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TrentWeskin
03-10-2011, 02:26 PM
It would really be nice if maneuvers would last a bit longer. It might be just me but having to constantly maintain maneuvers, especially if they are the same maneuvers is getting a bit daunting.

Suggestion #1: Maneuvers

Increase the duration of Maneuvers.
Duration Increase from 1:00 to 5:00.

Update 3/11/2011 : I thought it was good to put on here.

Job Ability: Burden Reactor
Recast: 5 minutes
Extends the duration of a maneuver to 5 minutes.
While Burden Reactor is active, the selected maneuver will not be over written or subject to consumption via the following attachments:
(Ice Maker, Flame Holder, Schurzen, Condenser, Economizer)

I understand that a major aspect of puppet master is maintaining your threshold and not overloading but it would be nice to put the focus elsewhere.


Suggestion #2": Magian Animator

Currently there are only 3 Animators in the game.

Animator: Level 1
Turbo Animator : Level 40
Animator +1 : Level 71

At least 50% of Puppet Masters are using the level 40 Turbo Animator, as the Animator +1 isn't exactly attainable without a descent group of dedicated people.

Listed below are some of my ideas regarding magian animators:
Each Situation would have a new Animator. I have listed two as an example.
Although it would be really awesome if they made these!.

Valoredge:

Level 85 (Sentinel Animator+1)
Automaton: -5% Phys DMG taken,
Enmity increased with each Manuever used
Enhances effects of "Repair"

Level 90 (Sentinel Animator +2)
Automaton: -7% Phys DMG taken,
Enmity increased with each Maneuver used
Enhances effects of "Repair"
Hidden Effect: Ability to block incoming attacks with your shield.

Upon completion of trial you will get a new WS for your Automaton:

"Chivalrous Strike" 2 Hit critical WS. DMG Modifier: 50% Enmity 50% TP.
Grants "Regen effect"
**Earth Maneuver Trigger** No conflicting Maneuvers


Sharpshot:

Level 85 (Eagle Eye Animator+1)
Automaton: Increased Ranged Attack Speed
+10% Ranged Attack DMG
-10% DMG

Level 90 (Eagle Eye Animator +2)
Automaton: Increased Ranged Attack Speed
+15% Ranged Attack DMG
-15% DMG
Hidden Effect: Grants "Snapshot Effect"

Upon Completion of the trial you will get a new WS for your Automaton:

"Artemis Shot"
3 Hit WS .Chance of Critical Hit based on TP.
Lowers Targets Attack.
**Wind Maneuver Trigger** No conflicting Maneuvers


Harlequin:

Level 85 (Trivelino Animator +1)
Automaton: Increased Melee Attack Speed
+10% DMG
+15% HP

Level 90 (Trivelino Animator +2)
Automaton: Increased Melee Attack Speed
+15% DMG
+17% HP
Hidden Effect: Grants "Counter Effect"

Upon Completion of the Trial you will get a new WS for your Automaton:

"Uppercut Lunge"
4 hit WS. Chance of Critical hit based on Automaton's HP
Additonal Effect: Subtle Blow
**Fire Maneuver Trigger** No conflicting Maneuvers


Soulsoother/Stormwalker/Spirit Reaver:

Level 85 (Divine Animator +1)
Automaton: Increased Healing Potency
-10% Spell Recast time
+10% MP

Level 90 (Divine Animator +2)
Automaton: Increased Healing Potency
-15% Spell Recast time
+15%mp
Hidden Effect: Grants "Refresh Effect"

Upon Completion of the Trial you will get a new Automaton WS:

"Quick Fix"
single Hit WS that does no DMG. (WS is ranged and will work within 15 yalms of mob)
Transfers the DMG that would be done into an instant Cure Spell.
Priority is given to party member with lowest HP.
**Light Maneuver Trigger** No conflicting Maneuvers


Spirit Reaver/StormWalker:

Level 85 (Grim Animator +1)
Automaton: Increased Magic Accuracy
-10% Spell Cast Time
+10 Conserver MP

Level 90 (Grim Animator +2)
Automaton: Increased Magic Accuracy
-15% Spell Cast Time
+15 Conserver MP
Hidden Effect: Increased "Magic Attack Bonus"

Upon Completion of the Trial you will get a new Automaton WS:

"Entropy"
Single hit ws that does no DMG. (WS is ranged and will work within 15 yalms of mob)
Transfers the dmg that would be done toward your automaton's next spell.
(Drain, Aspir will not consume the effect)
**Ice Maneuver Trigger** No conflicting Maneuvers



I hope you guys liked my suggestions. I respect and appreciate any criticism given.
However I do ask that you take the time to read my post and others before randomly giving an uninformed response.

Thank you guys!

Please feel free to write any suggestion you might have regarding this topic!.

Lushipur
03-10-2011, 04:20 PM
new animator will be great. magian trial is cool if doesnt need some nm drop to compete for.

dont foget an animator for the whm automaton (cure potency) and for the blm (magic crit hit).

Ramenuzumaki
03-10-2011, 07:24 PM
i agree with a new magian animator, and i also agree with Lushipur's addition for the WHM and BLM frames. However, I do not agree with the maneuver extension. One of the main jobs of the master is to learn how to manage their burden, and keep from overloading their friend. This is something really important for all PUP to learn; especially new ones. With the introduction of abyssea overloading is near impossible in my experience. Even spamming 3 ice maneuvers doesnt overload me very often. Also include the three "Reduces Overload Pieces," and you're gold. However, perhaps if there is going to be an animator for each type of automaton have said animator only increase the duration of a specific maneuver. That way the chance of overload is still there.

Maybe something like this:
Sentinel Animator+1: Earth Maneuver duration increased by 30 seconds.
Sentinel Animator +2: Earth Maneuver duration increased by 60 seconds. [A total of 2 minutes. Not too bad ne?]

Eagle Eye Animator +1: Wind Maneuver duration increased by 30 seconds.
Eagle Eye Animator +2: Wind Maneuver duration increased by 60 seconds.

Saintly Animator +1: Light Maneuver duration increased by 30 seconds.
Saintly Animator +2: Light Maneuver duration increased by 60 seconds.

Ether Animator +1: Ice Maneuver duration increased by 30 seconds.
Ether Animator +2: Ice Maneuver duration increased by 60 seconds.
When used with Ice Maker, and Spiritreaver head Ice Maneuvers now have two charges rather than one giving them the ability of having the maneuvers having a higher chance of lasting the full 60 seconds.

Twilight Animator +1: Earth Maneuver duration increased by 45 seconds.
Twilight Animator +2: Earth Maneuver duration increased by 90 seconds. Earth Maneuver potency is increased.
Only usable with Legendary Head/Colossus A-100 Frame combination. Otherwise effects are annulled.

xiozen
03-10-2011, 07:34 PM
I disagree with adding additional animators... I really do. The Animator +1 is so much more efficient than the Turbo Animator... I've noticed a significant difference in performance of my automaton when using the +1 over the Turbo... I believe if you guys want a new animator and you don't currently possess the +1 version... w/ the changes to all of the older content, acquiring this item may be easier with future updates.

As far as Magian... a "Magian" head or frame etc along the lines of what has been mentioned above would be cool... giving you the opportunity to "focus" on increasing the prowess of each automaton differently while boosting it's strengths and reducing it's weaknesses.

Nice names to represent the frames as well. "Sentinel, Eagle Eye, Saintly, Ether and Twilight" <--cheers.

Forgot to address the increased time on maneuvers--i think keeping it at 10s is acceptable as a previous poster stated. As a pup you have to learn how to balance your automaton.

Lushipur
03-10-2011, 07:44 PM
I disagree with adding additional animators... I really do. The Animator +1 is so much more efficient than the Turbo Animator... I've noticed a significant difference in performance of my automaton when using the +1 over the Turbo... I believe if you guys want a new animator and you don't currently possess the +1 version... w/ the changes to all of the older content, acquiring this item may be easier with future updates.


i have animator+1 and still id love to see new kind of animator.
having lots of h2h with automaton bonus is nice but id like to have a bonus for the master and a bonus for the automaton.
having to melee in int+9 is not so cool XD

Dfoley
03-10-2011, 09:54 PM
I disagree xiozen, there is really no noticeable difference with animator +1, and I would love to have new animators. Maybe not 1 per frame but at least a lvl 95 or 99 version, or even just magian versions.

xiozen
03-10-2011, 10:43 PM
I disagree xiozen, there is really no noticeable difference with animator +1, and I would love to have new animators. Maybe not 1 per frame but at least a lvl 95 or 99 version, or even just magian versions.

I just don't get it... I can't be the only person to have noticed an improvement over the Turbo Animator... honestly, if there's no noticeable difference, then just go back to using your Turbo... right? I mean everyone has an opinion, and I appreciate hearing others' take on the issue--but I can't help but wonder... is it easier to say you don't see something (such as an improvement to your automaton's overall performance by using a higher-quality item) primarily because you "want" the devs to make a new animator?... I too "would" love a new animator IF I felt it was necessary... as I previously mentioned... I don't think it's necessary.

If SE feels a new animator is needed because the current ones are just not performing as intended.... then so be it. However, as a pup (and I've been playing the job since its inception)....having had experience with all 3 animators, I can say... it's not the animator that's the issue... if you don't have a +1...get it. If you do and you still want a new animator, then perhaps the issue lies somewhere else. I'm just sayin'.

Svens
03-10-2011, 10:57 PM
I just don't get it... I can't be the only person to have noticed an improvement over the Turbo Animator... honestly, if there's no noticeable difference, then just go back to using your Turbo... right? I mean everyone has an opinion, and I appreciate hearing others' take on the issue--but I can't help but wonder... is it easier to say you don't see something (such as an improvement to your automaton's overall performance by using a higher-quality item) primarily because you "want" the devs to make a new animator?... I too "would" love a new animator IF I felt it was necessary... as I previously mentioned... I don't think it's necessary.

If SE feels a new animator is needed because the current ones are just not performing as intended.... then so be it. However, as a pup (and I've been playing the job since its inception)....having had experience with all 3 animators, I can say... it's not the animator that's the issue... if you don't have a +1...get it. If you do and you still want a new animator, then perhaps the issue lies somewhere else. I'm just sayin'.

Define what improvements you are seeing between turbo and +1 and provide the tests and data to prove it. Otherwise, the only difference between the two are an additional +2 Dex for the master and +HP/MP for the automaton. Thus, the only improvements you should see are +1% acc (if uncapped), +crit rate, and your automaton not dropping below the hp/mp threshold to cast drain/aspir as often.

As for the OP, I am in favor of increasing maneuver duration and at least one more new animator. Would not mind an animator +2 with blue box to complement WoE+2 and AF3+2.

Yukichibi
03-10-2011, 11:10 PM
I am puppetmaster since the job release, and i agree that every pup need to know, to fell, the overload coming, you can only sense it with hours of ply, but maneuvers, are seriously too short in duration, if i melee i am half the time spamming maneuvers, so it delays my melee speed, 1 seconds for each maneuver.
For the animators i think it's a great idea, but it needs to be put in ammo slot so we can change them without losing our TP. (and also we can use things like Thew Bomblet)

xbobx
03-10-2011, 11:40 PM
Please no more magian, magain is not fun, it is painstackingly boring. I really dont want to have to do it 5 times or so. I would quit immediately if that happened.

If it was maybe 2 simple trials then fine, but if it was a full line , eek no way.

xiozen
03-10-2011, 11:56 PM
Define what improvements you are seeing between turbo and +1 and provide the tests and data to prove it. Otherwise, the only difference between the two are an additional +2 Dex for the master and +HP/MP for the automaton. Thus, the only improvements you should see are +1% acc (if uncapped), +crit rate, and your automaton not dropping below the hp/mp threshold to cast drain/aspir as often.

As for the OP, I am in favor of increasing maneuver duration and at least one more new animator. Would not mind an animator +2 with blue box to complement WoE+2 and AF3+2.

Consider everything I'm saying as my opinion, as such the need to provide tests and data to prove it is moot, since opinions do not require proof. If you don't believe me, then don't believe me. SE developed this game and the animators... if anyone can provide proof of the differences between the animators, I would recommend redirecting your request for proof, to them.

An animator +2 to enhance the animator +1, would be a very nice addition to the game and since having the Turbo Animator was not a requirement in order to obtain the Animator +1, to be consistent I'd suggest not making it a requirement to have a +1 ver in order to obtain a +2.

TrentWeskin
03-11-2011, 12:28 AM
At the same time though, Having only 3 animators by the time were level 90 isn't really all that impressive.
In regards to some comments regarding manuevers. My only suggestion was to have the duration increased. Something along the lines of this:

Job Ability: Burden Reactor
Recast: 5 minutes
Extends the duration of a maneuver to 5 minutes.
While Burden Reactor is active, the selected maneuver will not be over written or subject to consumption via the following attachments:
(Ice Maker, Flame Holder, Schurzen, Condenser, Economizer)

This would be great

xiozen
03-11-2011, 12:31 AM
At the same time though, Having only 3 animators by the time were level 90 isn't really all that impressive.
In regards to some comments regarding manuevers. My only suggestion was to have the duration increased. Something along the lines of this:

Job Ability: Burden Reactor
Recast: 5 minutes
Extends the duration of a maneuver to 5 minutes.
While Burden Reactor is active, the selected maneuver will not be over written or subject to consumption via the following attachments:
(Ice Maker, Flame Holder, Schurzen, Condenser, Economizer)

This would be great

I think this would be overpowered. Any abilities need to tie to something which cannot be abused... this would not be realistic with the way the game is currently set-up.

TrentWeskin
03-11-2011, 12:33 AM
How would this be overpowered exactly? You have 1 maneuver that will be 5 minutes and can't be over written.
You still need to maintain the other two. It's not making the maneuver any stronger, just a longer duration.

xiozen
03-11-2011, 01:17 AM
How would this be overpowered exactly? You have 1 maneuver that will be 5 minutes and can't be over written.
You still need to maintain the other two. It's not making the maneuver any stronger, just a longer duration.

I stand corrected. I mis-read the ability to represent all 3 not just one... now I see it's "selected maneuver". Ok. I can definitely see the benefit. Good point.

Lushipur
03-11-2011, 03:28 AM
Consider everything I'm saying as my opinion, as such the need to provide tests and data to prove it is moot, since opinions do not require proof. If you don't believe me, then don't believe me. SE developed this game and the animators... if anyone can provide proof of the differences between the animators, I would recommend redirecting your request for proof, to them.



i still dont understand what are you talking about.

liv 1 animator give no bonus;
liv 40 turbo animator give +2 dex...wiki say that may increase automaton response time but i never read of test and data to confirm this;
liv 71 animator+1 give +4 dex and an amount of hp/mp based on frame;

thats all.

TrentWeskin
03-11-2011, 03:31 AM
@ Ramenuzumaki

Your ideas regarding animators is somewhat interesting however, the fact that you would need to swap out animators each time you did a maneuver is a bit daunting. Also, the fact that you would need an animator for each element and would lose TP each time you did a maneuver isn't exactly ideal.
The idea I purposed was more focused on the roles an automaton plays rather than the maneuvers used.
So realistically with the idea I purposed, you would need only 5 Animators as opposed to having to carry 8.

Sentinel Animator -Valoredge (Tank Build)

Trivelino Animator - Harlequin (Melee DPS Build)

Eagle Eye Animator -Sharpshot (Ranged DPS Build)

Divine Animator – Soulsoother/StormWalker (Healing Build)

Grim Animator –Spirit Reaver/StormWalker (Magic DPS build)
.

xiozen
03-11-2011, 04:38 AM
i still dont understand what are you talking about.

liv 1 animator give no bonus;
liv 40 turbo animator give +2 dex...wiki say that may increase automaton response time but i never read of test and data to confirm this;
liv 71 animator+1 give +4 dex and an amount of hp/mp based on frame;

thats all.

You've made it pretty obvious you don't know what I'm talking about. I repeat my earlier suggestion---redirect your inquiry to the SE Devs... I'm sure they'll shed some light on the animator +1 for you and it's functions. But consider this... SE has pointed out in the past that many items have "hidden" functions... I'm not sure if you are aware of this. From my personal experience with this particular item, I'm fairly positive, it too, has a hidden function(s)... but again, it's my opinion. I'm just thankful to have it.

Cheers X_X

TrentWeskin
03-11-2011, 04:48 AM
You've made it pretty obvious you don't know what I'm talking about. I repeat my earlier suggestion---redirect your inquiry to the SE Devs... I'm sure they'll shed some light on the animator +1 for you and it's functions. But consider this... SE has pointed out in the past that many items have "hidden" functions... I'm not sure if you are aware of this. From my personal experience with this particular item, I'm fairly positive, it too, has a hidden function(s)... but again, it's my opinion. I'm just thankful to have it.

Cheers X_X

Lushipur is stating the fact that the hidden effects are already known.

http://wiki.ffxiclopedia.org/wiki/Animator_%2B1

They are less than amazing is what he is saying.
Please pay attention to what people are writing before you post.

Dfoley
03-11-2011, 05:45 AM
The Animator +1 is so much more efficient than the Turbo Animator... I've noticed a significant difference in performance of my automaton when using the +1 over the Turbo...

Here is the issue, we know there hidden effects. The problem is they are known and are not that spectactular. In fact all the pups I know with this animator have never said anything other then "its nice if you have it, but its not required".

Perhaps you can say HOW or WHAT the difference in performance is? I dont notice anything. So maybe you can tell us what you think the hidden effects are or what you think its doing, because frankly we are all at a loss because we haven't noticed anything and you aren't telling us anything other then "zomg i spent weeks getting this dont make something better that i have to replace my hard work with".

Does your pet crit more, cast faster, overload less? I mean WHAT are you talking about?

xiozen
03-11-2011, 06:10 AM
Lushipur is stating the fact that the hidden effects are already known.

http://wiki.ffxiclopedia.org/wiki/Animator_%2B1

They are less than amazing is what he is saying.
Please pay attention to what people are writing before you post.

I think it's because I was paying attention that I got so lost in this discussion in the first place... I stand by my original position. /cheers ^.^

xiozen
03-11-2011, 06:12 AM
Here is the issue, we know there hidden effects. The problem is they are known and are not that spectactular. In fact all the pups I know with this animator have never said anything other then "its nice if you have it, but its not required".

Perhaps you can say HOW or WHAT the difference in performance is? I dont notice anything. So maybe you can tell us what you think the hidden effects are or what you think its doing, because frankly we are all at a loss because we haven't noticed anything and you aren't telling us anything other then "zomg i spent weeks getting this dont make something better that i have to replace my hard work with".

Does your pet crit more, cast faster, overload less? I mean WHAT are you talking about?

Your questions are valid... don't get me wrong... so let me suggest you re-equip your Turbo Animator and play around with your automaton for awhile. Then re-equip your Animator +1 and take your auto for a ride... you'll experience what I continue to tell you... there is a profound difference between the two. ^.^

Zhronne
03-11-2011, 09:05 AM
Loved these suggestions, alas I think they're hardly likely to happen =/

Dfoley
03-11-2011, 11:50 AM
Your questions are valid... don't get me wrong... so let me suggest you re-equip your Turbo Animator and play around with your automaton for awhile. Then re-equip your Animator +1 and take your auto for a ride... you'll experience what I continue to tell you... there is a profound difference between the two. ^.^


No offense but gonna say you are seeing things, 1 hr of each on in abyssea and noticed nothing other then the dex/hp/mp, so just come out and say what mystical thing you think you are seeing, cause I sure am not seeing crap

TrentWeskin
03-11-2011, 03:33 PM
Loved these suggestions, alas I think they're hardly likely to happen =/

Yes but there is always some glimmer of hope that these suggestions will be implemented, although not as I have had them intended but in some other way.

Lushipur
03-11-2011, 04:23 PM
i suppose xiozen knows what tactical processor does too...but we have to ask the developer and not him...just lol

however, even if animator+1 have some other hidden effect, some new animator that power up a specific frame would be welcomed

actually we can do magian and get a pdt h2h for valoredge, a mac/mab h2h for spiritreaver and a few other dd h2h for sharpshot.

thung is, we lose the bonus on the master. a new animator will give us the possibility to double the bonus on the pet or have both master and pet a different bonus.

xiozen
03-11-2011, 10:25 PM
Its my hope that, based on the suggestions posted thus far on this forum and the other FFXI's out there, that the pending pup-date will take these into account. I also hope that we're not already at the 13th hour of development at which point SE releases the update as is and then based on these suggestions, does a 180 to patch it... that's always a possibility; especially since were we already informed that "something was coming...". Something, I assume that has already been in the works for a bit now.

At best that's probably what we'll be looking at---a post-patch to a pup-date release with the possibility of adjusting the pup-date based on suggestions made after-the-fact.

Whatever works. XD

Lushipur
03-11-2011, 10:44 PM
Its my hope that, based on the suggestions posted thus far on this forum and the other FFXI's out there, that the pending pup-date will take these into account. I also hope that we're not already at the 13th hour of development at which point SE releases the update as is and then based on these suggestions, does a 180 to patch it... that's always a possibility; especially since were we already informed that "something was coming...". Something, I assume that has already been in the works for a bit now.

At best that's probably what we'll be looking at---a post-patch to a pup-date release with the possibility of adjusting the pup-date based on suggestions made after-the-fact.

Whatever works. XD

i think that too. what is done is done, maybe there is room for little adjustments.
its impossible that based on this topic SE will start now to write the code for the upcoming patch.


what we are posting now is something for the future update ;)
and afterall this is a forum, some speculation is funny :P
and if something we asked become reality its cool ;)

ps: im still waiting to know what do you think animator+1 does :P

Ramenuzumaki
03-11-2011, 10:48 PM
@ Ramenuzumaki

Your ideas regarding animators is somewhat interesting however, the fact that you would need to swap out animators each time you did a maneuver is a bit daunting. Also, the fact that you would need an animator for each element and would lose TP each time you did a maneuver isn't exactly ideal.
The idea I purposed was more focused on the roles an automaton plays rather than the maneuvers used.
So realistically with the idea I purposed, you would need only 5 Animators as opposed to having to carry 8.

Sentinel Animator -Valoredge (Tank Build)

Trivelino Animator - Harlequin (Melee DPS Build)

Eagle Eye Animator -Sharpshot (Ranged DPS Build)

Divine Animator – Soulsoother/StormWalker (Healing Build)

Grim Animator –Spirit Reaver/StormWalker (Magic DPS build)
.

thats exactly how i had put it together. it isnt swapping the animator for each maneuver; its only making the MAIN maneuver you would use with said frame/head combination the only one that would have the extended duration so to not make it too over powered. If you're tanking with valouredge why would you need to pop a super awesome epic light ice or wind maneuver? All you need is the earth maneuver to help you tank, and pop a fire maneuver for WS which would then be consumed by flameholder. As for the other frames I dont even use the shock absorber on them, neither do i use earth maneuvers so swapping out to have a slight duration increase just doesnt seem nessisary.

@Yukichibi: We can use the Thew bomblet. I have the Thew Bomblet macroed in with Weapon Skills. You simply change the threw bomblet with your ws macro, then when you change back to your Animator/Oil combo you lose the 10% TP you got from performing the WS which isnt really that huge of a deal IMHO.

DrWho
03-12-2011, 12:57 AM
Combine the initial Animator and Turbo Animator with Animator+1 with the use of NPC to make an Animator +2 with Eagle Eye, Trivelino all the suggest for 95 level. All this Animator is eating up Storage space. Are making Eagle Eye, Trivelino key item quest. The quest can be a party of 6-18 Puppetmaster only to defeat HM Puppetmaster for a choice of three Animator +2 like Promathia ring. Sentinel and Trivelino animator can be combine and Divine and Grim Animator combine for +2 Animator at lvl 95. PPL have to have level 1 and turbo Animator to enter the fight. The Animator +1 will give you Eagle Eye and the other two feature as a bonus. PPL will try to get the +1 Animator then with the bonus.

xiozen
03-12-2011, 01:59 AM
Combine the initial Animator and Turbo Animator with Animator+1 with the use of NPC to make an Animator +2 with Eagle Eye, Trivelino all the suggest for 95 level. All this Animator is eating up Storage space. Are making Eagle Eye, Trivelino key item quest. The quest can be a party of 6-18 Puppetmaster only to defeat HM Puppetmaster for a choice of three Animator +2 like Promathia ring. Sentinel and Trivelino animator can be combine and Divine and Grim Animator combine for +2 Animator at lvl 95. PPL have to have level 1 and turbo Animator to enter the fight. The Animator +1 will give you Eagle Eye and the other two feature as a bonus. PPL will try to get the +1 Animator then with the bonus.

....um, what?!

chubrocka
03-12-2011, 02:35 AM
I made a thread about the JOB not the animator. Hope most dont think im multi posting..

Ramenuzumaki
03-12-2011, 02:49 AM
i definitely like Ether and Sainly better than Grim and Divine :P

TrentWeskin
03-12-2011, 06:01 AM
i definitely like Ether and Sainly better than Grim and Divine :P

Well Im just happy that everyone is implementing there own suggestions. We need more people like you who are willing to share there ideas. Yes, both of our ideas are polar opposites but both have nice aspects to them.

Keep up the discussion guys.
The more you care and discuss the more attention we are likely to get from the Devs.

Ramenuzumaki
03-12-2011, 09:52 PM
Well Im just happy that everyone is implementing there own suggestions. We need more people like you who are willing to share there ideas. Yes, both of our ideas are polar opposites but both have nice aspects to them.

Keep up the discussion guys.
The more you care and discuss the more attention we are likely to get from the Devs.

I didnt mean the aspects i just meant the names haha. A BLM isnt really Grim, or evil it just casts damaging magic. thats why its considered, "Black." However it does rely on MP, Mana, an energy from the "Ether" to cast it's spells. However, Saintly and Divine pretty much go hand in hand. Divine Seal etc.

KorPoni
03-14-2011, 01:15 PM
I like the animator ideas in that they aren't overpowered. Would be great for 99, since everything needs to be stronger to keep up. But what about the base animator? There'd hafta be one for the trials...maybe this:

Old Animator
All races
Allows use of maneuvers.
75 PUP.

Then the upgraded version, before it branches off to the various other animators:
Unique Animator (Aug, Ex)
All races
Allows use of maneuvers. HP+5
75 PUP

After that, there'd hafta be ones specifically for 75, but I think branching beforehand could be done.

Siviard
03-14-2011, 02:46 PM
I don't mind having multiple animators as long as they were storable via Porter Moogle NPC. Besides, I like doing Magian Trials, especially on my PUP!

Ezikiel
03-15-2011, 01:07 AM
i would like to see for PUP animators with element affinity on them that you can get through magian trials that would severly reduce overloading for that one element. just an idea i know swapping them causes tp loss but still give us something. it wouldnt be too bad because for my RNG PUP my primary move i use is wind for acc eva and rang attk speed

KorPoni
03-15-2011, 05:23 AM
I think, but not 100%, swapping animators kills maneuvers too. I like your idea of elemental based animators, but the only way to introduce that fully without imbalancing it, to my opinion, is to increase slightly the threshold of overload for 7 of the elements to decrease threshold severely for the animator's element. Here's maybe one attempt:

Gyro Animator (Aug, Ex)
All Races
Agi+3, allows use of maneuvers
Reduces chance of overload with wind manuevers, but increases chance with other maneuvers.
Automaton: Ranged Acc+3, Evasion+3
75 PUP

Gyro Animator +1(Aug, Ex)
Agi+3, Evasion+3, allows use of maneuvers
Reduces chance of overload with wind maneuvers, but increases chance with other maneuvers.
Automaton: Ranged acc+4, Evasion+4
80 PUP

Solar Animator (Aug, Ex)
Str+3, allows use of maneuvers
Reduces chance of overload with fire maneuvers, but increases chance with other maneuvers.
Automaton: Attack+3, Double Attack+2%
75 PUP

Solar Animator +1(Aug, Ex)
Str+3, Attack+3, Allows use of maneuvers
Reduces chance of overload with fire maneuvers, but increases chance with other maneuvers.
Automaton: Attack+4, Double Attack+3%
80 PUP

Awezomeos
03-15-2011, 05:41 AM
I dont like the idea of multiple new animators. Give me one animator to rule them all !

Turbo Animator +2
Allows use of maneuvers.
Reduces Overload Rate.
Increases Elementall capacy for each element +2
Adds 1 Aditional Attachment Slot.
Adds the use of 1 additional Maneuver to maximun of 4 active Maneuvers
Increase Maneuver duration 50%
Puppetmaster Level 90

Hidden Effect: Automaton Combat Skills +5
Hidden Effect2: Adds regen refresh and regeain 1/tic
Hidden Effect3: Automaton HP+100 MP+100

Obtainable throu trial of magians: Kill certain ammounts of mobs where automaton needs to do finishing blow with certain Maneuver up at the time of death.

Maybe bit Over the Top but well, why not?:cool:

KorPoni
03-15-2011, 05:49 AM
So, if you're going to do all that, why not this:

Missile Launcher Animator
Allows use of up to ten maneuvers.
Removes chance of overload.
Automaton: Attacks can hit as if they were ranged.
Automaton: Melee attacks and ranged attacks never miss.
Automaton: All damaging spells and attacks do 9999 damage.
Automaton: Triple attacks every attack.

It's nice to have alot of good effects, but you gotta be realistic. You can throw a wishlist of obviously unobtainable bonuses, or you can be creative and give SE something to think about.

Awezomeos
03-15-2011, 06:00 AM
So, if you're going to do all that, why not this:

Ridicolous Animator
Allows use of up to as much maneuvers till your whole screen is full with them
Overlaod converts into Overdrive.
Automaton: Attacks can hit as if they were ranged.
Automaton: Melee attacks and ranged attacks never miss.
Automaton: Additional effect Death on melle effects and can cast Deathga.
Automaton: Grants Automaton Hundret fists and INstacast.



Fixed for you
My Animator is not that unrealistic for an emperian Animator +2.

Ezikiel
03-15-2011, 07:45 AM
I think, but not 100%, swapping animators kills maneuvers too. I like your idea of elemental based animators, but the only way to introduce that fully without imbalancing it, to my opinion, is to increase slightly the threshold of overload for 7 of the elements to decrease threshold severely for the animator's element. Here's maybe one attempt:

Gyro Animator (Aug, Ex)
All Races
Agi+3, allows use of maneuvers
Reduces chance of overload with wind manuevers, but increases chance with other maneuvers.
Automaton: Ranged Acc+3, Evasion+3
75 PUP

Gyro Animator +1(Aug, Ex)
Agi+3, Evasion+3, allows use of maneuvers
Reduces chance of overload with wind maneuvers, but increases chance with other maneuvers.
Automaton: Ranged acc+4, Evasion+4
80 PUP

Solar Animator (Aug, Ex)
Str+3, allows use of maneuvers
Reduces chance of overload with fire maneuvers, but increases chance with other maneuvers.
Automaton: Attack+3, Double Attack+2%
75 PUP

Solar Animator +1(Aug, Ex)
Str+3, Attack+3, Allows use of maneuvers
Reduces chance of overload with fire maneuvers, but increases chance with other maneuvers.
Automaton: Attack+4, Double Attack+3%
80 PUP


I dont like the idea of multiple new animators. Give me one animator to rule them all !

Turbo Animator +2
Allows use of maneuvers.
Reduces Overload Rate.
Increases Elementall capacy for each element +2
Adds 1 Aditional Attachment Slot.
Adds the use of 1 additional Maneuver to maximun of 4 active Maneuvers
Increase Maneuver duration 50%
Puppetmaster Level 90

Hidden Effect: Automaton Combat Skills +5
Hidden Effect2: Adds regen refresh and regeain 1/tic
Hidden Effect3: Automaton HP+100 MP+100


Obtainable throu trial of magians: Kill certain ammounts of mobs where automaton needs to do finishing blow with certain Maneuver up at the time of death.

Maybe bit Over the Top but well, why not?:cool:

I like this post its good idea except the Bold part we all know aiming for one maneuver in that area can send you to overload and that would severely drag out a magian trial

Miera
03-15-2011, 08:12 AM
Maybe we should get an emp animator I mean the animator is our AF item we should be able to upgrade it to level 90. I think our merits if we ever get new merit abilities we should merit the doration and effectiveness of manouvers.

It also wouldn't hurt for a Fast Cast attatchments and maybe a cure Potency one as well. I'd also like to be able to macro the attatchments into my aninmator without manually doing so..