If :contains('Resistant') and sets.ResistantMagicBurst then If spell.skill = 'Elemental Magic' and default_spell_map ~= 'ElementalEnfeeble' and spell.english ~= 'Impact' then ('/ma "Geo-'.autogeo.'" ')Ī quick sure-fire way to make it work is select a spell that you know you would almost always entrust like indi-str or something along those lines.įunction job_post_midcast(spell, spellMap, eventArgs) ('/ja "Full Circle" ')Įlseif not pet.isvalid and autogeo ~= 'None' and (_mob_by_target('bt') or geo_buffs:contains(autogeo)) then If pet.distance:sqrt() > 50 then -If pet is greater than detectable.
('/ma "Indi-'.autoindi.'" ')Įlseif autoentrust ~= 'None' and _ability_recasts() wait 1.1 input /ma "Indi-'.autoentrust.'" '.autoentrustee)
If not player.indi and autoindi ~= 'None' then If and not areas.Cities:contains(world.area) then If I know in advance that I will not be able to count on relative positioning, then I use Ea+1. there's a mountain of things that can possibly get in your way and turn AF+3 hat into a massive damage loss. Anything with a highly mobile target, or cramped zone layout, or lack of available time for setting up, or even refusal of group members to accommodate your positioning requirements.
#Bubble trouble ffxi how to#
(Which seems quite possible, but again, I don't have a clue on how to actually back out the magic damage formula to figure out what the grand total MBD value would have to be.)Įven though there is a big potential advantage to abusing CC, it's not always something that can be relied on depending mostly on content type. ^^ I'm not good at reversing the math myself, so can't actually prove it, but I'm personally convinced that MBD from CC is at least MBDII, if not an actual entirely separate mod. Same buffs, same debuffs, same mob type/level, same gear other than the spiffy hat. Properly positioned, T5 MB does 30%~40% more damage w/ AF+3 compared to Ea+1 in my experience, all else being equal.
#Bubble trouble ffxi full#
Yay, necro response since I forgot to check back in! lolĪs long as you actually take full advantage of Cardinal Chant, AF+3 hat wins by a landslide. Not sure I am in agreement on the Geo Galero+3, any testing vs ea hat+1? * lifestream cape with at least geo skill +1 can allow a ring to be downgraded to NQ. * merlinic crackows can get up to +12 (8 aug). With geo skill +2 augment or better on the cape can downgrade both to NQ. **With Lifestream cape no augments, can downgrade a ring to NQ. * medium's sabots can get up to Conserve MP +7. *Can downgrade ring to NQ with Cape augment of geo skill +2 or better.įor Geo- spells can do it without even touching neck, back, & waist. I'd personally forget about the MP & get the highest duration. Gada can get 11% duration (which can translate into maybe 25 seconds of duration currently including gifts, legs & feet) or conserve MP +7 (maybe higher still). Solstice is already set with +15 seconds of duration & conserve MP +6. When using Entrust, don't need Idris doesn't matter, so it's better to use solstice or Gada. We have a 43% as a trait so we would only need 57% in gear if i understand it right.For Indi- spells, can't seem to cap conserve MP while maintaining back, legs & feet duration +, Idris, & 900+skill. mp with 900 geo skill at master geo? Trying to get gear for it but a bit clueless what to look for. Just curious but is it possible to get 100% cons.