Random Question Thread (FFXI Related)

Language: JP EN DE FR
2010-09-08
New Items
4574 users online
Forum » FFXI » General » Random Question thread (FFXI related)
Random Question thread (FFXI related)
First Page 2 3 ... 991 992
Online
By Althor 2026-06-03 11:17:04
Link | Quote | Reply
 
does anyone happen to know how often the server checks for TH gear? like if you have a set for a spell that gets interrupted, does the gear changing still count from say melee swings while the cast is happening?
Online
Posts: 3694
By Nariont 2026-06-03 11:24:26
Link | Quote | Reply
 
afaik it applies on tag, so an action needs to be taken on the mob with the gear equipped for it to work/traits to kick in
Online
By Althor 2026-06-03 11:59:29
Link | Quote | Reply
 
yeah I'm just wondering how often the server checks, if you're meleeing while those casts with TH gear get interrupted that should work unless it's something super fast like flash right?
Online
Posts: 3694
By Nariont 2026-06-03 12:03:45
Link | Quote | Reply
 
if you're meleeing and that swing happens while the gear is on then that'll apply, but if the TH-casted spell is interrupted then it didnt happen since the tag wasn't applied if im understanding you right
 Shiva.Thorny
Offline
Server: Shiva
Game: FFXI
User: Rairin
Posts: 3897
By Shiva.Thorny 2026-06-03 12:04:40
Link | Quote | Reply
 
The server doesn't 'check', it maintains your current gear state. You can't melee during a cast interruption, so I guess the real question you're trying to ask is how quickly gearswap sends the new set after an interruption. In which case, the answer is that it sends it when you're notified of the interruption but it can take up to 400ms to leave the client and your ping travel time to reach the server.

So, if you swing between the time the cast is interrupted and the time your change arrives at the server, you'll get TH. That could be as low as ~.2s(100ms ping and good timing on packet interval) or as high as ~.8s(200ms ping and bad timing on packet interval) in normal circumstances. Better question is how quickly your melee round activates after the interrupt.. but I'm guessing you usually won't get it. Either way, it's probably not something you can determine with reliability because there are variable factors in the calculation.
 Lakshmi.Buukki
Online
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2026-06-03 12:13:09
Link | Quote | Reply
 
Dodik said: »
Taint said: »
Hoxne WAR is crazy good as well. Its brittle but so are most Hoxne builds.

ItemSet 403045

Gross. Not sorry.

I don't advocate for these kinds of builds publicly (Foenaria DRK is an exception), but in Taint's defense, it's probably used in Limbus climbs where you have 4500+ HP, the GEO is spamming curaga, you get healed on every new floor and you're probably never at risk of dying. You throw in Retaliation and you're a wrecking ball. I can imagine how "fun" that could be.

The build is disgusting, but funny, I was just looking at my WAR TripleAttack set in Notepad++ last night and it's exactly this here (Helheim), for the same purpose likely. I too responded with "gross" before logging off for the night.

Now as far as

Shiva.Thorny said: »
What content is both important enough to spend hoxne gil

Limbus climbs aren't "important enough" to spend gil on via Hoxne, but if you just want to push out more damage for the sake of it because it's "fun". Fun > Important.
 Asura.Vyre
Forum Moderator
Offline
Server: Asura
Game: FFXI
User: Vyrerus
Posts: 16766
By Asura.Vyre 2026-06-03 12:17:13
Link | Quote | Reply
 
Dodik said: »
The last job that needs a boost is war.
It's less about needing a boost, and more about wanting something more for WAR to work on, that doesn't feel simply like a sidegrade, or at least has some sort of significant practical application.

The Limbus set gives two pieces that are very minor upgrades, almost side grade pieces, in its Legs and Head. There's a case to be made for making a 100% auto attacks crit rate build with it, but since you won't see significantly increased WS frequency, it's like a cherry on top rather than a whole nother cake.

Then, with regards to Hoxne, that's a big ticket item that 20/22 jobs get to go bananas over (SAM could get to go bananas over it too, if they fixed Zanhasso priority, but at least SAM gets the juicy Quad Attack set).

No telling how soon, how much, or how significant, but as they introduce new content, content that may not have the restrictions from Sheol that make WAR appear greater than it really is, the more the jobs I listed will just become the go-to choices. Not necessarily a bad thing, but you can already see WAR's "dominance" evaporate in content like Sortie and Limbus and Master Trials. Has anyone run 9-boss(or hell, even just Aminon) with WAR in a slot(with good results)? Does WAR have any real advantage over other stuff vs. the Mannequin NMs and CN HNMs?

I guess what I'm driving at, is that even pre-Limbus gear, other jobs aren't really that far behind WAR, and post-Limbus gear they're beyond it. They get to have their niche and progress to a real, new plateau. WAR has plateaued. And a huge part of its plateau, its entire itemization, is given now to everything else for a "small" price.

Without content that by design and restrictions favors it, it becomes sub-optimal. It's never gonna be bad, but there's something I feel I am failing to communicate about how bad it feels to be able to be so good in so much, but then never be able to go into the highest end content as more than a novelty. Or you know, how bad it feels to have the efficacy of WAR's SPs disappear under optimal buffs (Brazen Rush is already only +80atk with 30 seconds of getting to use slightly more Store TP/Empy set effect gear if you wanna tryhard) - (If you're already 9-lining WSes then Mighty Strikes is only impacting auto attacks(or only kept in good grace by things like WS wall) :/). Like heck, if you think about it, its regular JAs that enhance it are only useful in situations where other people's buffs don't already have you covered.

That leaves Savagery Warcry, Blood Rage, Tomahawk, and Retaliation as its stand outs. Retaliation doesn't work on boss autos that are considered WSes. Tomahawk's timer and single target nature keeps it quite limited. Blood Rage is still in its nerfed state, and is kind of just a gap filler JA. Savagery Warcry is amazing.

Can't cap your own delay reduction in Fencer build. Hasso from /sam also technically leaves you about 1% under cap for 2-handers. Dual Wield you can cap on your own with /nin or /dnc, but Dual Wield builds are mostly meme worthy for WAR. Meanwhile, DRK, SAM, DRG, NIN, DNC, MNK, PUP, THF, BLU, COR, and RNG can all cap the delay reduction of their primary methods of attack without things from outside themselves (most of them without subjobs even).

Maybe I'm being a bit hyperbolic, but it just seems like WAR is being held back.
 Lakshmi.Buukki
Online
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2026-06-03 12:50:24
Link | Quote | Reply
 
Asura.Vyre said: »
Maybe I'm being a bit hyperbolic, but it just seems like WAR is being held back.

There's so much to unpack in your post, but I'll start here. You are being hyperbolic, respectfully. WAR is the most entry-level job, and likely the first one new players will use for dealing damage. If SE polled players, without a doubt it would be the most used job across all players. It retains it's high use throughout the entire game. There is never a scenario where you can argue that WAR does not "fit", unless it's something extremely specific like a Master Trial or a very specific strategy like Bumba or Aminon. The sheer versatility of the job IS it's superpower. And it has held onto that role since it started. I don't think WAR needs any kind of notable boost to it's role to make it stand above others. It's still always preferred just simply off reputation and popularity alone.

Asura.Vyre said: »
The Limbus set gives two pieces that are very minor upgrades

This is true, but SE has been doing this intentionally for a while now specifically with WAR. Ever notice how WAR is one of the only DDs that did not get a PDL neck or JSE +1/+2 earring? It also shares it's PDL gear on Sakpata, which incredibly boosts DRK, and the PDL it gets from Revelation doesn't push it much further ahead, or at all. I saw this a long time ago, and I knew it was deliberate by SE. They did the same thing to BLU during Omen era (I noticed every job got huge gear boosts and BLU got Regal Earring, lol). They also heavily promoted RUN on a lot of gear. It's like a soft nerf that allows other jobs the option to catch up. This is a pattern of SE if you kinda pay attention to it, so it's not a direct gripe vs WAR. Maybe SE sees WAR as already being very powerful and popular, so giving others tools allows them to be more flexible and chosen as a job vs the standard "Just get a WAR".

Asura.Vyre said: »
with regards to Hoxne, that's a big ticket item that 20/22 jobs get to go bananas over

20 jobs? Hyperbolic. Many jobs can't use it, or at least not as effectively.

COR/RNG can't use it due to TP Bonus ranged weapons.
GEO needs a Dunna to cast bubbles, so they get one minute of use out of it if Dematerialize is available.
PUP forfeits their Automaton
BST can use it, but makes recalling pets incredibly annoying
DRG can use it (I do on mine), but you forfeit Angon (doesn't matter if you're attack capped)
SMN - Avatar needs to be 119
BRD - Can use it after singing, but anytime songs need to be reapplied mid-fight, loses value
NIN - gains a decent DPS speed boost, but sacrifices Daken FUA (which is already at like 90+% in proper build)

That leaves you with Mage jobs (lol SCH WHM BLM), Tank jobs (lolDD PLD RUN), and the remainder of ones that benefit from it the most. The jobs that gain the most from it are the jobs that were kind of already behind in the first place: DRK, MNK. But it's not 20 jobs drooling over this thing. RDM is probably one of the jobs that benefits from it that never needed it to keep up.


Asura.Vyre said: »
No telling how soon, how much, or how significant, but as they introduce new content, content that may not have the restrictions from Sheol that make WAR appear greater than it really is, the more the jobs I listed will just become the go-to choices.

Something to be considered is that Hoxne ampulla, though it only affects your pockets, the more it becomes widely used, it has an effect on the overall server economy, because people are draining gil from the server for damage. I don't think the ampulla will ever become so mainstream that the jobs that favor it become high use for everything, because that has an eventual penalty and the bill comes due. Plus, I just don't see large amounts of people using Hoxne ampulla on their own. I see a small subset of players using it to have a little fun in boosting their own damage. I highly doubt it becomes such a staple in every set that people are literally shouting for Hoxne only DDs. This is hyperbole IMO.

Asura.Vyre said: »
Has anyone run 9-boss(or hell, even just Aminon) with WAR in a slot(with good results)?

Kind of a weird strawman here. This is a very specific fight that uses a handful of comps, and you are asking why WAR isn't included? WAR is the staple DD for 8b. If you wanted, you could fit it into a comp, but why does that matter? There's about a half dozen jobs that AREN'T included in 8/9b at all, or none of Gaol at all. WAR is not being left out because it's not being built around for one, very specific TP denial boss. Cmon...

Asura.Vyre said: »
And a huge part of its plateau, its entire itemization, is given now to everything else for a "small" price.

(/s) I have a problem with every job having access to Dual Wield. That was NIN's thing. And now every job can do it, sometimes better. NIN has plateaued. This is kind of how silly the argument you are making sounds.

Asura.Vyre said: »
Can't cap your own delay reduction in Fencer build. Hasso from /sam also technically leaves you about 1% under cap for 2-handers. Dual Wield you can cap on your own with /nin or /dnc, but Dual Wield builds are mostly meme worthy for WAR. Meanwhile, DRK, SAM, DRG, NIN, DNC, MNK, PUP, THF, BLU, COR, and RNG can all cap the delay reduction of their primary methods of attack without things from outside themselves (most of them without subjobs even).

This is amazing irony in this post, and you probably don't even see why. Despite WAR not having a self-JA haste delay reduction, have you noticed that it is STILL preferred over every single one of those jobs (besides COR or RNG for support/shooting fights) in Gaol? Imagine how broken of a job you have to be, to not be able to cap your delay but still be the preferred option for every fight in a support-job restricted fight. Insane argument here, I need a refill of my coffee for this.
First Page 2 3 ... 991 992
Log in to post.