miko

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Viewing 15 posts - 1 through 15 (of 20 total)
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  • in reply to: Bot News? #31979
    miko
    miko
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    2+

    Early 2017 user here; It’s a very small team of devs running almost a personal project. They could blow it up and make it commercial and implement all the features we want but that’s not the goal or ever will be. Personally I have my own wish list of things miqo could do but I’ll also have to deal with reality it’s just 10$ a month and probably only has under 1000 active subscribers.

    Still love most of the implemented functionality over the years, there are a million QOL features that could be implemented and would make some systems work or even better, but it is what it is.

    Just keep doing what you’re doing guys, but I’ll have to agree spending most of your time on tech support with those amount of hours does not sound healthy.

    miko
    miko
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    https://imgflip.com/i/5ikdze

    • This reply was modified 1 month, 3 weeks ago by miko miko.
    • This reply was modified 1 month, 3 weeks ago by miko miko.
    in reply to: Status update on healer rotation changes #29944
    miko
    miko
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    0

    Delaying releases to implement small changes should not be decided by single or small group of users in my opinion. With regards to my feedback in particular, I’m happy at least its acknowledged that the rotation has some minor deficiencies that could be shored up for a future release whenever/if you have time to adjust it.

    I’ll quote my previous post here I’ve posted over a year ago that had some positive support:

    I think this part of miqo is bit untapped on how great it can work if rotations are kept up to date.
    Considering the amount of classes keeping them all in top notch performance is perhaps too much to ask but I’d be very interested if we could be provided with some classes with more current rotations:

    – 1 melee [sam is least positional intensive]
    – 1 ranged [mch is already top notch]
    – 1 caster [smn is in a great spot already but needs rotation tweaks for 5.0]
    – 1 healer [whm most likely considering popularity and rotation]
    – 1 tank [any of the 4 works]

    If about 5 classes could be kept bit more up to date every few months that would be pretty amazing.

    I’m pretty sure your schedule and plans for 6.0 are already filled. If you could keep this feedback in consideration and perhaps make a poll for certain rotation priority considering we’ll be having 19 classes in total that would be great. This way we can get certain rotations faster implemented and the workload lessened on the developers.

    • This reply was modified 4 months, 2 weeks ago by miko miko.
    in reply to: Status update on healer rotation changes #29937
    miko
    miko
    Participant
    1+

    If not Ruin II, what should Miqobot cast for oGCD weaving while both Egi Assaults are on cooldown?

    Ruin II, III or IV are not oGCD abilities, neither are the Egi Assaults.

    If using Ruin IV before Bahamut phase is not allowed, what spell should be used to weave Summon Bahamut?

    During Dreadwyrm stance, Ruin III becomes an instant cast ability allowing for 2 oGCD weaves. Meaning you can use Summon Bahamut as an oGCD right after a Ruin III while Dreadwyrm stance is up.

    I have a picture of the rotation that Miqobot is using here:

    Initial opener miqo uses 4x egi assault, then uses 2x Ruin IV as GCD, while triggering Summon Bahamut. There is no need to use 2x Ruin IV because Ruin III already becomes an instant cast ability.

    Bahamut stance (Ruin III has a casttime now – 2.36 haste so not ideal set):

    20s – 7 WyrmWeave, 2 AM
    0.67s: Enkindle Bahamut
    1.33s: Akh Morn
    3.52s: Ruin III
    3.56s: Wyrmwave
    5.93s: Ruin III
    5.97s: Wyrmwave
    8.38s: Ruin III
    8.42s: Wyrmwave
    9.00s: Ruin IV
    9.93s: Wyrmwave
    11.36s: Ruin IV
    11.45s: Wyrmwave
    12.03s: Enkindle Bahamut
    12.69s: Akh Morn
    15.50s: Ruin III
    15.54s: Wyrmwave
    16.13s: Ruin II
    17.06s: Wyrmwave

    Now if we had saved up 4x Ruin IV, we can get those used as instant casts during Bahamut without need to ever use Ruin II. Ideally we also use the final Ruin IV at the end of Bahamut phase to get our 8th Wyrmweave in, but this might be too min-max than really needed.

    I just have an issue with the current implementation of using Ruin IV for no reason pre-bahamut right at the opener while Ruin III is already instant cast, and using Ruin II as filler perhaps because of this issue?

    Hope this helps.

    • This reply was modified 4 months, 2 weeks ago by miko miko.
    in reply to: Status update on healer rotation changes #29935
    miko
    miko
    Participant
    0

    Hey miqo here is the information with regards to the theory behind it, hopefully it helps with regards to potential fixing the rotation.

    https://www.akhmorning.com/jobs/smn/guide/rotation/#bahamut-phase

    Miqo currently uses ruin II during bahamut phase, not causing a wyrmweave. Previously you could cause wyrmweave with ruin II but this has been changed since early shadowbringers and never adjusted.
    Without consuming too much development time perhaps it’s prudent to just fix the use of ruin II during bahamut. And for future optimization if the expansion does not change it saving up as many charges of ruin IV’s as possible pre-bahamut trigger (without overcapping).

    It’s not a huge priority for myself, but it’s one of the very clear rotational problems I’ve seen since early expansion handicapping summoner slightly.

    in reply to: Status update on healer rotation changes #29928
    miko
    miko
    Participant
    0

    Hey miqo while you guys are publishing a finalized version before expansion end, could you take a look on the summoner rotation and how it currently functions?

    – Using ruin IV pre bahamut (should never be used unless overcapping)
    – Using ruin II during bahamut (should be ruin III or ruin IV – 4 stacks saved up)

    Ideally the rotation without movement would never use ruin II at least. And priority for ruin IV should ideally be saved up for bahamut phases without overcapping. It’s still a relic from early expansion logic you’ve released but never got updated.

    Thanks in advance.

    • This reply was modified 4 months, 2 weeks ago by miko miko.
    in reply to: Best Job(s)/Class(es) for Combat Assist? #21570
    miko
    miko
    Participant
    4+

    I think this part of miqo is bit untapped on how great it can work if rotations are kept up to date.
    Considering the amount of classes keeping them all in top notch performance is perhaps too much to ask but I’d be very interested if we could be provided with some classes with more current rotations:

    – 1 melee [sam is least positional intensive]
    – 1 ranged [mch is already top notch]
    – 1 caster [smn is in a great spot already but needs rotation tweaks for 5.0]
    – 1 healer [whm most likely considering popularity and rotation]
    – 1 tank [any of the 4 works]

    If about 5 classes could be kept bit more up to date every few months that would be pretty amazing.

    • This reply was modified 1 year, 5 months ago by miko miko.
    in reply to: (MCH) WIldfire 6 gcds #20526
    miko
    miko
    Participant
    0

    https://i.imgur.com/KBNgo9e.png

    Might be ping/pc related but that’s a run from E5s for this week while running assist mode and only pressing potions.

    miko
    miko
    Participant
    0

    I’m pretty sure we’ll only be getting one dungeon (Holminster Switch), and it will be one dungeon for quite a while if not whole expansion. How they have to do dungeon scripting is based on making a custom grid en logic for pretty much every step that follows it in sequence, with bosses being completely scripted.

    Until we get the option to somehow replicate advanced logic (in whatever form with writing community grids&logic), it’s all going to be handmade by miqobot team at a slow pace piled upon the dozen other features always in demand.

    Don’t get your hopes up for a lvl 80 dungeon support I would say.

    in reply to: Shadowbringers 5.58 – Issues & Feedback #16348
    miko
    miko
    Participant
    0

    Might be an idea to let us use own navigation grids or behaviour coding for boss battles just like current behavior. Just looking at current way squadrons are implemented with checkpoints and bossbattle flags it doesn’t seem like a stretch to just let the community build those scenario’s for eachother.

    Similary with the rotations and optimization of combat. Adding an additional layer on top of the base skills currently where priority lists can be implemented with some logic can be of great improvement for the future.

    Not expecting this to be done this expansion, but perhaps something for the future. I’d love to make some dungeon grids and boss battle logic.

    in reply to: SB ALL Regular Nodes #16275
    miko
    miko
    Participant
    1+

    44/44 done, reran nr 25 manasilver sand and worked this time around. Not sure what happened first time around, perhaps server desync.

    Expected yields:

    ~1600 <77 items
    ~1200 77+ items

    Small subsample since it looked pretty dumping it all in fc chest: https://i.imgur.com/B36NBQX.png

    Big thanks!

    in reply to: SB ALL Regular Nodes #16193
    miko
    miko
    Participant
    0

    I’ll update after I’ve ran the last 14. All fully afk so seem to work great including the repairing part!

    in reply to: SB ALL Regular Nodes #16190
    miko
    miko
    Participant
    0

    30/44 chapters done, only one I’ve had trouble with sofar is the manasilver sand one, probably worth looking into. Seems to afk hover at a beacon after gathering some nodes.

    in reply to: SB ALL Regular Nodes #16016
    miko
    miko
    Participant
    1+

    Wow this is huge, thanks!
    How long does it take to actually complete the scenario?

    In the process of finishing up 3rd chapter, 2 hours on average with 1500-1600 items harvested. Full scenario would take you about 88 hours, and would really not advise it to do it in one session.

    This is pretty great to use in sub-scenario’s with items you’d like to target farm. Grids are fire!

    in reply to: SB ALL Regular Nodes #16009
    miko
    miko
    Participant
    1+

    Amazing work Timray. One addition is to add pick clean to optimize gains. (lvl80 with decent gear)

    Change Yield+2 to Gathering +50%
    Ingame change the +50% button to one of the following macro’s (remove normal 50% button from bars):

    /micon “Field Mastery III”
    /ac “Pick Clean”

    /micon “Sharp Vision III”
    /ac “Pick Clean”

Viewing 15 posts - 1 through 15 (of 20 total)