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View Full Version : Questions regarding: Puppetmaster "OVERDRIVE" 2-hour ability and it's LACK of USAGE



xiozen
08-15-2011, 10:49 PM
I am writing to ask for clarification regarding the puppetmaster 2-hour job ability Overdrive. It has been widely defined as functioning in this way:

*Overdrive is a Puppetmaster's Two Hour Ability.
Augments the fighting ability of your automaton to its maximum level.
Obtained: Puppetmaster Level 1
Recast Time: 2:00:00
Duration: 0:01:00
In order to use this ability, the Puppetmaster must have an automaton activated.
Grants immunity to overload, although you still accumulate burden. If you are already overloaded, it will not remove the effect.
Vastly increases the automaton's accuracy, attack, defense, evasion, attack speed, and possibly more.
Grants a strong resistence (possible immunity) against enfeebling magic
*taken from ffxiclopedia.org

Does this 2-hour ability function differently than what has been defined above?

Has SE determined whether it is functioning as intended--has it been determined how often, on average, Puppetmasters use the 2-hr ability?

Can it be extended to be similar to the Beastmaster ability "Familiar" in terms of keeping the ability's effect active for 30mins with only ONE "1" automaton active--meaning it would wear off, if the automaton was deactivated?

I understand the Familiar 2-hr works as a "guaranteed" version of the Charm job ability, in that your charmed pet would stay charmed for at least 30 minutes---perhaps something similar can be put in place for the automaton---using Deactivate-Activate-Deploy would cause the "Overdrive" ability to wear off?

SE please explain and clarify the above points or revisit the Puppetmaster 2-hour ability and make it more practical to use--as it stands--merits and Empyrean armor, Artifact armor + macro-able gear designed to decrease overload, has all but made the usage of this ability obsolete.

Thank you for your attention.

Dfoley
08-17-2011, 12:26 AM
Does this 2-hour ability function differently than what has been defined above?

Has SE determined whether it is functioning as intended--has it been determined how often, on average, Puppetmasters use the 2-hr ability?

SE please explain and clarify the above points or revisit the Puppetmaster 2-hour ability and make it more practical to use--as it stands--merits and Empyrean armor, Artifact armor + macro-able gear designed to decrease overload, has all but made the usage of this ability obsolete.

I lol'ed a little while reading this. So the guy who can 'tell' the difference between the performance of all the animators and knew how they stacked with the tactical processor can't figure out of the pup 2 hour works like described?

Now to humor you:

Does it function as described: Yes it does at least every thing described, potentially more stuff, like enhancing the tactical processor!

Is it functioning as intended: Well, when i use my 2 hr my pet becomes more beastly yes. Is it on par with what it was at 75...no not really, its incredibly under whelming

has it been determined how often, on average, Puppetmasters use the 2-hr ability: i would venture a guess that its about as often as a pup does a low man/bcnm/enm/solo battle.

xiozen
08-17-2011, 12:38 AM
I lol'ed a little while reading this. So the guy who can 'tell' the difference between the performance of all the animators and knew how they stacked with the tactical processor can't figure out of the pup 2 hour works like described?

Now to humor you:

Does it function as described: Yes it does at least every thing described, potentially more stuff, like enhancing the tactical processor!

Is it functioning as intended: Well, when i use my 2 hr my pet becomes more beastly yes. Is it on par with what it was at 75...no not really, its incredibly under whelming

has it been determined how often, on average, Puppetmasters use the 2-hr ability: i would venture a guess that its about as often as a pup does a low man/bcnm/enm/solo battle.

Try again... that wasn't very humorous. =/ Rather lacking.... /sigh

Dfoley
08-17-2011, 01:50 AM
Meh, its what i had to work with. Stupid questions yield stupid answers.

Do you honestly think 2 hour use is any reflection on anything when there's maybe 5 full time puppets per server?

And if you can tell the difference between animators and how they stack with tactical processor, why cant you go to abyssea and parse any other hidden effects yourself?

xiozen
08-17-2011, 04:23 AM
Meh, its what i had to work with. Stupid questions yield stupid answers.

Do you honestly think 2 hour use is any reflection on anything when there's maybe 5 full time puppets per server?

And if you can tell the difference between animators and how they stack with tactical processor, why cant you go to abyssea and parse any other hidden effects yourself?

"Stupid questions yield stupid answers." This....

Resulting to insults? I think I'll maintain the high-ground and end this discussion here.

Devs please lock this post.

Defiledsickness
08-25-2011, 04:56 AM
um do you know what 2hours are suppose to do?

as far as i can tell this ability is for zerging. go into a battle, pop 2hour, spam 1manuever x3. i didnt know the enfeebling part but that sounds awesome, no paralyze etc to interrupt your 1minute assault. i mean mnk 2hour is probably the worst at 90 of all 2hours. maybe rng 2hour i dont play rng. sounds good to me in any case.

Etrigan
08-25-2011, 01:26 PM
imo 2hrs aren't something you go popping willy nilly, they are the "oh Sh*t!" Button. I have had several instances while I was exping in a group in the days before abyssea where I was using sharpshot, our whm went down and the pld had already popped invincible once earlier (it wasn't the best party). So I had as fast as I could deactivated, switched to the whm frame with a whole 2 attachments, activated, 2hr'd, light maneuver, deploy, light maneuver, and my little Kagekiyo saved the day!

Now fast forward to today, where EXP happens in an alliance I have in all the time exping pup since the level cap increase/abyssea I have not had a reason to use the 2hr / been on pup enough to have a reason to use it. *grumble grumble stupid yellow procs*

Kristal
08-25-2011, 11:24 PM
I wouldn't make it 30 minutes, but 3 minutes. Overdrive is an ability that slightly increases the automaton's abilities, but it's not an overpowered ability like Chainspell. I think it's 1 minute duration to prevent too much burden to build up, but that has long been a non-issue.