought my fav along, what specialty does each pet have if you know?
These are the pet effects:
Akash
Trigger: being engaged & having enmity
Effect: grants "Shining Ruby" (DT -10)
Colkhab
Trigger: your target has a dispellable buff
Effect: dispels 1 buff from the enemy, and gains an "Evasion Boost" aura (+10% chance to dodge physical skills/auto-attacks)
Hadhayosh
Trigger:
your target is casting an AoE skill (has an indicator)
the charge is almost complete (~0.3s remaining)
you are inside the skill's range
Effect: applies a 6s stun to the target
Selh'teus
Trigger: you are engaged and have less than 50% HP
Effect: heals 50% of your Max HP
Slime
Trigger: able to magic-burst fire elemental spells on the target
Effect: uses Frizz on the target (will magic-burst)
Tchakka
Trigger: casting a spell on an enemy
Effect: gains an aura granting "Attack Boost 2" (+5) and "Magic Atk Boost 2" (+12) (the only source of these bonuses, so they're effectively x1.05 and x1.12)
Yumcax
Trigger: you have a removable debuff
Effect: removes all of your debuffs, and gains a Regen aura (3% of Max HP)
Wyvern
Gained from the Annealed Lance.
Transfers any TP it gains to you (halved)
Copies your stats, weapon damage, and most of your secondary bonuses (haste, DA, MAB, STP, etc)
Takes 10% damage from AoE skills
Will try to magic-burst its breath moves
By Decederes 2026-03-16 23:41:11
Oh here's a question since I was too lazy to test it and just kind of brought my fav along, what specialty does each pet have if you know?
These are the pet effects:
Akash
Trigger: being engaged & having enmity
Effect: grants "Shining Ruby" (DT -10)
Colkhab
Trigger: your target has a dispellable buff
Effect: dispels 1 buff from the enemy, and gains an "Evasion Boost" aura (+10% chance to dodge physical skills/auto-attacks)
Hadhayosh
Trigger:
your target is casting an AoE skill (has an indicator)
the charge is almost complete (~0.3s remaining)
you are inside the skill's range
Effect: applies a 6s stun to the target
Selh'teus
Trigger: you are engaged and have less than 50% HP
Effect: heals 50% of your Max HP
Slime
Trigger: able to magic-burst fire elemental spells on the target
Effect: uses Frizz on the target (will magic-burst)
Tchakka
Trigger: casting a spell on an enemy
Effect: gains an aura granting "Attack Boost 2" (+5) and "Magic Atk Boost 2" (+12) (the only source of these bonuses, so they're effectively x1.05 and x1.12)
Yumcax
Trigger: you have a removable debuff
Effect: removes all of your debuffs, and gains a Regen aura (3% of Max HP)
Wyvern
Gained from the Annealed Lance.
Transfers any TP it gains to you (halved)
Copies your stats, weapon damage, and most of your secondary bonuses (haste, DA, MAB, STP, etc)
Takes 10% damage from AoE skills
Will try to magic-burst its breath moves
Do stoneskins overlap or refresh each other? Does the Rartab get credit for a hit if it hits stoneskin but does enough damage to it to do damage to you as well? Because I am having to refresh stoneskin before it wears off like every 3 auto attacks? That's correct? Just want to make sure it isn't a bug, because man I am going down fast even with stoneskin and blink up full time.
Hello - I'd like to share my hobby project: https://xim.pages.dev/
Feature Summary:
View FFXI assets in a browser-based client simulation
Download the source-code and explore/run locally (under the "Source" header)
Play a proof-of-concept game (under the "Apps" header)
Implementation Details:
Xim:
is a from-scratch implementation, written in Kotlin/JS, compiles to Javascript, and uses WebGL for 3D rendering. It does not use any game/graphics engine.
downloads asset files on-demand & stores them in the browser's cache. Currently, the assets are hosted on Cloudflare (essentially copy/paste of the client installation)
uses copied data-files from LandSandBoat when server-side information is needed (NPC configuration, item->model mapping, etc.)
Source:
The resource-parsing code is mainly under Code src/jsMain/kotlin/xim/resource DatParser.kt is a good starting point for exploring the supported resource-types.
Limitations:
This is not a real FFXI client, it is only a simulation. There's no connection to a FFXI Server (or really any network code at all).
"Client Version" refers to the age of the hosted asset files. Currently, the hosted asset files are from the June 2024 update.
I don't plan to update these files. The project can be downloaded & run locally to view newer asset files.
Reverse-engineering scope: the goal of the project is to be "convincing", rather than 100% accurate
The reverse-engineering process was a mix of DirectX hooks (built using this project), constraint analysis, and (mostly) brute-force guess & check
I did debug the FFXI client a few times (mainly to figure out encryption/obfuscation, and for a few bit-flag fields), but I tried to avoid this because reading assembly is so time consuming
I didn't reference the data-mined debug symbols (didn't know they existed until very recently...)
WYSIWYG!
Audio: due to the complexity of V3 audio files (ATRAC3), all audio files were pre-processed and are served as ogg files.
The code for this is not included in the linked source (since it would require importing ffmpeg).
There's a comment on POLUtils describing almost exactly what I ended up doing.
Because of this, local-project runs will need to download the preprocessed audio files separately (available here)
Cutscenes/Events: I have not attempted to reverse-engineer the cutscene-related assets
Performance: from my testing, the simulation runs best in Chrome (& other Chromium-based browsers)
The simulation should work on mobile devices, but I haven't tested it aside from Firefox on Android.
If you'd like to use Firefox, disabling "Lens Flare" effects under the "Environment" section helps with performance
Code Quality: this is a hobby project that I didn't originally intend to release, so the overall quality is... variable.
This is also my first experience with 3D graphics & game development, so there are certainly some questionable choices/designs
I didn't try to optimize code for performance unless there was a built-in feature (zone-terrain culling, particle batching, etc) or it contributed greatly to latency
Known Issues:
This is by no means an exhaustive list, but here are a few of the most notable:
Particle z-fighting - I couldn't figure out how the draw-order works :/
Collision resolution - FFXI's terrain collision meshes are... challenging. I think I must be overlooking some flags in the collision mesh.
Cloth physics - for example, Aldo's cape. These use vertex-based spring-physics, which was cumbersome to implement in the current setup.
Ships in general - I didn't put much effort into these
NPCs in weird positions/poses - these aren't configured on the client-side, so I didn't focus on them
If you'd like to report an issue, please be sure to verify it in-game first. I have spent hours debugging "issues" only to realize that the simulation is accurate to quirky in-game behavior. I can't guarantee that I will fix reported issues.
Tips & Tricks:
In the asset-viewer mode:
the following keys have debug-related functionality: , . / (speed-up, anti-gravity, collision-clip)
'p' will pause the simulator, and 'space' will set the simulator to 25% speed (this is also available in the game-mode)
using "check" on an actor will display its routines, which can then be selected & executed
fog and draw-distance can be disabled under the "Environment" section. This can be useful if the simulator can't detect a good default entrance for a zone (ex: in "Silver Knife")
the "appearance-state" of the targeted actor can be adjusted under the "Animation" section. This is useful for various NPCs, like toggling auras on Naakuals, adjusting the standing state of maroliths and iron giants, etc
add items to your inventory via the "Items" section. If you add & equip a fishing rod, you can fish if you're nearby water.
many effects are associated with invisible doors. For example, the fountain effect in Ro'Maeve is toggled by Door[_3e6], and can be triggered via check->[evst] (event start), and ended via check->[eved] (event end) ('tab' around the fountain to find the door npc)
other effects (generally cutscene related) can be triggered manually under the "Zone Routines" section. For example, in "Hall of the Gods", the lower platform effect is "wt_s/effe/sc_w/open"
to change the player model to a NPC model, use the "Costume" setting under the "Player Look" setting. This is useful for running mob-skill-animations. For example, B41->Dragon Quest slime and use "Frizz"
there are some dummy monsters at the entrance to "East Sarutabaruta". These can be used as targets for spells, abilities, etc.
under the "Position" section, there's a "Copy Link" button which will place a link in the clipboard that corresponds to your current zone & position
talk to the NPCs at the various docks to make ships appear
In the game mode:
Hold the right mouse-button to strafe (imo, more natural than target-lock)
Avoid binding macros to 'ctrl', since 'ctrl+w' closes the browser window and can't be disabled :/
Mining is optional - the game is balanced around not having accessories
In the equip-menu, hover an empty slot to see the bonus summary window. Mouse-over the bonuses to see tool-tips.
Further development:
I probably won't have availability to develop new features in the asset-viewer at this point. If there's interest, I can improve documentation, though.
The project is licensed under GPL3, so you can fork the project if you'd like.
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Thanks for taking a look! Feel free to ask any questions.
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