Battle

ACT setup guide (with installer): https://github.com/FFXIV-ACT/setup-guide

SUMMONER

Set 1
L2
Physick

Lucid Dreaming

ResurrectionAddle



Surecast

R2 (Outburst for Multi; Ruin for Single)
Outburst +
Energy Siphon

Ruin + Energy Drain
Outburst + Fester
Miasma + Bio IIRuin + Fester
Miasma + Bio II
Bane

Swiftcast
Priority:Party MembersEnemyWhen meet 1 enemy:Swiftcast + Addle for magic-based enemy+ Surecast if directly attackedMiasma + Bio IIRepeat below cycle till {Miasma + Bio II} needs to refresh then go back to {Swiftcast}Ruin + Energy DrainRuin + Fester x 2 When meet multiple enemies:SwiftcastMiasma + Bio IIBaneRepeat below cycle till {Miasma + Bio II} needs to refresh then go back to {Swiftcast}Ruin + Energy DrainRuin + Fester x 2 Use Lucid Dreaming whenever MP low enoughIf with Summon,After Fester, shift to Egi, then back to Ruin/OutburstSet 4 Ifrit for singleSet 4 Titan if directly targetedSet 2 or 3 for multi
Set ?
L2



















R2

















When attacking, 

either with summon or without

for either cases, single or multi enemies

meaning:

without summon

single enemy

multi enemies

with summon

single enemy

multi enemies

single enemy

w/o summon Set 1

with summon (Egi Assault I) single enemy (Ifrit/Titan) Set 2

with summon, for +self-defense (Egi Assault I) single enemies (Titan) Set 3

multi enemies

w/o summon Set 1

with summon (Egi Assault I) multi enemies (Garuda) Set 4

with summon (Egi Assault II) multi enemies (Titan/Garuda/Ifrit) Set 5

Set hotbar sets:

without summon

single enemy

without summon

multi enemies

with summon (Egi Assault I)

single enemy (Ifrit)

with summon (Egi Assault I)

multi enemies (Garuda)

with summon (Egi Assault II)

multi enemies (Titan/Garuda/Ifrit)

with summon, for +self-defense (Egi Assault I)

single/multi enemies (Titan)

For ALL cases, you need Miasma + Bio II (and Bane) active

without summon:

Ruin and Energy Drain

if summon, prioritize Egi Assault, if no summon, just Ruin

The GCD is the amount of time it takes to use weaponskills/spells. Default GCD is 2.5s (can be reduced with equipment)

oGCD = “Off Global Cooldown” – An ability which has its own cooldown timer and can generally be used in-between global cooldown (GCD) abilities, spells or weapon skills.

Weaving = using Ability during GCD

Doubleweaving is using 2 Abilities during GCD

GCD clipping happens when you use an Ability that prevents you from being able to activate your next GCD skill. You’ll notice a delay between when you hit the button and when the skill ACTUALLY activates. And we’re not talking about the animation. You are simply unable to use this skill until the clipping is finished. Usually this only happens if you activate your ability really late or if you doubleweave in high latency.

The other form of “clipping” is refreshing DoTs and debuffs before their timers expire. Depending on skill, this could help or hinder you. For example, Monks want to clip Dragon Kick, but not Demolish.

There is a third form of clipping that is more dire than either of these two; since we all know glamour is the true end game. When your hair or weapon passes through the model on your armor or helmet or vice versa. Truly the most horrifying and game breaking form of clipping. /s

DoT is dmg done to target in ticks for a certain duration

For DoT’s total Potency: (duration/3) * Potency

Skill 01: 360/30s = 12 PPS <– 30 Potency per tick

Skill 02: 590/18s = 13 PPS <– 40 Potency per tick

DoTs tick every 3 seconds. 

It does 40 potency each tick over the course of that 12 seconds. 

If the duration plays out, it will have done 160 potency (4×40)

12/3 * 40

RED MAGE

Rotations

For single: 

  • Jolt/Verfire/Verstone > Veraero/Verthunder
  • (Acceleration > Jolt > Veraero/Verthunder > ) Verfire/Verstone > Veraero/Verthunder
  • Fleche
  • @ 80BM & WM, Enchanted: Riposte > Zwercchau > Redoublement

For AoE: Veraero/Verthunder II > Scatter

Acceleration: Next 3 casts of Veraero/Verthunder will trigger Verfire/Verstone ready

Corps-a-corps: Bring yourself close to target

Displacement: Push yourself away from target

Dummies in the Overworld

Lvl 1 Dummies:

  • Central Shroud – The Bannock (X: 24.0, Y: 19.5) (X:23.4, Y: 20.5)
  • Middle La Noscea – Summerford Farm (X: 26.2, Y: 17.4)
  • Western Thanalan – Scorpion Crossing (X: 26.3, Y: 24.7) (X: 26.3, Y: 23.7)
  • Coerthas Central Highlands – Whitebrim Front (X: 13.1, Y: 17.1)

Lvl 50 Dummies:

  • Coerthas Central Highlands – Whitebrim Front (X: 13.5, Y: 16.8)
  • Coerthas Western Highlands – Falcon’s Nest (X: 31.5, Y: 38.7)
  • The Dravanian Forelands – Tailfeather (X: 32.7,Y: 24.7)
  • The Dravanian Hinterlands – The Collector’s Quarter (X: 22.8, Y: 16.7)

Table Name [ROW], [COLUMN]

Table: https://t.ly/lfr8

Floored Value = ⌊ 23.999 ⌋→23Ceiling Value = ⌈ 23.111 ⌉→24

Before: ⌊ ⌊ ⌊ x × y ⌋ × z ⌋ × w ⌋ → After: ⌊ x × y ⌋ × z ⌋ × w

Attribute = ⌊ Level Lv, MAIN ×  Job Job, Attribute /100  ⌋ + Clan Clan, Attribute + Traits ⌋ × PT Bonus ⌋ × Food and Potions ⌋

AttributeClasses with primary attributeJobs with primary attribute
StrengthLancer, Pugilist, Marauder, GladiatorDragoon, Monk, Warrior, Paladin, Dark Knight, Gunbreaker
DexterityArcher, RogueBard, Ninja, Machinist, Dancer
VitalityMarauder, GladiatorWarrior, Paladin, Dark Knight, Gunbreaker
IntelligenceThaumaturge, ArcanistBlack Mage, Summoner, Red Mage, Blue Mage
MindConjurerWhite Mage, Scholar, Astrologian

e.g. for lv. 53 SMN: Attribute = [207×115/100]+2+

HP = ⌊ Level Lv, HP ×  Job Job, HP /100 ⌋ + ⌊ ( VIT – Level Lv, MAIN ) x 22.1 ⌋

Tank HP = ⌊ Level Lv, HP ×  Job Job, HP /100 ⌋ + ⌊ ( VIT – Level Lv, MAIN ) x 31.5 ⌋

e.g. for lv. 53 SMN: HP = [1931×105/100]+[(544-207)x22.1]=2027.55+7447.7=9475.25

213 5969

How to be a Math Wizard – Third Edition

Work by Allagan Studies(formerly Theoryjerks) Discord. Written by Gouka Mekkyaku.