View Full Version : Questions for the Community Rep Moogles
Keepsake
10-13-2011, 07:21 AM
(Thanks in advance for taking the time to read / hopefully answer this question)
I've been playing Puppetmaster since release date and through its many ups and downs has still held the title as my favorite job in Final Fantasy XI. A question has always lingered in the back of my mind when it comes to the Animator Ranged Slot Item and it's overall purpose for the Puppetmaster. In a lore-standpoint, it makes sense for the master to have an item in which to control the automaton's actions (animator sending / receiving messages between master and automaton). Though in a gameplay standpoint, the animator is portrayed as an awkward contraption taking up (not just 1 but 2) item slots in our equipment screen. The questions I'm asking have been tossed around the community since ToAU's release, with varied answers but nothing in concrete proof stated by the programmers / creators of Final Fantasy XI:
1.) In the March 23, 2010 (JST) Update http://www.playonline.com/pcd/verup/ff11us/detail/5338/detail.html Puppetmaster's hand-to-hand skill was raised from C to B+. At release, our Throwing Skill (C+) was higher than our primary weapon's skill (C). Why was a skill in which Puppetmasters have no viable way to level (except with items such as Trollbane from Aht Urhgan) higher than our own hand-to-hand skill?
2.) Is there a connection between throwing skill and our "connection" between our automatons?
3.) Our Animators (4 at this time) come with varied flavor text (most indicating an improvement of commands relayed to our automatons) and some come with a hidden DEX modifier. As VIT is a modifier for the Dragoon's Jump, is DEX a modifier for Maneuvers (decreasing overload, improvement of response between a delivery of a maneuver and the corresponding action [Flashbulb, Strobe]).
3.) Animators cannot be thrown (as many of us have discovered first-hand). Yet they act as a Ranged Slot item, impeding us from equipping other items in our Ammo slot which can be equipped by our job (Hedgehog Bomb, Thew Bomblet). Adding to this situation, if we unequip our Animator to equip said item, we lose control of our automaton and our TP resets. Other jobs which have companions that aid them in battle (Summoners, Dragoons, and Beastmasters) have no problem with this, as they require no additional item to relay commands. Was this something that was intended from the implementation of Puppetmaster? If so, any reasoning behind the concept?
Extra.) I'm sure the Puppetmaster community is grateful for the continuous maintenance of our job, and the possible AI and attachment overhaul coming in the following months. The versatility of our frames is one of my drawing factors to this job, but I find Valoredge to be not as strong to the role visualized (thought of as a viable lower content / solo tank [with attachments such as Equalizer, Strobe, Hammermill, Flashbulb, Armor Plate]). Is this something that will be addressed in a future content patch or is he working as intended? *Is the a role concept for the Harlequin frame? (this is more out of curiosity).
Thank you for your time and consideration of these questions.
Dfoley
10-13-2011, 09:07 PM
3.a) Dex - Only affects certain maneuvers (thunder)
Fire - str
thunder - dex
wind - agi
ETC
If dex affected maneuvers at all you would notice a difference in AI behavior in and out of abyssea as you add + 90 dex. Being as that isn't the case, it is more likely a compensation for our low latent skill (what used to be C rank).
3b) Ahh animators. No other pet job has as little control over a pet as the one job required to full a useless item. SMN and BST can literally pick the abilities they want a pet to use. DRG (now) can also pick to heal/nuke regardless of sub. PUP however, cannot. We can 'influence' behavior by throwing a maneuver up and hoping the machine behaves, but thanks to one of the worst AI systems in a game, it in effect turns the one job who should have direct control of their pet (sense they use a device to control it) into the one job that basically has a honey-badger pet. It does what it wants.
Kristal
10-14-2011, 06:40 PM
I really hope they come through with those much-needed AI fixes. HP:15/3000 and the maton casts Viruna. Casting a 6k Thunder V on a thunder-absorbing enemy. Not cast anything on a particularly magic evasive mob. Not casting Regen III because the mob is below decent challenge. Interrupting Cure VI on subtargets because the main target died. Etc etc.
No wonder people laugh at PUP... even Maat ridicules us... ("Why, you're just a pup.")
Dfoley
10-14-2011, 08:46 PM
Yeah, it was nice to see it (3x) in the dev posts yesterday that we are in fact one of the top priorities.
xbobx
10-15-2011, 12:13 AM
I just hope they look at our suggestions, but filter out the stupid ones. What is sad is for the most part, the fixes to pup are very simple.
Cures - look at hp first, decide best suited cure spell. Since puppet understands percentages, and although its not ideal, fyi master at 30 percent hp or below cast cure 6, if at 60% and below, cure 5
If light manuever up cast cure, if water up cast Na, if neither is up, bad puppetmaster.
Weaponskills - allow us to macro the weaponskill, that way we can choose what to use and when so no more wasted tp, no more ruby, no more dammit Sharpshoot used Barrage I lost all my wind with a fire up now you used arcuballista.
Attachments, have them scale by level like so many things in the game. 100 stoneskin is great at level 5, not so much at level 95, it should be at around 500.
Make the Puppets specialize more in their job, Sharpshot is a ranger type, lets have it actually shoot at the rate of a xbow ranger, that way we can choose to have sharpshot stand at melee range for extra tp, or stand back out of aoe and still actually do damage although slightly less. This is how it should be. FYI SE Ranged attack on Sharpshot should not be considering a JA it is an attack.
I would even considering a switch on puppet, automatic or manual override. Automatic it works as is now, on manual override we macro in /pet "Cure IV" <me>, /pet "Thunder IV" <t>. etc based on timers. That way if we want to just farm and be a bit more lazy how auto, on auto. ( could have down sides)
But do not, and I repeat do not put in charges. I will leave game immediately if we can choose what ws we use but you put on a charge system. Want Armor piercer, thats 3 charges, so you have to wait 3 mins, so you have 100 tp you can choose arcuballista.
Dfoley
10-15-2011, 04:54 AM
OMG... wait till you see the jp post on pups today :-D
Bare in mind my jp is terrible:
Automaton associated AI review
Magic Additions/Adjustments
For each category, such as enfeebling magic / enhancement magic, recast intervals have been set to be independent. ※ Cure, regeneration, magic status affect curing is set to have a separate cooldown.
New magic/ magic adjustments:
Protect (I ~ V) / shell (I ~ V) / Stoneskin / Haste / Phalanx / erase / Abuzoatori / dispel / Dread Spikes / Adol / Regen IV ※ Phalanx and Stoneskin are cast only on the master. ※ Protect, Shell and Haste will cast on all party members and the master.
Stormwaker will be getting Elemental magic Tier IV.
Cure Cure V and VI useage will depend on the degree of HP lost on the target.
Weapon Skill Adjustment
Magic Mortar will do a set amount of damage
Adjust fire automaton (???)
Elimination of the distance correction ranged attack
Related PUP changes:
We are addin a job ability to cure status ailments on the automaton (Lv30: 1 minute reuse)
Repair oil will be consumed and will remove abnormal status effects on the automaton (Only status effects normally cureable with Erase) to recover.
The above changes depend on the Tier of Oil being used and can remove up to four status anomalies. Additionally, we are adding Oil level +3 (Lv80 ~) .
There is more about attachments but just figured Id give a heads up.
Dfoley
10-15-2011, 05:16 AM
Attachment-related
For the following attachments, raising the effective rate of increase depending on the number of maneuvers
Flash / inhibitor / flame holder / steam jacket / A. Repair Kit II
2 → 1 reduction in the required elemental capacity cost
R. Shield / Scope / Schurzen / Volt gun
Adjusted the performance of the following attachments
Attachment******** How it was adjusted
R. Shield********** Additional bonus to the amount of damage depending on the skill of the frame counterattack
Mana Booster******** Changed to Fast Cast
Drum Magazine******** Reduced the hit rate down
Replicator******** Depending on the number of wind maneuvers consumed, increase the number of blinks
S. Absorber******** Depending on the number of earth maneuvers, and the combat skill values of the frame, adds a bonus to the amount of damage mitigated
Armor plate/armor plate I******** non-physical damage up effective defense - change (looks like increases magic dmg, decreases physical, again my jp is terrible :( )
Analyzer******** The effect will increase up to 3 times for consecutive moves used
Hammermill ******** Always changed to hit Shield Bash
Volt gun******** Eliminated the level dependency, depending on the number of Thunder Maneuvers and combat skill value of the frame, adds a bonus to the amount of additional damage that can be dealt
Heatsink******* Lowers the probability of being overloaded, for all maneuvers → not just fire maneuver
Damage guage******* Reduces the recast of Cure magic
Eraser******* Modified to recover more than one status ailment and consumed Light Maneuver ...something
WOW.
BTW, the untranslated spells:
* Abuzoatori = Absorb-Attri (like the lv91 DRK spell).
* "Adol" should be Addle.
Automaton associated AI review
Magic Additions/Adjustments
For each category, such as enfeebling magic / enhancement magic, recast intervals have been set to be independent. ※ Cure, regeneration, magic status affect curing is set to have a separate cooldown.
/cheer. About time, but much better late than never!
Protect, Shell and Haste will cast on all party members and the master.
!!!!! That's more than I expected, and enough to get me back interested in PUP after leaving it mostly alone in the past couple months.
Adjust fire automaton (???)
Could this mean adjusting the trigger maneuver mechanics?
For the following attachments, raising the effective rate of increase depending on the number of maneuvers
Flash / inhibitor / flame holder / steam jacket / A. Repair Kit II
Hmm... does that mean Flash might actually generate significant enmity now?
2 → 1 reduction in the required elemental capacity cost
R. Shield / Scope / Schurzen / Volt gun
Not really a big deal. Scope is still the only one of the four likely to be worth taking up one of the 12 valuable attachment slots, and 1 wind reduction only leaves room to add Replicator if you're using the standard Turbo Charger/Barrage Turbine/Scope setup. Though if the Volt Gun buff is strong enough, maybe it becomes useful.
Mana Booster******** Changed to Fast Cast
That's... kind of a nerf in my eyes. But perhaps understandable if they're splitting the spells into different category recast timers, I guess that might have messed up the Mana Booster's universal spell timer reduction effect. Cures aren't too hurt since the Damage Gauge changes cover that, but it does slow down nuking unless they reduced the elemental magic recast timer.
S. Absorber******** Depending on the number of earth maneuvers, and the combat skill values of the frame, adds a bonus to the amount of damage mitigated
About damn time.
Armor plate/armor plate I******** non-physical damage up effective defense - change (looks like increases magic dmg, decreases physical, again my jp is terrible )
That's pretty odd. I was pulling for straight up PDT attachments, but oh well.
Heatsink******* Lowers the probability of being overloaded, for all maneuvers → not just fire maneuver
LOL they are really worried about overload, huh?
Damage guage******* Reduces the recast of Cure magic
I like it. Will be good combined with the cure spell timers being on their own timer as opposed to a universal spell timer, and paired with Mana Booster for fast cast.
xbobx
10-15-2011, 06:57 AM
Looks like Harly is back, those Drk spells, I will bet everything on they will go to harly. So he will be of use again. So melee tank, melee dd, ranged DD, support, curing, nuker.
I think the automation fire with ??? is no more ws based on maneuvers, I think it will be able to choose the ws as a macro.
WOW.
BTW, the untranslated spells:
* Abuzoatori = Absorb-Attri (like the lv91 DRK spell).
* "Adol" should be Addle.
/cheer. About time, but much better late than never!
!!!!! That's more than I expected, and enough to get me back interested in PUP after leaving it mostly alone in the past couple months.
Could this mean adjusting the trigger maneuver mechanics?
Hmm... does that mean Flash might actually generate significant enmity now?
Not really a big deal. Scope is still the only one of the four likely to be worth taking up one of the 12 valuable attachment slots, and 1 wind reduction only leaves room to add Replicator if you're using the standard Turbo Charger/Barrage Turbine/Scope setup. Though if the Volt Gun buff is strong enough, maybe it becomes useful.
That's... kind of a nerf in my eyes. But perhaps understandable if they're splitting the spells into different category recast timers, I guess that might have messed up the Mana Booster's universal spell timer reduction effect. Cures aren't too hurt since the Damage Gauge changes cover that, but it does slow down nuking unless they reduced the elemental magic recast timer.
About damn time.
That's pretty odd. I was pulling for straight up PDT attachments, but oh well.
LOL they are really worried about overload, huh?
I like it. Will be good combined with the cure spell timers being on their own timer as opposed to a universal spell timer, and paired with Mana Booster for fast cast.
I think ill go cry a bit now.
idk about the direct translation, but it sounds as if armor plates will be straight -DT? not just mdt or pdt? or aditional magic damage taken, reduced physical dmg taken.. like a jelly ring. that'd balance it out with mana jammers.
i'm hoping its the former, but it's probably the latter.
xbobx
10-15-2011, 07:59 AM
nvm, yay english translation
Camate
10-15-2011, 08:14 AM
Howdy!
Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
Attachments
Increased the effect boost based on number of maneuvers for the following attachments
Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
Lowered the required capacity from 2 to 1 for the following attachments
Reactive Shield/Scope/Schurzen/Volt Gun
Attachment adjustments as follows
<table width="580" border="0" cellpadding="4" cellspacing="1" align="center" class="ta01"><tr valign="middle" align="center" class="th01"><td width="20%" align="center" class="th01" bgcolor="#a8d0d7">Attachment</td><td width="80%" align="center" class="th01" bgcolor="#a8d0d7">Adjustments</td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Reactive Shield</td><td bgcolor="#eaf2f3"> Added a bonus to the amount of spike damage dealt based on the frame’s skill level </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Mana Booster</td><td bgcolor="#f5fafb"> Effect changed from shortening recast times to that of a fast cast effect </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Drum Magazine</td><td bgcolor="#eaf2f3"> Lessened the negative impact to accuracy </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Replicator</td><td bgcolor="#f5fafb"> Increased the number of shadows based on the number of wind maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Shock Absorber</td><td bgcolor="#eaf2f3"> Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Armor Plate<br>Armor Plate II</td><td bgcolor="#f5fafb"> Effect changed from increasing defense to decreasing the amount of physical damage taken </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Analyzer</td><td bgcolor="#eaf2f3"> Tripled the amount of damage that can be mitigated </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Hammermill</td><td bgcolor="#f5fafb"> Shield Bash will be 100% accurate when Hammermill is equipped </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Volt Gun</td><td bgcolor="#eaf2f3"> Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Heatsink</td><td bgcolor="#f5fafb"> The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Damage Gauge</td><td bgcolor="#eaf2f3"> Shortened the recast time for cure spells </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Eraser</td><td bgcolor="#f5fafb"> Changed so that only light maneuvers are consumed to fix multiple status ailments </td></tr></table>
Automatons
Re-examine automaton logic
Add/adjust spells
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
*Cure, regen, status ailment recovery spells will each have their own recast times
The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members
Tier IV elemental spells will be added to Stormwaker Y-700
Cure IV or Cure V will be chosen based on remaining HP
Weapon skill adjustments
Magic Mortar will have a set amount for its minimum amount of damage
Sharpshot automaton adjustments
Distance adjustments will be removed for ranged attacks
Puppetmasters
A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
*Automaton oil+3 (Lv80+) will also be added.
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!
Mizuharu
10-15-2011, 09:24 AM
Howdy!
Automatons
Re-examine automaton logic
Add/adjust spells
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
*Cure, regen, status ailment recovery spells will each have their own recast times
The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members
Tier IV elemental spells will be added to Stormwaker Y-700
Cure IV or Cure V will be chosen based on remaining HP
Weapon skill adjustments
Magic Mortar will have a set amount for its minimum amount of damage
Sharpshot automaton adjustments
Distance adjustments will be removed for ranged attacks
http://www.youtube.com/watch?v=P3ALwKeSEYs
Psion
10-15-2011, 10:14 AM
HOLY...
AFK, DYING OF SUPREME BLISS
Wow, just... wow. The amount of win in these adjustments is so much that I feel like I won first prize in the California lottery. The only thing off the top of my head that isn't on here is making it so you can deploy automatons at 21 yalms so that magic bots can start casting out of range, adjusting sharpshot so it fires shots much quicker when its out of melee range, letting us get a real ranger bot when melee isn't an option, and having it so magic and ranger automatons don't run in to melee when deployed at max range. (though that would be prefered only if you did the other two adjustments I suggested)
Everything else is... Well, 3 years late, but incredibly welcomed by the community! Tell the dev team we love them now. Go ahead, Camate, give them a kiss for us! \:D/
Vagrua
10-15-2011, 11:39 AM
The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
I really hope the automaton doesn't spam these over nukes once implemented. I already have enough trouble with it spamming aspir with 900+ mp and drain if it takes any dmg whatsoever.
brayen
10-15-2011, 11:53 AM
ill be negative nancy for a min before i spazzum with joy:
protect and shell casted on a full pt is gonna be a hell of a lot of mp and haste spam not as much mp but will be sweet pt support.
k now i spazzim with joy
@@^%@#$^$%^!#$$#^
really like most/all of these changes, i know it wont make pup a zomg DDer but it is the direction i want to see the support frames going and seems like itll fix the caster jobs a good margin. espechially since na and cures are split /drools
Mp might actually become a concern now but its a bit early to say just yet.
One last thing to note is the use of cure 4 and 5, this seems great to help combat any mp problems, however don't we get cure 6 too? i mean it might be a slight oversight and probably not too important, in either case im giddy like a school girl for these changes.
EDIT:
I really hope the automaton doesn't spam these over nukes once implemented. I already have enough trouble with it spamming aspir with 900+ mp and drain if it takes any dmg whatsoever.
Peple seem to keep missing this awesomeness part of the post:
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
*Cure, regen, status ailment recovery spells will each have their own recast times
which if read correctly means dread spieks follwoed immedietly by a nuke should be possible, absorbe should also be a dark spell not elemental
Alhanelem
10-15-2011, 01:41 PM
Added a bonus to the amount of spike damage dealt based on the frame’s skill level Can you please clarify this? I assume you mean based on the frame's *highest* skill level? or do you mean combined? Each frame other than valoredge has more than one skill.
Cure IV or Cure V will be chosen based on remaining HPWhat about cure VI?
Regardless:
OMG I think I did something in my pants. HOLY SHIAT this is the best PUPdate ever.
Can you please clarify this? I assume you mean based on the frame's *highest* skill level? or do you mean combined? Each frame other than valoredge has more than one skill.
What about cure VI?
Regardless:
OMG I think I did something in my pants. HOLY SHIAT this is the best PUPdate ever.
think he means while VI is default it will switch to V and IV now when they are enough
brayen
10-15-2011, 02:29 PM
think he means while VI is default it will switch to V and IV now when they are enough
oh that would make sense, i read it more like it will sue 5 and 6 only, where 4 was ment to be 6...but if what you say is the correct EVEN BETTER!
Zirael
10-15-2011, 03:43 PM
Automatons
Re-examine automaton logic
Add/adjust spells
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
Took only 5+ years of constant complaints by anyone seriously trying to play PUP. Looks like PUP will be more useful especially in low-man situations with this.
Darkvalkyr
10-15-2011, 06:05 PM
http://www.youtube.com/watch?v=P3ALwKeSEYs
I have to post this again from that guy above. My feelings exactly.
Mayoyama
10-15-2011, 07:03 PM
http://www.youtube.com/watch?v=VLnWf1sQkjY&ob=av3e
nuff said >.>
Zhronne
10-15-2011, 09:54 PM
My opinions on your post, Camate
Lowered the required capacity from 2 to 1 for the following attachments
Reactive Shield/Scope/Schurzen/Volt Gun
That's good news, altough I was hoping for a couple more reductions. Lately we got so many good attachments that we can't combine because of the total limit on frame.
Especially the 6 light slots for Soulsoother, I think it should have 7 slots just like every other frame in its "main element".
Mana Booster: Effect changed from shortening recast times to that of a fast cast effect
Ehr... this would have sucked with the old system, but since we now have separate cooldowns I guess this is actually a welcome change.
Everything else was awesome but I was expecting some due fix to those attachments that you can get from ENM or Ob like "Attuner" or "Target Marker". These work only on enemies that are "Even Match" or higher, and sometimes they do not work at all. It's a shame. This limit should be removed imho.
Also, it's also a shame there is no word of fix concerning the 8 "The Ashu Talif" attachments.
More options to obtain them? Higher drop rate from the BC itself?
Ease up the pre-requisite to enter the BC so that you can more easily let friends help you out? Allow you to enter with 2 people instead of the 3 people limit? Things like that.
Some of those 8 attachments are still the best there's out there, and the prices are still incredibly retarded.
Re-examine automaton logic
This is AWESOME.
It's all we've been asking for, I can't express in words how much I'm happy about it :)
Only thing I'm concerned atm is that with all those timers our automatons will cast a lot more spells. This could potentially create issues to mana? I dunno, guess we'll have to try out. Mana is definitely NOT an issue at all atm, but with that many spells cast it could become one.
I noticed a couple of strange things among those added in the list though. Dispel and Erase spells? Wow... what about the two attachments Eraser and Disruptor? :D Guess they won't be that useful anymore, at least on mage frames.
Weapon skill adjustments
Due adjustments.
Too bad you aren't fixing the "select by maneuver" system... guess you're happy with that. I still find it retarded but oh well, no big deal I suppose.
I noticed you fixed the Distance issue for Sharpshoot, but you did not increase the distance at which Sharpshoot and the mage frame can cast spells, which is very short, putting them within the range of dangerous AoE from Enemies.
Would it not be possible to increase it a bit? At least over 15 yalms, a lot of AoE have 15 or less range, at least the automatons could be safe from those and be hit only by AoE with range higher than 15 yalms.
And what about the fact that Sharpshoot's ranged attacks are considered a Job Ability and, hence, cannot become a Critical Hit?
Automaton oil+3 (Lv80+) will also be added.
Any chance this will stack up to 99? It's a big inventory issue to keep several stacks of Automaton Oil when you could just keep one if they stacked up to 99.
I'm a bit confused by the new JA that removes status effect though
With Erase, Eraser and the enhanced Repair with PUP AF1 feet, did we really need a JA to remove several status effect from our automaton wasting an oil, when that same oil could be used to give him a very strong regen and still cure it? Dunno, sounds a bit like a useless ability to me.
Now if it didn't consume an Oil it would be fine, but with an oil consumed I'd rather use just Repair with Puppetry Babuches.
xbobx
10-15-2011, 11:03 PM
I really hope the automaton doesn't spam these over nukes once implemented. I already have enough trouble with it spamming aspir with 900+ mp and drain if it takes any dmg whatsoever.
I will mention this again. This maybe a stretch but think guys. We have been wanting harly to be part of the action again for some time, so take a look at those spells. Do they fit VE or SS? No, they have no mp. Do they fight rdm, whm, blm puppet? No, those spells are to help with melee damage. What other frame do we have that does melee dmg but has mp? Harly.
Those spells I will bet will be for harly only, and will be probably over lvl 75 or so. They are giving us another option for a melee fighter that can absorb, dread spikes and cure itself. At least that is my take, because it makes sense.
Zhronne
10-15-2011, 11:12 PM
Does definitely make sense
brayen
10-15-2011, 11:24 PM
that makes terrible sense. you could have a case for the new buffs pro/shell/haste/stoneskin/phalanx but i somehow doubt it.
I do wonder how the new individual cast/recasts affect ADD method. i can easily see it trying to cast a dark spell over a nuke in these cases, unless they really are adjusting the AI so well it will only use them absorb/drain/aspire as a second priority and/or with a dark maneuver up...im being optimistic as the majority of these changes seem really nice and right on the mark.
Nice work Dev team, I tip my capello to you.
Zhronne
10-16-2011, 02:30 AM
The way I see it, ADD was a "trick" we were *forced* to use to overcome the job's countless limits.
Once the job starts working as it should always have, ADD becomes something nobody should ever use and I'd be more than fine in SE furtherly discouraging its usage.
Mizuharu
10-16-2011, 05:52 AM
When will these changes be applied to the test server?
MDenham
10-16-2011, 06:44 AM
When will these changes be applied to the test server?I'd guess early November.
Siviard
10-16-2011, 08:06 AM
I can't wait to try this out on the test server!
Dfoley
10-16-2011, 08:53 AM
Just to clarify.
It does say in the JP version that it includes cure vi in the new healing algorithm.
Manabooster for fast cast makes perfect sense now that we can have 4-5 different spells on different times. No more reducing the recast time on nukes, but I totally give up those 2-6 seconds any day.
Buffs will most likely be redmage/white mage head. Most likely WHM. No reason to believe its harlequin...
Repair oils and the new JA: if its on a faster recast time (and seperate than regular repair) its a welcome addition imho. Sadly i doubt they will add stacks of 99 for repair oil.
Things still missing:
Heat capacitor -> Supposed to remove the flame consumption ( was promised a while ago)
Scanner -> fix? change? I know its supposed to scan for elemental resistance, any chance it can not nuke a mob that is healed by fire with fire >< Also can it stop the silence on crabs ><
Tactical processor -> Does something?
Cant wait for this to hit test, I will test it all and post updates when it goes. My 95 pup is already copied and has all attachments so will keep everyone updated.
Camate, Please pass on my gratitude to the dev team. Thank you for listening to the PUP community on the most important issues. I am looking forward to testing these adjustments on the test server and in Final Release.
Dawezy
10-16-2011, 12:58 PM
Any chance of the specific numbers being released? like the post a while back with this in it;
Earth Attachments
• Armor Plate: Defense (+10%/+15%/+20%/+25%)
• Armor Plate II: Defense (+20%/+25%/+30%/+35%)
So the new ones are -5% PDT -10% PDT -15% PDT -20% PDT etc
Psion
10-16-2011, 06:36 PM
Hopefully the armor plates give a hefty PDT bonus, because even with the boost they gave to automaton defense, they still take hits like wet tissue. :s
brayen
10-16-2011, 06:42 PM
did they actually give them a def boost? i had thought it was just giving us that job trait stout servant.
Zhronne
10-16-2011, 08:46 PM
Repair oils and the new JA: if its on a faster recast time (and seperate than regular repair) its a welcome addition imho. Sadly i doubt they will add stacks of 99 for repair oil.
I agree with the 99 stacking, but one man can hope, right?
As for the JA of course it's gonna be on a different timer than Repair. I'm not saying I'm not welcoming this new JA, just that it's a bit "stupid". We already have Repair + Puppetry Babouches for that. We have the new Eraser, we have automatons that can cast Erase, why would we want to waste a repair oil for this new JA?
I'm sure there are situations (like when Repair is on cooldown) but I would have liked this JA more if it didn't consume an Oil.
Scanner -> fix? change? I know its supposed to scan for elemental resistance, any chance it can not nuke a mob that is healed by fire with fire >< Also can it stop the silence on crabs ><
I'm afraid this might be more complicated than we thought to develop.
Probably they don't have a field "This target casts magic" in their database. That's the reason why they used the "This target has MP" as discriminating variable.
Supposing this is true, to solve this issue they would need to update the database for ALL the targets and add a new field. Seems highly unlikely to happen if you ask me.
I'm pretty happy for this update, my only small disappoinment/concerns are
I was expecting more attachments to be updated. Especially those who work only on EM+ targets. Shame...
I was also expecting a larger update on elemental capacity. Like giving 7 Light slots to Soulsoother, or reducing the elemental requirement on way more attachments. There are so many insanely good combinations that we can't make use of because we lack space. Mainly Light, secondarily Thunder and last Fire. It's okayish for the other slots I guess.
MP will definitely become an issue unless they give us a general mp cost reduction for all mage automatons, like... dunno, 10%? Relying on ADD is stupid imho. As I mentioned before that's a stupid mechanic that was never planned to be used (of course...), yet players had to rightfully exploit it to overcome the job's limits. I don't really want to resort using on ADD once more after these fixes :(
brayen
10-16-2011, 09:20 PM
You have to understand this whole upcoming update is mostly for pup to be honest. While i am sure there will be future adjustments i can only assume that this is what they can officially say will be getting worked on for the coming update. I personally can not see 1 bad in the announcement bearing they dont make the AI worse. I think the mp issue will not be that bad, we do have a lot of mp reduction attachments, and prior they took very little priority to most pup and if it does become an issue this just means you need to be a bit more conservative about deploying your puppet fulltime as it should be i think, not like you lose out on much by keeping your mage bot idle when nothing is needed within a pt situation..as for low man i rly doubt mp will be an issue, maybe in pts of 4+ i would venture a guess...
in short looks VERY promising, cant wait and to be honest alot of the players concerns are being met as far as the pup community went i think.
Dfoley
10-16-2011, 09:30 PM
You know there is already an attachment that reduces MP cost right? No real need for an mp cost reduction
Kristal
10-16-2011, 09:37 PM
I'm afraid this might be more complicated than we thought to develop.
Probably they don't have a field "This target casts magic" in their database. That's the reason why they used the "This target has MP" as discriminating variable.
Supposing this is true, to solve this issue they would need to update the database for ALL the targets and add a new field. Seems highly unlikely to happen if you ask me.
It might be possible to check for the spell count though. Any caster has a spell list. Crabs have MP, but no spell list. NIN or BRD mobs have no MP but a spell list. The problem might be in the difference between JAs and spells though. If both are internally the same thing, just using different resources, then a spell list count would need a SilenceableCount...
So yeah, it's complex.
xbobx
10-16-2011, 11:00 PM
It might be possible to check for the spell count though. Any caster has a spell list. Crabs have MP, but no spell list. NIN or BRD mobs have no MP but a spell list. The problem might be in the difference between JAs and spells though. If both are internally the same thing, just using different resources, then a spell list count would need a SilenceableCount...
So yeah, it's complex.
they were able to fix the issue with Fellows, so I see no reason why it can't be easily done with puppet
Kaych
10-17-2011, 01:08 AM
Man, this is awsome news for PUPs. I am really happy for you guys!!
Now, if you will excuse me, I'll be in the SMN forum complaining ^_-
Zhronne
10-17-2011, 02:44 AM
You know there is already an attachment that reduces MP cost right? No real need for an mp cost reduction
You talking about Power Cooler or Mana Conserver?
Both are nice but require you a slot. If you equip Power Cooler for example, u're not gonna equip loud+loudII+icemaker.
It's a good option for soulsoother (I already use it), but I dunno if that's gonna be enough, even factoring Mana Converter.
Guess we'll see once the update is up, but my feeling is that it might not be enough.
Dfoley
10-17-2011, 10:08 AM
Well the only thing it will matter for is rdm/whm pet.
BLM pet will now just aspir / nuke on separate timers and will most likely not get any of the buffs/cures.
Zhronne
10-17-2011, 03:56 PM
True. Spiritreaver shouldn't be too spammy. No more fear about wasted cooldowns for Drain/Aspir/Absorb-Int.
Still another thing that they should fix is the max range the pets can be engaged. I think atm it's something like 13/14 yalms?
Asking for them to give us >20' range would be too much, but at least they should allow us to reliably keep them at >15'.
The majority of TP moves are within 15 yalms of range after all, being able to keep them at that range would already be useful enough.
For mage automaton there's a "trick" to keep them at max range (deploy, let him cast spell, then retrieve. He will return to you at whatever range you are and continue its casting), but it's annoying.
For the RNG automaton there is no trick at all if I recall. This is even more important now since we should be allowed, in theory, to reliably use Drum Magazine and keep the pet at distance.
I guess in the end this is a minor issue, after all we're about to get we probably have no right to complain. Actually... I think I'm the only one complaining about this?
Zhronne
10-17-2011, 04:00 PM
And I forgot to say something that nobody mentioned so far but that was mentioned in the whining threads some time ago: the new useability of the RDM pet.
There have been many times where I felt I didn't need the full power of the Soulsoother while soloing stuff, but I would have wanted something in between, able to give me some minor buff, minor cures, but also some nukes here and there.
Stormwaker would be awesome for that but its spell list wasn't updated.
Now that it can cast T4 spells, you can put a Vivi-valve to make his Cure IV stronger, and it will be an awesome companion for those situations.
I'm really excited, can't wait to try it while soloing in Grounds of Valor :) Anybody has a favoured GoV to suggest? I only tried the Zeruhn Mines one so far because it's very fast to get to, but I found it too overcrowed and mobs were a bit too easy; everything is EP. Now I'm not asking for VT+ mobs, but I would have loved some DC/EM mobs.
Would have loved to try the KRT GoV but the book is too far and I'm scared about blood aggro.
About GoV, you should choose your area with a reward you need in it imo. The sky one is nice if you need the skill up earring (one of the 3 first teleports > promy > sky. It takes 2 min from jeuno to the camp), the entrance is where you fight despot so you dont have to walk kinda ^^
Zhronne
10-17-2011, 04:39 PM
The Magic skillup earring? Could use that for sure.
Altough tbh I don't know if I have the patience to do GoV for like 5 days in a row to stack up the buffs D: But I guess it's worth trying.
What do you fight up there in the Shrine of Ru'Avitau? Weapons? The AoE tp move could be annoying to deal with. Maybe some pot? Would gain the enhanced bonus of blunt damage.
It's the melee skill up earring in sky (i guess). If i remember right, the magic skill up earring is in gustav tunel.
About the mobs i fight, i take the page 1 (10 arcana mobs), 5 (7 evil weapon mobs) and 4 (7 statue mobs). That takes me 20-25 min for the 3 pages. I have the time to do the page 2? with elementals mobs but it's dangerous because if someone open/close the yellow/blue door, you can not come back w/o zone so i usually do the first 3 pages, then i kill 6 mobs of the page 4 (the statues) and i wait the next day to kill the last one.
I guess it's the best possible way in sky because the other mobs are not close and you can only do 1-2 pages per day with them.
About the aoe tp move, it's not really a problem. It miss you most of time and you only take 50-80 dmg when you can not evade it (a bit less for the maton)
Zhronne
10-17-2011, 08:21 PM
I wasn't worried about AoE move on myself, more on my pet taking damage. But I'd probably be using RDM/WHM one so that shouldn't be a big concern.
And about pages, I think I'd much rather get the same one with the "repeat" option and repeat it over and over and over and over without having to go back to the Book.
Thanks for the hints tho :)
It's not 1 "boost" per page and per game day ?
Zhronne
10-17-2011, 08:54 PM
Yes, just like the special book Points you get.
But the point is that I *personally* find it annoying having to stop to go back to the book, then back to the camp. So I prefer using the repeat option and stay there for a few hours at least :D
lol ok ok ^^
EDIt: it seems they updated this part, now you can have a boost on the same page, during the same game day
HimuraKenshyn
10-17-2011, 10:37 PM
All i can say is SWEEEEEEEEETTTTTTTTTTTT........
Annalise
10-17-2011, 11:32 PM
Things still missing:
Heat capacitor -> Supposed to remove the flame consumption ( was promised a while ago)
A few other people mention this I've seen...
Originally they said they were going to remove the flame consumption. Later on, they stated that they changed their mind and that they weren't going to. So really, they're no longer going to.
EDIT: Just looked... I can only find the part where they said they were adding it, then they said they were postponing it... I swear I saw one that said they were scrapping the idea... but perhaps I am wrong on that one.
And I was also thinking about the mana booster... If the fast cast is significant (i.e. casts the spell a few seconds faster) technically it still is reducing recast time, because the timer starts counting down recast faster. Also, individual spells should be up faster (i.e. Thunder V) which is nice.
Kristal
10-18-2011, 01:00 AM
True. Spiritreaver shouldn't be too spammy. No more fear about wasted cooldowns for Drain/Aspir/Absorb-Int.
Still another thing that they should fix is the max range the pets can be engaged. I think atm it's something like 13/14 yalms?
Asking for them to give us >20' range would be too much, but at least they should allow us to reliably keep them at >15'.
The majority of TP moves are within 15 yalms of range after all, being able to keep them at that range would already be useful enough.
You can deploy your (caster) maton at 17' from target, but if the maton isn't closer to the mob then you it will run into melee range of it.
What needs to happen, is to increase max_deploy range to max_ranged_attack range (25') or max_weapon_draw range (30'), and then let the maton run towards the mob until it gets close enough to cast on it. That's the same distance normal mages stand when dealing with the overly abundant 20' aoe. If you want to deploy the automaton in melee range, all you need to do is run into melee range yourself, or use a combination of heads and frames.
Zhronne
10-18-2011, 03:06 AM
I know what you mean, but asking for 20.1 yalms may be too much. I'd be happy enough to see it stay at 15,1 yalms honestly >_> It always get hit by 15 yalms AoEs :(
It was a pain especially at Anguis back at level 80, I Remember I had to abuse the deploy > let it start casting > retrieve, but it was still painful, Anguis has a lot of dangerous AoEs :(
Altough Anguis probably is not a good example here, since if I'm not wrong he has quite a lot 20 yalms ones?
brayen
10-18-2011, 03:42 PM
i think the main point is there has to be a risk, even whm gets bombarded by spells and ja that require closer range, what they want is to make sure if we are going to be meleeing we cant just have a safe nuker/healer in the back. Weather this is overpowered or not i dun think it would matter but i dont think it is needed either. Only thing id liek ot see is a "Stay" command so its easier to position it if anything.
post these changes i would just like to see a tweak to maneuver durations, mainly for the pain and delay they cause. but they said they were not doing this already i think so hoping these changes are as good as they sound.
Kristal
10-18-2011, 04:29 PM
i think the main point is there has to be a risk, even whm gets bombarded by spells and ja that require closer range, what they want is to make sure if we are going to be meleeing we cant just have a safe nuker/healer in the back. Weather this is overpowered or not i dun think it would matter but i dont think it is needed either. Only thing id liek ot see is a "Stay" command so its easier to position it if anything.
BLMs/WHMs generally don't bother with spells that put them inside the aoe range... and where a BLM/WHM can spam nuke/cure spells, the automaton can only cast one spell every so often. (Even the upcoming change won't let it spam cure spells like a WHM or RDM can.) So it's more of a risk vs reward thing, and automatons don't have the luxury of having other players around to cure them or to spam nukes (the reward) but still are expected to eat every aoe beyond 10' (and if you misjudge your deploy range, right up to melee).
A Stay command would be a nice thing, since it also allows the automaton to remain in position between battles and even to remain in combat mode. It would prevent Cure VI being cancelled because the mob died, allows the maton to cure/remove status effects between mobs without deploying on an unclaimed target, avoid having the rescue/reposition the maton due to the mob running to a party member and out of range. On the negative side, you run more risk that the maton cannot target the mob with enfeebling/nuke spells, or even to cure you or the tank due to walking or being knocked out of range. It would be like a WHM under the effect of unerasable Bind while the tank gets pummeled just outside cure range. So such a Stay ability would have to be used in the right place at the right time, or it might work against you. Perfect for PUPs :D
brayen
10-18-2011, 06:15 PM
I meant more like stay the command..as in it will remain still till commanded to engage or retrieve., it would still move into range when deployed to atk, this should result in their natural max distance for atk <ranger and mage> but will ease pet positioning as well i think...but you actually make a great point on one thing, having to deploy is another bit that could be mounted onto it, where in this "stay" command it will still cast buffs/na/cures...that actually would be supreme for when you dont want your whm bot in range i think. i mean i know it isnt perfect or anything but i think it would be great if at the very least positioning , as in when the mobs attention moves the battle to point b and your pet ends up meleeing its face which in tern makes it eat breath spells, and the only way then to reposition would be to move yourself back retieve and redeploy or dance with the mob and spin it.
..i hope that made sense lol
Dfoley
10-19-2011, 02:00 AM
I would love to see it so if you deploy, no matter what, it goes in to melee range.
With the stipulation that they add specialized deploys:
level 20: Deploy at range (For SS, forces it to stay at max range)
Level 50: Deploy on party (For whm/rdm, allows for beneficial spells to be cast outside of combat/without a BT)
Zhronne
10-19-2011, 05:31 PM
Oooh that would be a cool idea, but it's sooo not going to happen :P
brayen
10-19-2011, 09:12 PM
Oooh that would be a cool idea, but it's sooo not going to happen :P
they said the same thing about spells being on their own cast timer and about puppet casting the correct cure and about haste and dispel...u get the point ;p
any chance we are seeing this changes this year? anyone knows?
Dfoley
10-20-2011, 09:38 AM
I was thinking it was gonna hit test late this week/next week, then prolly live by december. But with the new update schedule its hard to tell.
they mention thf war and scholar updates, but there's no mention of puppetmaster updates, not even on the roadmap or on the text on the post, i think we need some kind of clarification from one of the mods.
Zhronne
10-21-2011, 03:38 AM
I always assumed it would have gone live with the next big patch (i.e. the level 99 cap).
January?
according to the road map, November.
Mizuharu
10-21-2011, 09:23 AM
according to the road map, November.
The road map is for the test server. So the actual update would most likely be a month or so later.
Did they say anything about the Sharpshot frames Ranged attacks being able to critical hit after this latest pupdate?
Bayohne
10-22-2011, 05:20 AM
We appreciate that so much feedback has been posted even though we have yet to make changes to the test server. I'm sure you can imagine these are major changes, so before implementation we have to perform a large number of QA tests.
We are working hard to get this ready for you as soon as possible, and hopefully you will able to try this out on the test server at the end of next week. Please continue to submit your feedback!
One more thing-
The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members
It seems that there are some players who are worried about the line “*Protect, Shell, and Haste will only be used on the master and party members” so I will clarify this a little bit.
Currently Protect, Shell, and Haste can only be used on the master and on party members in conjunction with water maneuvers and the Soulsoother C-1000 head. Thus, there is no need to worry about the automaton using enhancing magic willy-nilly.
Darkvalkyr
10-22-2011, 05:48 AM
It's rare to use Water Maneuvers as is, so I guess I can live with Water Maneuver as a 'help my party!' command.'
Alhanelem
10-22-2011, 05:56 AM
It's rare to use Water Maneuvers as is, so I guess I can live with Water Maneuver as a 'help my party!' command.'
Not rare for me, I keep spamming them for better skill up rates. :p
Glamdring
10-22-2011, 09:11 AM
Howdy!
Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
Attachments
Increased the effect boost based on number of maneuvers for the following attachments
Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
Lowered the required capacity from 2 to 1 for the following attachments
Reactive Shield/Scope/Schurzen/Volt Gun
Attachment adjustments as follows
<table width="580" border="0" cellpadding="4" cellspacing="1" align="center" class="ta01"><tr valign="middle" align="center" class="th01"><td width="20%" align="center" class="th01" bgcolor="#a8d0d7">Attachment</td><td width="80%" align="center" class="th01" bgcolor="#a8d0d7">Adjustments</td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Reactive Shield</td><td bgcolor="#eaf2f3"> Added a bonus to the amount of spike damage dealt based on the frame’s skill level </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Mana Booster</td><td bgcolor="#f5fafb"> Effect changed from shortening recast times to that of a fast cast effect </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Drum Magazine</td><td bgcolor="#eaf2f3"> Lessened the negative impact to accuracy </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Replicator</td><td bgcolor="#f5fafb"> Increased the number of shadows based on the number of wind maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Shock Absorber</td><td bgcolor="#eaf2f3"> Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Armor Plate<br>Armor Plate II</td><td bgcolor="#f5fafb"> Effect changed from increasing defense to decreasing the amount of physical damage taken </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Analyzer</td><td bgcolor="#eaf2f3"> Tripled the amount of damage that can be mitigated </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Hammermill</td><td bgcolor="#f5fafb"> Shield Bash will be 100% accurate when Hammermill is equipped </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Volt Gun</td><td bgcolor="#eaf2f3"> Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Heatsink</td><td bgcolor="#f5fafb"> The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Damage Gauge</td><td bgcolor="#eaf2f3"> Shortened the recast time for cure spells </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Eraser</td><td bgcolor="#f5fafb"> Changed so that only light maneuvers are consumed to fix multiple status ailments </td></tr></table>
Automatons
Re-examine automaton logic
Add/adjust spells
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
*Cure, regen, status ailment recovery spells will each have their own recast times
The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members
Tier IV elemental spells will be added to Stormwaker Y-700
Cure IV or Cure V will be chosen based on remaining HP
Weapon skill adjustments
Magic Mortar will have a set amount for its minimum amount of damage
Sharpshot automaton adjustments
Distance adjustments will be removed for ranged attacks
Puppetmasters
A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
*Automaton oil+3 (Lv80+) will also be added.
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!
I got to admit, this all looks pretty sweet, especially the fix to rdm auto, my personal pet peeve. But a word of caution to the pups and those about to bandwagon: THIS IS THE TEST SERVER! There is nothing to say how much of this will actually make it to the real game. Reading a few of the entries I'm skeptical of them reaching, or at least without a significant nerf from the current description.
brayen
10-22-2011, 09:22 AM
oh sweet the news keeps getting better! never use water manuvers with heal bot out, thats perfect i think lol. Much appreciated on that tid-bit of info
Darkvalkyr
10-22-2011, 10:04 AM
Not rare for me, I keep spamming them for better skill up rates. :p
Haha...well, I just capped magic after getting percolator, using beadeaux (last time we'll ever get that chance to do this before update for AI hits!)
oh sweet the news keeps getting better! never use water manuvers with heal bot out, thats perfect i think lol. Much appreciated on that tid-bit of info
If the auto stops spamming Cure VI and V unnecessarily, I think using this will really be handy - especially lowman.
Alhanelem
10-22-2011, 11:07 AM
BTW:
I don't feel that there's any good reason why the automaton shouldn't be able to cast protect/shell on itself.
Technically, the BLM head-equipped auto will be able to obtain protect or shell from monsters with Absorb-attri, which is ironically more than can be said for the WHM head in this case.
brayen
10-22-2011, 01:35 PM
i actually find it strange as well that buffs don't apply to the puppet, i can maybe understand shell as shell + some of its defensive attachments would make it strong to any nukes, but frankly for how weak it is i think that would be fine since protect will have little ot no bearing on its defense.
If i do recall right beastmen pup are somewhat strong to magic as well? and/or immune to some debuffs?
Personally i would like it if they let it buff itself, however with all the good in the incoming updates for pup i feel it this may anger the FF gods and they might throw a wrench into our pup AI for asking for it lol...so for now just going to say it would be nice!
xiozen
10-22-2011, 06:57 PM
i actually find it strange as well that buffs don't apply to the puppet, i can maybe understand shell as shell + some of its defensive attachments would make it strong to any nukes, but frankly for how weak it is i think that would be fine since protect will have little ot no bearing on its defense.
All the more reason to test on the test server; the actual defensive capabilities of the automaton once all of the changes have gone into effect--as you pointed out; adding "additional" buffs to defense via Protect or magic def. via Shell etc. may be a bit much with the revamped attachments... so we'll have to wait and see.
brayen
10-22-2011, 10:43 PM
yeah need to see some testing, but i somehow think it might not be enough, i mean i still see the puppet getting one shotted on several occasions and by simple analysis of the information given, i would wager it not being enough. In particular when you compare it to the sweet buff wyverns got last update. Had my wyvern tanking an NM for a bit while i waited for back up lol.
Chamaan
10-23-2011, 01:44 AM
Think you could tell us straight out if we get dread spikes too or if the puppet only casts it on itself? It'd settle a few bar bets.
And yeah, we need to see just how much the -pdt on attachments will be. What I'd actually like to see is an Occasionally Annuls Damage attachment. Something that activates at like 5% with no maneuvers would make a fantastic dark slot attachment for non-casting jobs that wouldn't get dread spikes anyway. 20% null damage with three darkness up isn't completely OP for Valoredge or Sharpshot, considering you lose all the buffs from your other maneuvers for a 1/5 chance of dmg negation.
Or more realistically, something for severe damage that eats a dark maneuver.
MDenham
10-23-2011, 07:03 AM
Or more realistically, something for severe damage that eats a dark maneuver.It's going to be an earth maneuver for that, more likely than not, since all of the spells that handle "severe damage" are Earth element.
Kristal
10-24-2011, 05:08 PM
It's going to be an earth maneuver for that, more likely than not, since all of the spells that handle "severe damage" are Earth element.
Schurzen already does something very similar, and it is indeed an Earth attachment. Doesn't work on magic damage though.
Zhronne
10-24-2011, 05:44 PM
Did they say anything about the Sharpshot frames Ranged attacks being able to critical hit after this latest pupdate?
No, and that's likely never going to happen because it would be too much of a hassle for them to do it.
Basically ranged attacks cannot crit because they are considered TP moves, not real Ranged Attacks.
TP moves cannot crit, hence Sharpshoot's ranged attacks cannot crit either.
I have no clue why they had to code Sharp's ranged attacks that way. Why didn't they code them as "Ranged attacks" from the beginning? I wonder what the real problem was...
Etrigan
10-24-2011, 10:09 PM
I'm surprised no one has said "Let us deploy on players that we want the automaton to cure" in this thread yet.
Ciecle
10-24-2011, 10:32 PM
I'm surprised no one has said "Let us deploy on players that we want the automaton to cure" in this thread yet. (i know it's not related to deploying the puppet to cure but still >.>)
I see a bad picture coming with that...
THIS JUST IN!
RAGE OF THE PUPPET(master?)!
Today we've received word that puppets around the world are turning against the humans! Who is to be blamed for this sudden onset of slaughter? Why it's our fellow colleges the Puppetmaster! Here's a puppetmaster now!
Puppetmaster, What made you throw your puppet at that poor thief?
<Puppetmaster> "He called me Lolpup!"
But doesn't everyone call "pup" Lol?
<Puppetmaster> "Yes. It's why they should watch their backs!"
You heard it here first folks don't call puppetmasters "lolpup" or you're liable to wind up with a puppet attached to your ankles!
Etrigan
10-26-2011, 02:20 AM
(i know it's not related to deploying the puppet to cure but still >.>)
I see a bad picture coming with that...
THIS JUST IN!
RAGE OF THE PUPPET(master?)!
Today we've received word that puppets around the world are turning against the humans! Who is to be blamed for this sudden onset of slaughter? Why it's our fellow colleges the Puppetmaster! Here's a puppetmaster now!
Puppetmaster, What made you throw your puppet at that poor thief?
<Puppetmaster> "He called me Lolpup!"
But doesn't everyone call "pup" Lol?
<Puppetmaster> "Yes. It's why they should watch their backs!"
You heard it here first folks don't call puppetmasters "lolpup" or you're liable to wind up with a puppet attached to your ankles!
Now that I think about it, it would be fun to throw my puppet at people who say lolpup...
Chamaan
10-28-2011, 02:23 AM
It's almost "the end of next week". Can we get an update on if we can try this stuff out over the weekend? I'd like to know so I can clear my Saturday to just spend some quality time with Sancho.
xbobx
10-28-2011, 02:50 AM
You should know by now that when SE says" try by end of the week" you should add another 2 weeks on that.
Glamdring
12-02-2011, 08:14 AM
You should know by now that when SE says" try by end of the week" you should add another 2 weeks on that.
lol, just like when they say "update coming in November" you should plan on february, and in the heart of NA Primetime playing time.