View Full Version : Common DRG macros (Seeking)
DeathFromAbove
09-25-2006, 06:30 AM
As the title of my thread states, i am currently seeking some common DRG macros. I have been out of the game for 1+ years, and i come back, watch a few DRGs and feel decades behind.
For starters, i bought the Volan's (I think) greaves with Jump Acc. +4, but i do not know how to do a switch macro, and i figure that they are nice to have, and there are most likely jump macros out there with these greaves in it.
Another macro i saw was a macro showing the cooldowns of all the jump abilities.
it looked somewhat like this
>>[Jump] -> 1:25
>>[High Jump] -> 1:24
>>[Super Jump] -> 0:00 (meaning that it had not been used recently)
If there is a topic on this (and i HAVE looked) then please poast the link, or if you dont mind, could you post your macros.
On a side note, what macros that arent so complicated(like showing current TP) should i be using in an EXP party?
LadyKiKi
09-25-2006, 07:02 AM
For the cooldown, use:
/recast "Jump"
and so on.
That'll tell you the timers left on it.
I don't party so I can't help you much on the party macros :(
For your greaves you'll want something like:
/equip Feet "Volan's Greaves"
/wait 1
/jump
/wait 3
/equip Feet "(current feet)"
You may need to adjust the timers, I'm not sure if the /wait 1 bit is even necessary.
DakAttack
09-25-2006, 07:06 AM
You have to wait between similar commands, such as chat commands, ability commands, and equip commands. You should be able to say something, switch gear, and jump back to back, then wait for a second before switching gear back.
Examples for WS macro:
/ja "Berserk" <me>
/wait 1
/ws "Penta Thrust" <t>
/ja "Sneak Attack" <me>
/wait 1
/ja "Trick Attack" <me>
/wait 1
/ws "Double Thrust" <t>
And almost always the most helpful:
/target <bt>
DeathFromAbove
09-25-2006, 07:15 AM
Thanks for the quick replies! I will DEF be using the gear macros a lot beacause i bought a Defense ( or is it called armor i cant remember) set for those times that i am tanking (A.K.A "oops pulled hate and high jump is down"). Thanks again and i am still looking for party-friendly macros if anyone can help me out!
-Thanatos
DeathFromAbove
09-25-2006, 03:55 PM
EDITED: works fine, had to change the caps on "feet"
eticket109
09-25-2006, 10:15 PM
I use almost that exact macro for my Jumps.
Once you get into the Relic stages then macroing Wyrm Brais in for High Jump works well too.
Post Wheeling Thrust most Dragoons will macro in a lot of STR+ armor as well right before the weapon skill then switching back to the melee/accuracy gear for TP.
LadyKiKi
09-26-2006, 12:34 AM
Once you get into the Relic stages then macroing Wyrm Brais in for High Jump works well too.
Awww, the Wyrm set is something I'll never get ; ;
No time for Dynamis :(
DeathFromAbove
09-26-2006, 06:33 AM
I use almost that exact macro for my Jumps.
Once you get into the Relic stages then macroing Wyrm Brais in for High Jump works well too.
Post Wheeling Thrust most Dragoons will macro in a lot of STR+ armor as well right before the weapon skill then switching back to the melee/accuracy gear for TP.
Thanks, is it basic STR gear, or does atk. gear work just as well (so i know what to buy when it comes time)
LilithAngel
09-26-2006, 12:31 PM
I prefer to balance out between STR and ATT in my gear setups mainly because too much of one or the other will not get you the best damage totals you could get. Too much Attack, and your STR cannot support it and you won't be hitting your damage cap very often; too much STR, and your Attack could actually keep your damage from going higher than it should because you're hitting your damage cap way too often.
Either way, it's not a good thing. I never liked the whole "load up on maximum STR for Wheeling Thrust" thing because you sacrifice a significant amount of Attack in doing so, and thereby potentially actually *lower* the amount of damage you could do. In weapons skills or TP gain, balance is key.
DeathFromAbove
09-26-2006, 06:50 PM
I prefer to balance out between STR and ATT in my gear setups mainly because too much of one or the other will not get you the best damage totals you could get. Too much Attack, and your STR cannot support it and you won't be hitting your damage cap very often; too much STR, and your Attack could actually keep your damage from going higher than it should because you're hitting your damage cap way too often.
Either way, it's not a good thing. I never liked the whole "load up on maximum STR for Wheeling Thrust" thing because you sacrifice a significant amount of Attack in doing so, and thereby potentially actually *lower* the amount of damage you could do. In weapons skills or TP gain, balance is key.
okay, i think im a bit confused, STR boosts my hit range, but i need attack to hit that cap more often? (still n00b here)
Oogami
09-26-2006, 07:45 PM
The "Load up on maximum STR for Wheeling Thrust" works because Wheeling Thrust damage is modified by STR, and it ignores the target's defense. Hence, you do not need the attack.
Anyway, swap gear macro can be performed consecutively.
E.g.
/equip ring1 "<gear>"
/equip ring2 "<gear>"
/wait 1
/<other macros>
A simple TP macro would be the one that also inform your party about the weaponskill you're going to use, and I also add TP info on my provoke macros.
I usually have:
/p {Dragoon} {Double Thrust} TP <tp>
and
/provoke <st>
/p {Provoke} <lastst> <tp>
/wait 30
/p {Provoke} {Ready!} <tp>
Plus the usual skillchain macro (we are mostly opener)
/p {Starting skillchain} @ 2 seconds! <call21>
/wait 2
/ws "Double Thrust" <t>
//p {Starting skillchain} <call21>
//ws "Double Thrust" <t>
The lower part in the macro is for when it is the black mage that calls the skillchain (ancient magic), therefore it is commented out "//".
As for STR vs Attack, I am not really sure, but the information I got is that +STR is more beneficial in multiples of +4. The more complete theoryis rather complicated. And of course you can go the other way round by concentrating in +Accuracy gear, and eating meat dishes (+Attack).
Both are viable.
LilithAngel
09-26-2006, 10:27 PM
The "Load up on maximum STR for Wheeling Thrust" works because Wheeling Thrust damage is modified by STR, and it ignores the target's defense. Hence, you do not need the attack.
Here's the thing most people don't think about, tho: the reason the damage values are relatively constant when you load up on STR is because you're hitting your damage cap easily, because you're ignoring defense (thus, you have less of a negative working against the STR to push the numbers down). Raise your attack, and more of your STR will go through. Attack in this case isn't to defeat Defense, the weapon skill takes care of that on its own. In this case, the Attack is there to support more of the STR to push through.
Think of it this way: STR is there to raise the minimum damage you can do on average, while Attack is there to raise your damage cap. Balance them out, and your overall average will be relatively high, and consistant (and that's the key point you want to consider).
Oogami
09-26-2006, 11:50 PM
First, you are right on the need to balance +Attack and +SRT. But keep in mind, we're talking about Wheeling Thrust here, and it is an exception.
the reason the damage values are relatively constant when you load up on STR is because you're hitting your damage cap easily, because you're ignoring defense (thus, you have less of a negative working against the STR to push the numbers down).
This statement reads to me like - defense is a negative value that works against STR. I believe that is incorrect. The negative value that works against STR is VIT. Attack (http://wiki.ffxiclopedia.org/Attack) is something that is meant to overcome Defense. Therefore I would infer that when the target has no defense (or has its defense ignored), there would be a fixed pDIF value because it would be impossible to calculate it as the ratio will become infinite (attack/0). Attack should be irrelevant in this case, as it is not used to calculate the PDIF.
As I have said, the theory on STR and attack is not as simple as "STR raises your minimum damage and Attack raises your damage cap."
There is this link (http://ffxi.allakhazam.com/db/jobs.html?fjob=7;mid=1143453498178558137;num=52;pa ge=1) from Allakhazam that had a nice discussion on how damage is calculated. Granted that it is for Ranged Attack, but the principle also applies to melee attacks.
There is also this PDIF formula (http://wiki.ffxiclopedia.org/PDIF).
It is not easy to understand ><.
LilithAngel
09-27-2006, 12:54 AM
Although I agree that STR is opposed by VIT directly, perhaps I should have made my statement clearer to express what I was trying to say. Thinking about it, what I should have said was that STR isn't being opposed directly by the mob's Defense or VIT, but rather it's being opposed by your own Attack, insofar as Attack is a limit your STR cannot go past. Raise your attack, and your STR has farther to go. Does that make more sense? That's what I was trying to get at to explain a few things I happen to observe whenever I used Wheeling Thrust.
Yar, that pDIF formula does take some contmeplation to understand, but in this case, I don't believe working against a set number to be the case for this particular WS, as the numbers started acting wierd when playing around with them on KI's Camage Calculator (I basically toyed with the STR and Attack values against the default numbers given for the mob for a while, seeing what would happen).
I'll take a closer look at that formula and see what I make of it. This is gonna bug me for a while until I pin down why my numbers are acting funny. :(
Oogami
09-27-2006, 01:56 AM
Do check out the Base damage calculation formulas and fSTR formulas from the wiki. Might help.
DeathFromAbove
09-27-2006, 08:50 AM
omg, this might mean i have to re-do my gear choices. i just replaced my STR rings with some attack power rings( well 1 ring got attack power while the other got ACC)
eticket109
09-27-2006, 11:14 AM
I prefer accuracy rings but attack rings are fine overall. You'll find as you progress, a lot of the gear you will have will add STR anyway. I avoid going purely STR+ except specifically in my Wheeling Thrust macro. Throughout the rest of the fights I have a decent balance of Attack or Accuracy, STR and DEX.
Oogami
09-27-2006, 06:11 PM
I was given this guideline for picking stats enhancing equipment.
If the slot can either give you +1-3 STR or +1-5 Att, take the STR.
There are not many rings that gives a good +Att value. Stick with +STR or +Acc rings.
Goldesper
09-28-2006, 02:41 AM
I believe the macro you were talking about was:
/recast "Jump"
/recast "Super Jump"
... etc.
Works on all JAs and Magic.
I'm just wondering. I saw somewhere where a Dragoon had set up a macro where he could do his own Weaponskill using the DRG 2 hour, does anyone have any information on this?
There are Three Macro's i use for my jumps
Jump
/p {Dragoon} {Jump} {Attack} <t> TP=[<tp>]
/wait 1
/ja Jump <t>
High Jump
/p {High Jump}ing <t> TP=[<tp>]
/wait 1
/ja "High Jump" <t>
Super Jump (This one gets a laugh out of most of the PT members)
/p HoShit I dont want none of that! {Super Jump}
/wait 1
/ja "Super Jump" <t>
Skoal
09-28-2006, 10:37 AM
Self skillchaining is stupidly easy if you are subbing mage. Just make sure you wyvern has 100 tp, hit your Skewer or Penta macro, after ws hit your Spirit Surge macro, then hit Skewer or Penta macro (opposite of what you hit first time). Hell you can even magic burst on you own skillchain, its that easy.
These are my marcos
/ja "Jump" <t>
/ja "High Jump" <t>
/ja "Super Jump <t>
I only use /p when some one else needs to know what I am doing. Examples are my weapon skill for skill chain /p (Wheeling Thrust) <t> or (Spirit Link). I have no idea why people put /wait in ws or ja's. DD: "(Ready to stark Skillchain) in 3", mob runs towards a mage for some reason, DD: "I lost tp since mob was too far away".
eticket109
09-28-2006, 11:47 AM
I build waits in my ws macros for SATA and into my JA macros for equip changes.
Skoal
09-28-2006, 01:10 PM
Now that I have reread my post, my point wasn't clear. I do not see why people put /wait in certain marcos and weaponskills. I was referring to the poster above me who put that in Jump macros w/o any equipment change or other ja's.
eticket109
09-28-2006, 01:23 PM
yeah, that seems a bit odd
Icemage
09-28-2006, 02:33 PM
Now that I have reread my post, my point wasn't clear. I do not see why people put /wait in certain marcos and weaponskills. I was referring to the poster above me who put that in Jump macros w/o any equipment change or other ja's.
Only reason I've found to use a /wait for WS and JA is when you're combining more than one /ws, /ja, or /magic command into the same macro. i.e.
/ja "Sneak Attack" <me>
/wait 2
/ws "Double Thrust" <t>
Icemage
DeathFromAbove
09-28-2006, 09:47 PM
Self skillchaining is stupidly easy if you are subbing mage. Just make sure you wyvern has 100 tp, hit your Skewer or Penta macro, after ws hit your Spirit Surge macro, then hit Skewer or Penta macro (opposite of what you hit first time). Hell you can even magic burst on you own skillchain, its that easy.
These are my marcos
/ja "Jump" <t>
/ja "High Jump" <t>
/ja "Super Jump <t>
I only use /p when some one else needs to know what I am doing. Examples are my weapon skill for skill chain /p (Wheeling Thrust) <t> or (Spirit Link). I have no idea why people put /wait in ws or ja's. DD: "(Ready to stark Skillchain) in 3", mob runs towards a mage for some reason, DD: "I lost tp since mob was too far away".
Noob question, how do i tell if HE has full tp?
eticket109
09-28-2006, 10:18 PM
Noob question, how do i tell if HE has full tp?
<pettp>
LadyKiKi
09-29-2006, 01:03 AM
Before it gets out of hand, I want to promote sensible macros for any DRGs reading this! :P
Too many times am I sick of seeing:
"LEAPING INTO THE HEAVENS!!!~"
... and you know the rest. :wasted:
Greylynx
10-14-2006, 07:30 PM
Ok all maybe you can help me with my macro:
/equip feet "Volans Greaves"
/wait 2
/ja "Jump" <t>
/wait 2
/equip feet "Bastokan Greaves"
Problem is when I change equipment I am no longer "Locked" on the target. He is still tatgeted but my movements are no longer centered on him. Anyone else have this problem? Can I add a line to the end to relock on the target at the end of the macro?
Skoal
10-14-2006, 07:53 PM
Grey just hit * on your keyboard if you are on a pc. The problem happens when you switch equipment.
DeathFromAbove
10-16-2006, 07:29 AM
Grey just hit * on your keyboard if you are on a pc. The problem happens when you switch equipment.
Yeap, i have gotten used to it. It is also nice for when you need to stop a messed-up SA (i have been leveling THF)
eticket109
10-16-2006, 07:34 AM
I never lock-on in battle so I never even noticed that. The one that bugs me is when the cursor goes free while I'm engaged. I'm still fighting but I can tab through other targets ect. I think that's a lag thing more then anything else.
KoukiRyu
10-16-2006, 08:07 AM
I build waits in my ws macros for SATA and into my JA macros for equip changes.
Err just thought I'd mention this...for me personally, if I don't add /wait 1 for certain macros, say;
/p {Asuran Fists} <t>!
/wait 1
/ws "Asuran Fists" <t>
Then I get the message saying;
/ws "Asuran Fists" error(or whatever it says in all white)
I think it's maybe cause my internet is slow or something...not really sure, but I know that it happens when I don't include /wait and I just do it to be sure...for some people it may throw off timing, but I'm used to it personally and it -seems- that I have to do it, although I haven't done any more checks to see if I still have that problem
Vyuru
10-16-2006, 10:15 AM
Err just thought I'd mention this...for me personally, if I don't add /wait 1 for certain macros, say;
/p {Asuran Fists} <t>!
/wait 1
/ws "Asuran Fists" <t>
Do you have any equipment change macros in there?
My WS macros are like:
/p Wheeling Thrust <t>
/ws "Wheeling Thrust" <t>
If I have any equipment changes, then I do need to do /wait1
Also if I have any /em in my macros I need to use /wait1 then as well. But that's only for my super jump macro since I rarely use it :P
Nakti
10-16-2006, 11:31 AM
In an effort to promote better WHM <=> DRG relations, I'd like to suggest a "Spirit Link" macro.
I think DRGs are under-rated and it makes me sad when WHMs complain about "Spirit Link". But I can see how it's alarming when the WHM heals everyone up to full just after a fight, kneels for more MP and then sees the DRG's HP disappear!
If the DRG warned the WHM that Spirit Link is about to be used then the WHM could cast a final Regen or Cure on the DRG just before kneeling.
eticket109
10-16-2006, 11:37 AM
In an effort to promote better WHM <=> DRG relations, I'd like to suggest a "Spirit Link" macro.
I think DRGs are under-rated and it makes me sad when WHMs complain about "Spirit Link". But I can see how it's alarming when the WHM heals everyone up to full just after a fight, kneels for more MP and then sees the DRG's HP disappear!
If the DRG warned the WHM that Spirit Link is about to be used then the WHM could cast a final Regen or Cure on the DRG just before kneeling.
Yeah I would definitely suggest a Spirit Link macro for party situations
Vyuru
10-16-2006, 11:43 AM
Yeah, my spirit link macro is something like:
/p Using Spirit Link
/ja "Spirit Link" <me>
If I need to use it I try to time it with right as or right before the mob dies. Alot of whm like to toss out a divine seal + curaga after a fight, so I like to try and do it before they cast curaga.
I've found a super jump macro letting everyone know when you used it to be invaluable. I've almost always partied with really good thiefs who know when to SATA onto me and when not to, but I've found it's useful for the not so super thiefs so that they know if they SATA onto me 5 seconds after I use super jump that I'm going to be getting alot of love from the monster :P
Same goes for berserk, letting them know when you use it can be handy sometimes too.
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