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  1. #3
    Player
    PirateCat's Avatar
    Join Date
    Jul 2015
    Posts
    236
    Character
    Leopold Sidney
    World
    Coeurl
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by Kakure View Post
    Muscle Memory is probably better for macros than Maker's Mark. It is cheaper, it fits on one line, it gives you a non-variable amount of progress, and you're already missing out on the the primary benefit of Maker's Mark (fishing for good states) anyway.
    Muscle Memory consumes durability, makes subsequent uses of Piece by Piece less effective, and gives less time for Comfort Zone to do work. The early part of this rotation appears to be focused on getting to one synth away from completion using the lowest durability possible (3 steps that consume durability.) The equivalent for MuMe would be that and two PbP leaving 498 progress to go. Ing2+Name+Brand might get there with high enough Craftsmanship (it does for 2 star on the lokyst.net simulator, but I can't test on 3-star right now) but that's a lot of stuff to throw onto the end. Could still be viable, but I'd need to play around with it when I'm not at work.

    Edit: I'm not finding something that lets you fit this all in with MuMe. Stacking Innov+GS+SH+BB+Ing2+Name+Brand takes tons of CP and forces you to clip a different SH. The best I can come up with that's within the CP budget is to go back to something like Rath's original version where you use CS2 twice under WN2 then end with CS2 under Ing2, but that gets you one less HT than Chad's macro does and might or might not work for 3 star.

    Edit 2: Confirmed on the MM/Manip suggestion. Replacing WN2 with that makes the rotation use 460 CP if you're using Manipulation or 464 CP if you're not. Handy for me since I'm using the i180 MH on a few classes and thus cap out at 468.
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    Last edited by PirateCat; 03-10-2016 at 04:15 AM.

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