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Do we know for sure that augments are the same and they aren't capped lower than the HQ2s?
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There are times and places for glasscannonry
I don't believe tatenshi feet ever qualify though. AF feets take that slot in glasscannoning (and since they now have reasonable meva, maybe they're not quite as glasscannony. Not bothered to run numbers on them in quite a whilte)
Glasscannoning has sense if you being glassy also comes with you being a cannon. Here you drop like 300 meva and 20+ DT to get 1-2% damage (maybe).
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This is my bigger issue. The time to reward ratio is pretty terrible. Is it better than oddysey gear? Yes. Is it that much better that it justifies this high of an investment? Highly questionable
Nq and hq1 are barely worse than hq2.
Each HQ1 piece is only 1acc/macc/att/sb/da/dt/evasion/str/dex etc. And like 2 meva and 5hp less than HQ2. Augments are the same.
Hoxne Ampulla is like you said the most impactful for MNK, UT it doesn't change the fact that it's also immensely powerful for Drk, Dnc, Bst, Drg etc.
For DNC it's still easily better upgrade than whole Duty set.
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IS BiS for everything tp related for every job listed
Definitely not with Ampulla and not even without Ampulla.
During Impetus Empy legs, Empy body, Malignance hands beats Duty or are break even. Feet barely beats Malignance and head barely beats Mpaca, but overall best option is probably Nyame A if someone is a a MNK main.
Overall I would mostly go for feet, head and body. Probably in that order and only if you don't plan to get Nyame A head and not use Ampulla. With Ampulla none of the Duty pieces are a clear upgrade. Some are break even and generally worse alternatives. They could be upgrade in some specific scenario when you are not accuracy capped.
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Hi, I'm looking to get a sketch of the following:
Tarutaru Female, with yellow pigtails
Corsair, wearing Laksamana body with Opo-Opo Crown and those blue event leggings, you know the kind
For the action, the Tarutaru is using Phantom Roll, but repeatedly busts in front of her whole Linkshell, much to their dismay
I hope this is something you can envision, let me know if you would like more detail!
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By Dodik on 2026-01-12 12:50:49
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Phoenix.Enochroot said: »I definitely hope they take another look at Monstrosity. They need to finish the species list at the very least.
From what I remember, Monstrosity was one dev's grand idea and they were the only ones working on it.
They moved on, and it stayed unfinished. Probably no one else understands the spaghetti code at this point.
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I have a real-life analogy for how FFXI has been pieced together over the years that actually mimics my personal experience.
FFXI is like an apartment you move into when you're younger and begin decorating. It starts off with all of the rooms being relatively simple but having a very apparent theme and furniture in each room that makes sense.
Over time, you moved into a Townhome and brought your apartment furniture over into your new space, and then filled the rest of the space with other random stuff you bought here and there at various stores. Some match, some don't, but whatever, you're filling out the home. You repeat this for a period of time.
After 20 years, you have moved into a larger home but now have so much mismatched furniture and styles from different eras/stores that there is no longer any consistency and theme to any of your rooms, and you have a bunch of dated old furniture in storage you have absolutely no idea what to do with so it just sits there collecting dust.
One day, you open your storage closet and wonder why you never made some of these old pieces work and had a better vision for decorating instead of just arbitrarily throwing pieces of furniture together. You discover old stuff you completely forgot existed and wish you had put more thought into your plans for modeling, because it could have been so much more beautiful as a whole. The house still is functional and works fine, but it would have been so much more inviting if the forethought was there and took into account everything that existed prior.
This is how I feel FFXI has been managed over the years: still playable, functional, fun, but so many dated/mismatched pieces of content that were abandoned or don't make sense with how they never completed the vision and aren't purposeful. Just went a totally different direction and now you're stuck with a storage closet of relics you don't bother exploring anymore because you've moved on. Kind of sad. (They ARE starting to revamp older content: Besieged, Limbus, we will see what's next)
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because it was a side bit of content that was basically a passion project by i think 1 or 2 guys(think they later went on to do the mog gardens stuff?) and didnt really take off with the player base at the time so not much incentive to push it beyond what it was probably. People grinding for mastery ranks is probably the most activity it's had for some time
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While I have the microphone, why didn't we get Monstrosity parties?
I know people who hate playing healer, but you tell those same people they could play as a rabbit while doing it? They'd be all over that ***.
And another thing, why can't we take these monstrosity parties...into Odyssey? What's more Odyssean than fighting monsters as a party of ...monsters!
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By zeta on 2026-01-12 12:08:26
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How about you re-release the addons under a new name and just say you are a random fan that branched it? I think I use a few of the HUD ones as they seem quite good. Please dont pull a Spicy and nuke the stuff for no reason.
SE wont come after you for HUD, etc. Imagine the PR backlash it would cause if they sued you over your love for the game. TOS be damned the public backlash would be just another blow for them.
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I think it's worth noting, at least what I see on BG, is that the TA aug caps at R25 instead of R30. 230k RP less than having to hit R30, PER item...
I'm interested in this; where did you find the aug/RP info?
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By zeta on 2026-01-12 11:36:53
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Farming titles and Skullcrusher is coming up soon. I read need to light 7 candles in 5 min to pop NM. before i try to gather six other people I wanted to see if I can get more info.
1) We all trade the flint, does one random NM pop or will all 7 then pop?
2) If all 7 pop then once one is killed would others depop?
3) is there any way to do it solo?
4) any other info i should know/care about?
Thanks for indulging me.
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I mean, I get it. Each set has 4 'unique' stats (2 on the base gear and 2 from augments), and 2/4 for the BLU set specifically enhance spells that BLU doesn't get, and the 3rd is fast cast. So BLU really only gets that TA boost, but it's a *really good* boost. This new set will mostly beat out Malignance, and that's a big deal.
Some jobs really lucked out with the new gear, but a bunch of them have some weird trade off stats to accommodate other jobs, so it's not just BLU. Just count yourself lucky SE didn't put BLU on the mage gear.
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By Bahamut. Suph on 2026-01-12 11:26:20
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Blade movie is finally officially cancelled, even though it was obviously known it was cancelled 2 years ago

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Just commenting out the enable should do it. (remember there's others scattered in the other file too).
Although many of these are paired in a manner such that something in the code disables it for a period (such as when doomed) and renables it when doom is gone so you can keep the gear that helps curnsa on full time and the rest of the gear still swaps. So if you only comment out the enable when using these files its possible other slots become disabled with certain actions permanently.
If you comment out both the enable and disable its likely that some gear may not work at all because it will switch to it but some other action will happen causing it to change again before the reason the gear got put on happens (th buff, doom removal etc..).
Typically I'm only disabling something temporarily for a brief time. So I just either unload gearswap or comment out a function to full time the gear. If you're getting rank points on something or doing an experiment this tends to work. In your case if its just one slot you care about comment that out of the TH gear for the moment, otherwise if its more consistent/fluid create a 2nd variable to control the enable/disable code and you can set that in tandem with your code.
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Duty head/hands/feet + Empy body/legs + green wyvern cheer = 25% gear haste.
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people should report it on the SE official forums.
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Fenrir.Brimstonefox said: »Check the includes, likely in libs/Mote-TreasureHunter.lua you have: Code
-- Set locked TH flag to false, and enable relevant gear slots.
function unlock_TH()
state.th_gear_is_locked = false
local slots = T{}
for slot,item in pairs(sets.TreasureHunter) do
slots:append(slot)
end
enable(slots)
send_command('gs c update auto')
end
That comment might explain a more nature way to avoid this.
The point being in the main or any includes if you have enable(<slot>) it will override //gs disable <slot> if it gets to that section of code.
So if I were to do the following small edit on the Mote TreasureHunter would this theoretically fix my //gs disable issue but also leave my TH functions/toggles intact?
--enable(slots)
--send_command('gs c update auto')
Thank you so much for the guidance thus far!
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Check the includes, likely in libs/Mote-TreasureHunter.lua you have: Code
-- Set locked TH flag to false, and enable relevant gear slots.
function unlock_TH()
state.th_gear_is_locked = false
local slots = T{}
for slot,item in pairs(sets.TreasureHunter) do
slots:append(slot)
end
enable(slots)
send_command('gs c update auto')
end
That comment might explain a more nature way to avoid this.
The point being in the main or any includes if you have enable(<slot>) it will override //gs disable <slot> if it gets to that section of code.
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Hoxne Ampulla is crazy strong for the reasons mentioned, but also you're able to weaponskill after a single auto attack round with even just a SAM roll of 7 or better (assuming God Hands).
That said, not to go too off topic, but Hoxne isn't just about increasing WS damage but also WS frequency. On DNC, I'm able to consistently get x3 climactic flourish boosted WS while engaged, whereas before maybe it was user error or lag, but I sometimes I would have an extra attack round sneak in and eat a CF charge. Even outside of CF benefits, I'm WSing every 2 attack rounds, every time.
I think if I had to pick any specific piece from the Duty set, it'd be the head. It's just a single STP short from Malignance, but offers 5 SB, DA, and -DT, and 4 TA (needs verification on how much exactly the TA aug is for this slot).
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Imagine you vibe code some addon to use an echo drop when silenced, and unknowingly to you it does some wild ***that causes the server to crash and wipe the database (I know) when it slipped in some ancient Taj code or something.
So they nuke you from orbit and sue you for 10 billion dollars.
I just wanted to use an echo drop SEbro, why u has to slap.
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I think it's worth noting, at least what I see on BG, is that the TA aug caps at R25 instead of R30. 230k RP less than having to hit R30, PER item...
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Fenrir.Brimstonefox said: »you have enable('neck', 'ring1', 'ring2', 'waist') (if not doomed) (line 1030), that will override stuff at the command line (job_buff_change).
Few other places in your code enable() is called.
Thank you but I'm suspecting this is not entirely the issue because while it does call for the waist specifically it doesn't explain why also the body, legs & feet are refusing to disable.
The only set that uses specifically these 4 pieces (body, waist, legs, feet) is my TreasureHunter set but I don't see see why that would overwrite a //gs disable?
I just tried commenting out the TreasureHunter set & now I can //gs disable the waist, legs, body, feet properly! However now I also no longer have a working TH toggle. This has isolated the issue but I'm lost now as to why this specific set is overriding //gs disable? If anyone could offer any insight or advice it'd be greatly appreciated!
Below is what I commented out from the GS posted.
sets.TreasureHunter = {
body="Volte Jupon",
waist="Chaac Belt",
legs="Volte Hose",
feet="Volte Boots",
}
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By NynJa on 2026-01-12 10:37:25
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Fenrir.Brimstonefox said: »you have enable('neck', 'ring1', 'ring2', 'waist') (if not doomed) (line 1030), that will override stuff at the command line (job_buff_change).
Few other places in your code enable() is called.
Thank you but I'm suspecting this is not entirely the issue because while it does call for the waist specifically it doesn't explain why also the body, legs & feet are refusing to disable.
The only set that uses specifically these 4 pieces (body, waist, legs, feet) is my TreasureHunter set but I don't see see why that would overwrite a //gs disable?
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you have enable('neck', 'ring1', 'ring2', 'waist') (if not doomed) (line 1030), that will override stuff at the command line (job_buff_change).
Few other places in your code enable() is called.
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Oh boy, I always wanted more sword enhancment spell damage on my BLU armor.
WAR on the same set as BRD and NIN are, seems like the rolled a dice to determine job distribution on those sets.
And that the full augmented set offers a whooping 3 more phalanx than what I already had from years of dark matter augs makes me extra excited.
You ever want a set with TA+34% and DT-35%? Because that seems pretty notable. BiS Meva on (nearly) every single piece, more MDB than Malignance, more accuracy than Malignance, WAY more HP than malignance, and close-enough-to-BiS macc, while still retaining all those defensive stats.
But yeah, they ALSO added enspell damage on there, so it's trash.
Yeah, no ***you have to augment it to get some of those stats...but it's still a dumbass take that adding an extra stat you don't need makes it bad.
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By NynJa on 2026-01-12 09:57:35
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Has there been a single recorded time where SE overturned or looked the other way on a ban because someone is "a paying customer"? How in the *** is that related in any way whatsoever to what Dodik said?
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By Seun on 2026-01-12 09:57:31
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SE has a zero tolerance policy for third party because they don't want to pay someone to parse a bunch of mods and have to explain to people how they are cheating and why that's a bad thing. It's cheaper to rely on the inmates to police each other, which explains why this jail is in the state it's in currently.
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Any idea if this has been fixed or still broken :o ? I feel so lost without the feed telling me the latest ffxi news xD
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