Dynamis (D) Wave 3

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Dynamis (D) Wave 3
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 Ragnarok.Ejiin
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By Ragnarok.Ejiin 2018-10-01 19:47:12
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Oh, I know what the differences between the two types of lags are and my post was not directed at anyone in particular. Just wanted to make sure people are on the same page when it comes to defining lag: Hardware lag and Connection lag.

I've just found it common that people have been running max settings with dgvoodoo and all effects on and call it lag. When it's really just very low FPS due to hardware slowdown.

For the record, I even mentioned I experience the same Whitegate type connection lag in select places or massive pulls so I never doubted or denied it existed.
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By Skies 2018-10-01 19:55:35
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Ragnarok.Ejiin said: »
Oh, I know what the differences between the two types of lags are and my post was not directed at anyone in particular. Just wanted to make sure people are on the same page when it comes to defining lag.

I've just found it common that people have been running max settings with dgvoodoo and all effects on and call it lag. When it's really just very low FPS due to hardware slowdown.

Ejiin been meaning to ask you for a while now. Watching your videos the game is always super smooth, no delays in chat when fights get hectic for example.

Would definitely be interested in a video of general setup tips and things to avoid. I'm sure others are as well.
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By Afania 2018-10-14 10:15:18
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Asura.Sechs said: »
Yeah but I'm talking about the situation getting noticeably worse compared to 1+ months ago, was looking at a possible cause for that.

Can confirm the situation did got worse from yesterday's run....and I'm pretty sure it's connection issue not framerate. And it's not Asura only.

sometimes my macro written with more than multiple lines won't execute 3rd to 6th line which did not happen a month ago. Sometimes I change my equipset gears in menu but it wont register. Both only happened in Sept runs post rema update.

Sometimes my animation completely disappears, makes /ra timing impossible to do. Selecting the right mob or changing targets takes forever and even mob model disappears too.

I thought it's a vanilla only issue so I talked to other GS users, it seems that "gears won't change" issue can happen to GS users too, just less frenquently since GS injects packet and fixed some of the issues.

If you play on vanilla, avoid macros written in multiple lines, that would help if I understand how packet works correctly. Time to go back and remake macros just for dynamis........
 Leviathan.Comeatmebro
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By Leviathan.Comeatmebro 2018-10-14 10:45:33
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Lines don't matter.

Every command you do is put into an internal queue. During the next outgoing communication, all of the commands are put together and sent as a single outgoing UDP packet. If it arrives, everything queued arrives. Either it gets there or it doesn't, you won't lose half.

If the action isn't received, the client will send it again. This won't happen with injected equip packets, but may happen with manual equip packets(unsure). Thus, your action gets sent a second time but without your gear(again, unsure. Would only apply to vanilla macros).

If the action itself was injected, it won't get resent at all and you'll have to mash it(I believe this is the case with Gearswap) until it goes out, but it will have the gear each time. With ashitacast, the action will have the equip packets wrapped around it no matter how many times it goes out and the client will resend on it's own, so no worries there.

The latency from server side results in your gear not consistantly showing what the server thinks it is. Mobs wont consistantly show their correct state or HP. Party members usually will show correct hp, and your current target is more prone to be correct(these are prioritized by the server).

Macros with waits may be unreliable(I would typically have all my songs in one macro, but that's completely impossible in dynamis because sometimes it'll take 6 seconds for one song to actually respond and go off). If you're doing multiple actions in one macro with waits, I would advise changing it.

I would think your gear is generally going to be correct regardless of whether you use vanilla, gearswap, or ashitacast, with very little variation. The bigger issue is that taking as long as 6 seconds to have an action execute is just not fun. Nothing more frustrating than hitting cure as soon as someone takes damage and having to wait 4 seconds for it to start casting just in time for them to die.
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By Afania 2018-10-14 11:49:04
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Leviathan.Comeatmebro said: »
Lines don't matter.

Every command you do is put into an internal queue. During the next outgoing communication, all of the commands are put together and sent as a single outgoing UTP packet. If it arrives, everything queued arrives. Either it gets there or it doesn't, you won't lose half.

Are you absolutely certain with This? Because it contradicts my experience with multi line equip change macros.

I have experienced this issue twice in past 2 years. It's certainly very rare but since it happened again yesterday I was quite certain it has something to do with lines.

First time when it happen is during an alliance melee woc run one year ago. I had my savage blade macro look like this:

/equipset (number for savage set)
/equip body (gear)
/equip hands (gear)
/equip feet (gear)
/equip neck (gear)
/ws "savage blade" <t>

The reason why there's /equip after /equipset in my macro is because if I time my macro incorrectly I will hit the 1 sec error message, so I tried to minimize dps lose when that happened by forcing some of the gears to swap immediately by /equip gear individually.

It normally works in 6 man pt but in alliance when there were a lot more packets going out the last line /ws "savage blade" <t> won't execute, so my ws rarely fire off in that zerg.

In the end I just removed all /equip gears in ws macro and never experience the same thing again.

That being said, my /ra macro did use /equip gears and it would look like this:

/equip body (preshot gear)
/equip hands (preshot gear)
/equip feet (preshot gear)
/equip legs (preshot gear)
/ra <t>
/equipset (number for mid shot set)

As a result /ra <t> won't execute in dynamis and I think /equipset didn't execute either.


This only happens to my multi line macros, so I am quite certain it has something to do with lines.

I don't use wait(it's a trap) ever so it has nothing to do with wait.

I've been switching to ra mode on wave 1 boss since dyna came out, it did not happen until yesterday. So something on their end probably changed recently, I hope SE fix it soon.
 Leviathan.Comeatmebro
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By Leviathan.Comeatmebro 2018-10-14 12:17:03
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Macros are entirely client side, no reason to believe they would change in any way in any content. There aren't 'more packets going out' either, just bigger packets. Max size ffxi allows for udp is significantly larger than a 16 slot equipset, 16 single equips, and an action combined with your position update.. you'd have to be doing almost triple that to have anything result in 2 packets.

People always confuse this because windower APIs call each chunk of data a packet. The reality is that one packet can hold many, many different instructions, and each equip swap or action is just one instruction inside a larger UDP packet.

Since it's all sent out in the same packet, it's all or nothing. I am not saying your experience is wrong or there isn't some special case going on that could cause it, but to the best of my understanding there isn't any reason it would. The macro queues the actions, when the packet is assembled they are all incorporated together before anything is sent, this should all be client side and not care what zone you're in or how shitty the server is being.
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By Leviathan.Comeatmebro 2018-10-14 12:49:12
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Decided to test it just to confirm(not in dynamis, but it illustrates the packet all the same):



I took all my gear off, split a set into an equipset and 4 equips, unloaded ashitacast and shorthand. Loaded a packet logger, hit the macro:
Code
[13:45:36.714] Outgoing Packet(0x15)
0x15 0x10 0xF6 0x21 0x96 0x2D 0x4D 0xC3 0x70 0x51 0xDA 0xC0 0xC8 0x38 0x78 0xC2
0xEB 0x00 0x02 0x00 0x92 0x00 0x00 0x00 0x8D 0x1C 0xAF 0x73 0x00 0x00 0x00 0x00

[13:45:37.122] Outgoing Packet(0x15)
0x15 0x10 0xF7 0x21 0x96 0x2D 0x4D 0xC3 0x70 0x51 0xDA 0xC0 0xC8 0x38 0x78 0xC2
0xEB 0x00 0x02 0x00 0x92 0x00 0x00 0x00 0x25 0x1E 0xAF 0x73 0x00 0x00 0x00 0x00

[13:45:37.122] Outgoing Packet(0x51)
0x51 0x24 0xF7 0x21 0x04 0xB0 0x0E 0x01 0x07 0x05 0x08 0x00 0x20 0x06 0x08 0x00
0x26 0x07 0x0A 0x00 0x25 0x08 0x0A 0x05 0x85 0x3E 0x7C 0x73 0x00 0x00 0x00 0x00
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00

[13:45:37.122] Outgoing Packet(0x50)
0x50 0x04 0xF7 0x21 0x37 0x0D 0x08 0x01

[13:45:37.122] Outgoing Packet(0x50)
0x50 0x04 0xF7 0x21 0x39 0x04 0x08 0x01

[13:45:37.122] Outgoing Packet(0x50)
0x50 0x04 0xF7 0x21 0x0A 0x09 0x08 0x01

[13:45:37.122] Outgoing Packet(0x50)
0x50 0x04 0xF7 0x21 0x14 0x03 0x08 0x01

[13:45:37.122] Outgoing Packet(0x1A)
0x1A 0x0E 0xF7 0x21 0x88 0x9D 0x01 0x00 0x0B 0x05 0x03 0x00 0x36 0x00 0x00 0x00
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00

[13:45:37.530] Outgoing Packet(0x15)
0x15 0x10 0xF8 0x21 0x96 0x2D 0x4D 0xC3 0x70 0x51 0xDA 0xC0 0xC8 0x38 0x78 0xC2
0xEB 0x00 0x02 0x00 0x92 0x00 0x0B 0x05 0xBF 0x1F 0xAF 0x73 0x00 0x00 0x00 0x00

[13:45:37.938] Outgoing Packet(0x15)
0x15 0x10 0xF9 0x21 0x96 0x2D 0x4D 0xC3 0x70 0x51 0xDA 0xC0 0xC8 0x38 0x78 0xC2
0x00 0x00 0x02 0x00 0x92 0x00 0x0B 0x05 0x56 0x21 0xAF 0x73 0x00 0x00 0x00 0x00


Note that the same misnomer as windower applies, these are being listed as full packets but really they are each an instruction. The sequence bytes(third and fourth) on the 0x51(equipset), 0x50(equip single), and 0x1A(action) are all identical, as is the time they were sent out, indicating they are in the same UDP packet.
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By Afania 2018-10-14 13:32:45
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That means the macro lag with more line in alliance is not packet related but a different reason?
 Leviathan.Comeatmebro
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By Leviathan.Comeatmebro 2018-10-14 14:00:59
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It would indicate that macro processing is entirely client side, and if the data is lost all of it would be lost as it is all sent in the same communication.

Think of it like scribbling a note and passing it, if all your equip and action are on the same note, the recipient either gets it all or nothing. This is what's happening here.

If you do have an issue with macro line processing, it would be a problem with the local client or your computer's environment, more likely the client. I can't say I've done enough with regular macros to be confident, but as said, the test supports it being an all or nothing scenario.
 Fenrir.Tarowyn
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By Fenrir.Tarowyn 2018-10-14 20:26:18
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I'm not sure you're drawing the right conclusions from your packet data. The sequence number is just for within FFXI so while the game may consider it all one data, I'm not sure it's actually all within one UDP datagram just by looking at what you have posted.

In theory, a pure packet logger shouldn't be detecting them as separate packets unless they're actually sending them out separately. The stuff you posted also just looks like the data payload minus any of the headers and what not (though you may be doing that on purpose to protect your IP) so without the full info it's hard to really tell anything.
 Leviathan.Comeatmebro
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By Leviathan.Comeatmebro 2018-10-15 10:33:17
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Fenrir.Tarowyn said: »
I'm not sure you're drawing the right conclusions from your packet data. The sequence number is just for within FFXI so while the game may consider it all one data, I'm not sure it's actually all within one UDP datagram just by looking at what you have posted.

In theory, a pure packet logger shouldn't be detecting them as separate packets unless they're actually sending them out separately. The stuff you posted also just looks like the data payload minus any of the headers and what not (though you may be doing that on purpose to protect your IP) so without the full info it's hard to really tell anything.

The logger I used is just what I had available for a quick check(and what most users will see). I have access to Ashita's full source and already know how most of these things work internally.

It's the same as windower, the actual hook is on FFXI's decrypt function for incoming packets(handled post-decryption) and the encrypt function for outgoing packets(handled pre-encryption). The headers are stripped and the packet is seperated into each instruction(the length of instruction is double the value of bits 10-16 of each instruction, then you know where the next instruction starts from that). This is the data being reported, and what most users will refer to as 'packets'. As I stated in my post, it's a misnomer.

The sequence number is increased each time the encrypt function is called, unless it is a resend, in which case it keeps the old sequence number for just that instruction. Outgoing 0x15 (updates your character's position) will always have a new sequence number and up to date information, it leads all transmissions besides certain in-menu ones. Thus, having all of them tied to the same 0x15 is enough to conclude they were sent out together without directly monitoring packets, if you understand how the game's internals work.

So, while nothing you said is inherently wrong, I do know what I'm talking about and was just keeping it simple for the sake of the thread.
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 Fenrir.Tarowyn
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By Fenrir.Tarowyn 2018-10-15 14:06:40
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Just to clarify, when you say you're running a packet logger, is that like a windower/ashita thing or an actual logger like wireshark/etc...?
 Leviathan.Comeatmebro
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By Leviathan.Comeatmebro 2018-10-15 17:41:55
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Fenrir.Tarowyn said: »
Just to clarify, when you say you're running a packet logger, is that like a windower/ashita thing or an actual logger like wireshark/etc...?
Windower/Ashita thing. I stated very clearly in multiple posts that I know the difference between what is being called a packet, and an actual packet. I even explained the differences. But, given I have access to all the code behind it, I can still accurately use an ashita "packet" logger to reach the conclusion I reached.

What is the purpose of all the nitpicking?
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By Fenrir.Tarowyn 2018-10-15 19:27:40
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It's not nitpicking, I thought you were talking about a real packet logger originally which is what my original post was based on. Now that I know that's not the case, you can go ahead and ignore me, lol.
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By Asura.Eiryl 2018-10-16 02:50:00
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so... might help, some

Quote:
All Worlds Maintenance (Oct. 17, 18)

At the following time, we will be performing server maintenance for FINAL FANTASY XI. During this period, FINAL FANTASY XI will be unavailable.

We apologize for any inconvenience this may cause and thank you for your patience.

* The World Transfer Service will be unavailable starting 30 minutes before the maintenance.

[Date & Time]
From Oct. 17, 2018 22:00 to Oct. 18, 2018 0:30 (PDT)
Oct. 18, 2018 from 5:00 to 7:30 (GMT)
Oct. 18, 2018 from 6:00 to 8:30 (BST)
* Completion time is subject to change.

[Details]
Exchanging network equipment

[Affected Service]
FINAL FANTASY XI
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By Felgarr 2018-10-16 03:16:29
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Leviathan.Comeatmebro said: »
Lines don't matter.

Every command you do is put into an internal queue. During the next outgoing communication, all of the commands are put together and sent as a single outgoing UTP packet. If it arrives, everything queued arrives. Either it gets there or it doesn't, you won't lose half.

If the action isn't received, the client will send it again. This won't happen with injected equip packets, but may happen with manual equip packets(unsure). Thus, your action gets sent a second time but without your gear(again, unsure. Would only apply to vanilla macros).

If the action itself was injected, it won't get resent at all and you'll have to mash it(I believe this is the case with Gearswap) until it goes out, but it will have the gear each time. With ashitacast, the action will have the equip packets wrapped around it no matter how many times it goes out and the client will resend on it's own, so no worries there.

The latency from server side results in your gear not consistantly showing what the server thinks it is. Mobs wont consistantly show their correct state or HP. Party members usually will show correct hp, and your current target is more prone to be correct(these are prioritized by the server).

Macros with waits may be unreliable(I would typically have all my songs in one macro, but that's completely impossible in dynamis because sometimes it'll take 6 seconds for one song to actually respond and go off). If you're doing multiple actions in one macro with waits, I would advise changing it.

I would think your gear is generally going to be correct regardless of whether you use vanilla, gearswap, or ashitacast, with very little variation. The bigger issue is that taking as long as 6 seconds to have an action execute is just not fun. Nothing more frustrating than hitting cure as soon as someone takes damage and having to wait 4 seconds for it to start casting just in time for them to die.

Thank you for this in-depth explanation, which I often seem to fail to describe to non-technical folks. (Slight correction, the networking protocol you're looking for is called UDP, not UTP: https://en.wikipedia.org/wiki/User_Datagram_Protocol ).

Also, I really appreciate the subtle differences in Ashitacast. Conversely, I do have some abilities/spells macro'ed and have to mash them quite a bit in Dynamis-D. Thanks for confirming that need.
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By Asura.Sechs 2018-10-16 03:45:56
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The only thing where I've ever found a difference between Gearswap and in-game gearsets (can't comment on Ashita) is on SMN.

This is a problem reported by many people but quite often it happens that a pet BloodPact gets executed with the wrong Midcast gear.

I have no clue if this depends on Gearswap going back to idle too fast, or not moving from precast to Midcast fast enough.
Whatever the cause, it happens and nobody ever found a 100% reliable solution to that afaik.
Even Byrth, the original creator of Gearswap, tried to mess with Gearswap parameters a lot with me and other people doing the tests, but it didn't solve the issue sadly.



With the in-game gearset system (which I don't really use because I'm lazy and I don't wanna re-create macros/sets for all of my avatars) I've never ever ever experienced this issue, nor I heard anybody else complaining about it.


Don't know if this is an issue related to packet loss or not, probably not, but it's the only difference between how Gearswap and in-game gearset handle things that I could think of.
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By Leviathan.Comeatmebro 2018-10-16 09:14:52
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The issue with midcast is because gearswap(and AC) trigger the midcast when the avatar readies the move. Often, in instanced areas you'll either lose the packet making the avatar ready the move or by the time you get it it will be too late to swap. A flat wait doesn't have that issue.

Thank you for the correction fel, but i did have tho correct term in like 3 other places..(was buying network cable at the time and saw UTP so many times I must have crossed wires).
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By Leviathan.Comeatmebro 2018-10-16 09:36:34
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Asura.Eiryl said: »
so... might help, some
[Details]
Exchanging network equipment
Would be nice, but I wouldn't count on it. They've 'exchanged network equipment' at least 3-4 times since this issue started with Delve. You never get dropped packets outside of instances. Pretty sure it's a software problem on their end.
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 Asura.Sechs
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By Asura.Sechs 2018-10-16 12:47:48
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Leviathan.Comeatmebro said: »
Asura.Eiryl said: »
so... might help, some
[Details]
Exchanging network equipment
Would be nice, but I wouldn't count on it. They've 'exchanged network equipment' at least 3-4 times since this issue started with Delve. You never get dropped packets outside of instances. Pretty sure it's a software problem on their end.
True... I can't think of any lost packet outside of instances, never noticed it.
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By Asura.Holdoor 2018-10-18 20:52:25
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why still noone shouting for DY-windurst wave3 clear
really need it for GS
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By Ragnarok.Lockfort 2018-10-18 21:13:47
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For the wave 3 bosses, it says on wiki: Characters using the same weapon skills in succession will result in reduced damage dealt by it to the boss.

But at the same time I see a few saying death penalty CORs will demolish the boss. Doesn't the boss build up the resistance? Or does that only apply to physical weaponskills?

Also won't CORs get hate pretty fast?
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By Ragnarok.Martel 2018-10-18 21:26:44
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Magical WS yield vastly less hate than you'd expect.

https://www.bg-wiki.com/bg/Enmity
BGWiki said:
Dealing damage gives both CE and VE and depends only on the target's level and the amount of damage dealt ... Also, in the case of Magical-type Weapon Skills, the "Damage Dealt" is the damage the weaponskill would do without the dSTAT or multipliers like Magic Attack Bonus, Day/Weather Bonus, Staff Bonus, or Magic Affinity.
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By Afania 2018-10-18 21:28:37
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Ragnarok.Lockfort said: »
For the wave 3 bosses, it says on wiki: Characters using the same weapon skills in succession will result in reduced damage dealt by it to the boss.

But at the same time I see a few saying death penalty CORs will demolish the boss. Doesn't the boss build up the resistance? Or does that only apply to physical weaponskills?

Also won't CORs get hate pretty fast?

1) There are generally other types of DD in pt, which also kills add when they pop, so it shouldn't build resistance.

2) magical ws generates less hate than physical ws, another reason why leaden is godly on it.
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By Ragnarok.Neyochimaru 2018-10-18 23:28:12
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Code
        elseif buff_table['id'] == 55 then -- Astral Flow Timer --
        if gain then
                send_command('timers create "Astral Flow" 180 DOWN')
				add_to_chat(123,'ASTRAL FLOW ACTIVATED. EQUIPMENT LOCKED TO VOLT STRIKE SET. CONVERT WILL AUTO HAPPEN AT 20% MP IF YOU LEARNED HOW TO CODE THAT ***')
		else
                send_command('timers delete "Astral Flow"')
                add_to_chat(158,'Astral Flow has worn off. You task is now complete. Did you win?')
				send_command('@input //gearswap enable head')
				send_command('@input //gearswap enable neck')
				send_command('@input //gearswap enable body')
				send_command('@input //gearswap enable hands')
				send_command('@input //gearswap enable legs')
				send_command('@input //gearswap enable feet')
				send_command('@input //gearswap enable back')
				send_command('@input //gearswap enable waist')
				send_command('@input //gearswap enable left_ear')
				send_command('@input //gearswap enable right_ear')
				send_command('@input //gearswap enable left_ring')
				send_command('@input //gearswap enable right_ring')
				send_command('@input //gearswap equip sets.Idle')
				add_to_chat(123,'Equipment Unlocked, and changed to Idle set')
				send_command('@input //gs load Raymios_smn')
                end
		elseif buff_table['id'] == 504 then -- Astral Conduit --
		if gain then
				send_command('timers create "Astral Conduit" 30 down')
				send_command('@input //gearswap equip sets.PhysicalBP')
				send_command('@input //gearswap disable head')
				send_command('@input //gearswap disable neck')
				send_command('@input //gearswap disable body')
				send_command('@input //gearswap disable hands')
				send_command('@input //gearswap disable legs')
				send_command('@input //gearswap disable feet')
				send_command('@input //gearswap disable back')
				send_command('@input //gearswap disable waist')
				send_command('@input //gearswap disable left_ear')
				send_command('@input //gearswap disable right_ear')
				send_command('@input //gearswap disable left_ring')
				send_command('@input //gearswap disable right_ring')
				add_to_chat(158,'ASTRAL CONDUIT ACTIVATED. HIT YOUR BLOODPACT MACRO UNTIL IT WEARS OFF. CONVERT WILL GO OFF AUTOMATICALLY WHEN MP LOW;wait 10;input /echo CONDUIT 20 SECONDS;wait 10;input /echo CONDUIT 10 SECONDS;wait 4;input /echo 6 SECONDS;wait 2;input /echo CONDUIT OFF IN 3 SECONDS;')
		else
				send_command('timers delete "Astral Conduit"')
				send_command('@input //gearswap enable head')
				send_command('@input //gearswap enable neck')
				send_command('@input //gearswap enable body')
				send_command('@input //gearswap enable hands')
				send_command('@input //gearswap enable legs')
				send_command('@input //gearswap enable feet')
				send_command('@input //gearswap enable back')
				send_command('@input //gearswap enable waist')
				send_command('@input //gearswap enable left_ear')
				send_command('@input //gearswap enable right_ear')
				send_command('@input //gearswap enable left_ring')
				send_command('@input //gearswap enable right_ring')
				send_command('@input //gearswap equip sets.Idle')
				add_to_chat(158,'Astral Conduit Has Worn off. How did you do?')
				add_to_chat(123,'Equipment Unlocked, and changed to Idle set')
				send_command('@input //gs load Raymios_smn')
				end 


Holy ***. I've done it, all by myself! i've solved the whole 'Summoners can't use gearswap while doing Astral Conduit!' problem.

i accept payment in the form of Pro-pain, and pro-pain accessories.
[+]
 Asura.Bigtymer
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Server: Asura
Game: FFXI
user: olson2189
Posts: 90
By Asura.Bigtymer 2018-10-19 12:13:51
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Ragnarok.Neyochimaru said: »
Code
        elseif buff_table['id'] == 55 then -- Astral Flow Timer --
        if gain then
                send_command('timers create "Astral Flow" 180 DOWN')
				add_to_chat(123,'ASTRAL FLOW ACTIVATED. EQUIPMENT LOCKED TO VOLT STRIKE SET. CONVERT WILL AUTO HAPPEN AT 20% MP IF YOU LEARNED HOW TO CODE THAT ***')
		else
                send_command('timers delete "Astral Flow"')
                add_to_chat(158,'Astral Flow has worn off. You task is now complete. Did you win?')
				send_command('@input //gearswap enable head')
				send_command('@input //gearswap enable neck')
				send_command('@input //gearswap enable body')
				send_command('@input //gearswap enable hands')
				send_command('@input //gearswap enable legs')
				send_command('@input //gearswap enable feet')
				send_command('@input //gearswap enable back')
				send_command('@input //gearswap enable waist')
				send_command('@input //gearswap enable left_ear')
				send_command('@input //gearswap enable right_ear')
				send_command('@input //gearswap enable left_ring')
				send_command('@input //gearswap enable right_ring')
				send_command('@input //gearswap equip sets.Idle')
				add_to_chat(123,'Equipment Unlocked, and changed to Idle set')
				send_command('@input //gs load Raymios_smn')
                end
		elseif buff_table['id'] == 504 then -- Astral Conduit --
		if gain then
				send_command('timers create "Astral Conduit" 30 down')
				send_command('@input //gearswap equip sets.PhysicalBP')
				send_command('@input //gearswap disable head')
				send_command('@input //gearswap disable neck')
				send_command('@input //gearswap disable body')
				send_command('@input //gearswap disable hands')
				send_command('@input //gearswap disable legs')
				send_command('@input //gearswap disable feet')
				send_command('@input //gearswap disable back')
				send_command('@input //gearswap disable waist')
				send_command('@input //gearswap disable left_ear')
				send_command('@input //gearswap disable right_ear')
				send_command('@input //gearswap disable left_ring')
				send_command('@input //gearswap disable right_ring')
				add_to_chat(158,'ASTRAL CONDUIT ACTIVATED. HIT YOUR BLOODPACT MACRO UNTIL IT WEARS OFF. CONVERT WILL GO OFF AUTOMATICALLY WHEN MP LOW;wait 10;input /echo CONDUIT 20 SECONDS;wait 10;input /echo CONDUIT 10 SECONDS;wait 4;input /echo 6 SECONDS;wait 2;input /echo CONDUIT OFF IN 3 SECONDS;')
		else
				send_command('timers delete "Astral Conduit"')
				send_command('@input //gearswap enable head')
				send_command('@input //gearswap enable neck')
				send_command('@input //gearswap enable body')
				send_command('@input //gearswap enable hands')
				send_command('@input //gearswap enable legs')
				send_command('@input //gearswap enable feet')
				send_command('@input //gearswap enable back')
				send_command('@input //gearswap enable waist')
				send_command('@input //gearswap enable left_ear')
				send_command('@input //gearswap enable right_ear')
				send_command('@input //gearswap enable left_ring')
				send_command('@input //gearswap enable right_ring')
				send_command('@input //gearswap equip sets.Idle')
				add_to_chat(158,'Astral Conduit Has Worn off. How did you do?')
				add_to_chat(123,'Equipment Unlocked, and changed to Idle set')
				send_command('@input //gs load Raymios_smn')
				end 


Holy ***. I've done it, all by myself! i've solved the whole 'Summoners can't use gearswap while doing Astral Conduit!' problem.

i accept payment in the form of Pro-pain, and pro-pain accessories.

Do you think you're the first to have thought of a GS solution for Conduit spam?
Offline
Posts: 7999
By Afania 2018-10-21 20:48:53
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Asura.Toralin said: »
ive done both and i feel like mage setup SCH + COR extending the SC is just as fast as DD strat.


I'm quite certain melee setup is much faster than mage setup at this point, mostly because wsd change and rema augment power creep made melee jobs noticeably stronger than before. I dont think mage setup dps change much. I wouldn't be surprised if 3 month later an alliance of R15 DD and multiple DP can farm fodder for 1hr and still clear all 8 fetter + boss before time out.

Melee setup also doesn't require more coordination than mage, buffs drop and such would hurt mage just as much imo.
 Quetzalcoatl.Xilkk
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Server: Quetzalcoatl
Game: FFXI
user: Xilk
Posts: 1403
By Quetzalcoatl.Xilkk 2018-10-22 11:19:47
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I'm having trouble with pulls on Circles.

I know some groups are saying to just sac pull, kill the circle and move on.

I don't see alot of room to run in Jeuno without running into another Circle.

So I'd love to hear how long it takes groups sac pulling fetters to kill the fetter?

Also, for those NOT Sac pulling Circles, how are you handling all the adds? Maybe there are just alot more on the fire circle because there are pet jobs. but most of them hit pretty hard and if not claimed quickly, they run around assassinating the support.

Also so many adds tend to overwhelm a puppet pull.
 Leviathan.Comeatmebro
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Server: Leviathan
Game: FFXI
user: Rairin
Posts: 6052
By Leviathan.Comeatmebro 2018-10-22 11:36:56
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I would think you'd have to kill at least half of them for jeuno to have room for longer sacs. If you have the DPS to decisively kill the fetter with that little room to move, you probably don't need to sac to begin with.
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Posts: 256
By Brynach 2018-10-22 11:42:16
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We managed with killing everything at Thunder, Fire and Water. That clears up a large area for your sac-puller to navigate. On our last run, we were able to kill those three then sac the remaining 5 and we had just over 55 mins left for the boss fight.
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