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Artaniss
02-07-2013, 07:36 AM
Hey guys level 58 now, and man I overloading like mad. Even when I only cast two say water maneuvers it happens. Can anyone explain what I need to do to not overload so much? Thanks...

P.S. I do cast a lot of say water or whatever man I need to help out. For exmample. I use water alot to help with my Auto's mana> Grant it not 3 in a row but like 2 then another man then water agian when I am able. SO maybe its because I cast to much of one element?

Karah
02-07-2013, 08:22 AM
Pup is a really -really- flawed job. I love pup, don't get me wrong, but if you -ever- use back to back same maneuver, you're going to overload every single time.

Rotate them, use every overload piece of gear possible (neck hands body which you can't really get yet)

Try never to use water > water, but use water > earth > light (example) > back to water. Keeping up 2 of the same element realistically requires the JA cooldown. @ 95. or the DAD method. Deactivate > Activate > Deactivate to keep heat at 0.

Telford
02-07-2013, 01:31 PM
Depending on your gear and macros its quite possible to to use 3+ of the same maneuver in a row. At 58 you should be macroing in at least Puppetry Dastanas and the Buffoons Collar (no need for +1) for every maneuver. For heavily used maneuvers Ice and Wind in particular you may want to consider macroing in +stat pieces to boost your stats above that of your puppet (keeping in mind that each maneuver increases your puppets stats). As long as your stat is higher than your puppets you have less chance to overload (less burden per maneuver) this is where our odd gear selection comes in handy for an INT/ice maneuver build.

You should read up on overload (http://wiki.ffxiclopedia.org/wiki/Overload) but the short version is


wait about 2 minutes after activating or zoning before spamming maneuvers if you can
macro in overload gear for each maneuver
make a +stat set if you find you overload a lot on a particular maneuver
try to cycle your maneuver to give time for your burden to cool down
try to space your maneuvers every 15-20s apart
equip condenser and/or heatsink

As an aside, why are you using water to help with mana? Do you mean dark maneuvers?

Artaniss
02-08-2013, 12:04 AM
I have power cooler which reduces man point cost, mana booster, loud speaker, which I believe are all water. Although it doesn't say to use water in attachment description but I just assumed that it would help more if water was activated. Please let me know if I am wrong. which is very possible due to me being new :) Thanks...

Dreamin
02-08-2013, 12:49 AM
Not every attachment requires the corresponding maneuver to activate it. So just get to know which one does and try to stack it along with the other maneuvers and just alternate them.

For example, to keep 1x regen (light) and 2x refresh (dark), I just do: Dark -> Light -> Dark -> Wait til 1st maneuvers wear and then reapply. You can still get the occasional overload from no good reasons but it's a much less chance of happening. And do pay attention to what Telford stated above.

Artaniss
02-08-2013, 01:41 AM
HOw ca I tell which attachment requires a maneuver to activate it. The one that I have doesn't say it requires a maneuver but does display 2x water symbols showing that it takes up 2x that element but I thought by still using water it would make it work better. Please let me know. Thanks...

Dreamin
02-08-2013, 03:52 AM
If you look at: http://wiki.ffxiclopedia.org/wiki/Category:Automaton_Attachments

this will list the ones that requires maneuver in the descriptions.

As for the 2x water symbol, I think you're talking about 'elemental capacity' of that attachment which is how much of certain elemental capacity it will cost to be equipped on your pet. Basically, each Head+Body Frame will give you a number of different elemental capacity that you can use for your attachments.

Telford
02-08-2013, 04:43 AM
Most attachments work without its corresponding maneuver, and you're right the more maneuvers of the same element that are active the more powerful the attachments get. Such as the tension spring, with no fire maneuvers you get 3% more attack, with every subsequent fire maneuver active you get an additional 3% attack.

Other attachments require or consume maneuvers for them to work, they are:
Fire Attachments
Flame Holder (http://wiki.ffxiclopedia.org/wiki/Flame_Holder)
Heat Capacitor (http://wiki.ffxiclopedia.org/wiki/Heat_Capacitor)
Reactive Shield (http://wiki.ffxiclopedia.org/wiki/Reactive_Shield)
Strobe (http://wiki.ffxiclopedia.org/wiki/Strobe)

Ice Attachments
Ice Maker (http://wiki.ffxiclopedia.org/wiki/Ice_Maker)

Wind Attachments
Barrage Turbine (http://wiki.ffxiclopedia.org/wiki/Barrage_Turbine)
Replicator (http://wiki.ffxiclopedia.org/wiki/Replicator)
Pattern Reader (http://wiki.ffxiclopedia.org/wiki/Pattern_Reader)**

Earth Attachments
Hammermill (http://wiki.ffxiclopedia.org/wiki/Hammermill)
Schurzen (http://wiki.ffxiclopedia.org/wiki/Schurzen)
Shock Absorber (http://wiki.ffxiclopedia.org/wiki/Shock_Absorber)
Hammermill (http://wiki.ffxiclopedia.org/wiki/Hammermill)*

Thunder Attachments
Heat Seeker (http://wiki.ffxiclopedia.org/wiki/Heat_Seeker)
Volt Gun (http://wiki.ffxiclopedia.org/wiki/Volt_Gun)

Water Attachments
Condenser (http://wiki.ffxiclopedia.org/wiki/Condenser)

Light Attachments
Auto-Repair Kit (http://wiki.ffxiclopedia.org/wiki/Auto-Repair_Kit)/Auto-Repair Kit II (http://wiki.ffxiclopedia.org/wiki/Auto-Repair_Kit_II)***
Eraser (http://wiki.ffxiclopedia.org/wiki/Eraser)
Flashbulb (http://wiki.ffxiclopedia.org/wiki/Flashbulb)
Vivi-Valve (http://wiki.ffxiclopedia.org/wiki/Vivi-Valve)

Dark Attachments
Disruptor (http://wiki.ffxiclopedia.org/wiki/Disruptor)
Economizer (http://wiki.ffxiclopedia.org/wiki/Economizer)
Mana Converter (http://wiki.ffxiclopedia.org/wiki/Mana_Converter)
Mana Tank (http://wiki.ffxiclopedia.org/wiki/Mana_Tank)/Mana Tank II (http://wiki.ffxiclopedia.org/wiki/Mana_Tank_II)***

*Shield Bash damage is increased without maneuvers but an earth maneuver is required for the slow proc.

**thought to behave like the heat seeker

***The repair kits and mana tanks will increase your puppets max HP/MP without maneuvers by using their respective maneuvers you get a regen/refresh effect.

Update: sweetidealism pointed out that volt gun does work without without a maneuver and on closer inspection found a few more attachments that require one.

Artaniss
02-08-2013, 04:58 AM
So the ones that just show the elemental capacity and nothing else does not require a maneuver. But if I do use a maneuver matching the element on the attachment it makes it stronger? For example: Percolator has 2x water elemental capacity but does not display that you have to use a water man. to activate it, but if I do use water the skill gain would be greater then if I had no water man. up correct?

Telford
02-08-2013, 07:54 AM
That's right, the more maneuvers you use the stronger the effect for most attachments. But I think you're a bit confused about the elemental capacities. Every attachment has an element and a elemental capacity. The element determines what maneuver will affect it, so in your example since the percolator is a water attachment, using more water maneuvers will increase the skill up rate (although we still don't know the exact numbers yet). The elemental capacity is how much space it takes up in your automaton and nothing else, this is to prevent you from loading up on all fire attachments for instance.

I like to think of it as you have 12 slots in your automaton for attachments and each head/frame have a different number of elemental connectors/wires that have to be plugged into the attachments for them to work, so a percolator takes up one attachment slot and two water connectors.

Tetsujin
02-09-2013, 10:30 PM
Pup is a really -really- flawed job. I love pup, don't get me wrong, but if you -ever- use back to back same maneuver, you're going to overload every single time.

Rotate them, use every overload piece of gear possible (neck hands body which you can't really get yet)

Try never to use water > water, but use water > earth > light (example) > back to water. Keeping up 2 of the same element realistically requires the JA cooldown. @ 95. or the DAD method. Deactivate > Activate > Deactivate to keep heat at 0.

You absolutely don't need Cooldown unless you want 3 in a row; I've done back-to-back maneuvers since I've had my buffoon's collar way back at the beginning. It's true though, rotating is extremely helpful for keeping your heat levels low.

Also, the DAD method *does not* reset your burden to 0. Every time you Activate your automaton it will begin with a large amount of burden on each element such that a single maneuver can put you into overload. Always be cautious when you DAD your auto.


Edit: As for advice to the new PUP - If you have three maneuvers up and you want to refresh them, it's good practice to wait until the previous one expires before putting up the next. This is because the time it takes for a maneuver to wear off is roughly the same as the time it takes for that maneuver's burden to cool down. This way, you're maintaining equilibrium rather than building burden. Your overload rate will drastically decrease if you do this. Of course, best advice of all is to not get too impatient with maneuvers.

sweetidealism
02-12-2013, 07:53 PM
Most attachments work without its corresponding maneuver, and you're right the more maneuvers of the same element that are active the more powerful the attachments get. Such as the tension spring, with no fire maneuvers you get 3% more attack, with every subsequent fire maneuver active you get an additional 3% attack.

Other attachments require or consume maneuvers for them to work, they are (I might be missing one or two):
Fire Attachments
Flame Holder (http://wiki.ffxiclopedia.org/wiki/Flame_Holder)
Heat Capacitor (http://wiki.ffxiclopedia.org/wiki/Heat_Capacitor)
Reactive Shield (http://wiki.ffxiclopedia.org/wiki/Reactive_Shield)
Strobe (http://wiki.ffxiclopedia.org/wiki/Strobe)

Ice Attachments
Ice Maker (http://wiki.ffxiclopedia.org/wiki/Ice_Maker)

Wind Attachments
Barrage Turbine (http://wiki.ffxiclopedia.org/wiki/Barrage_Turbine)
Replicator (http://wiki.ffxiclopedia.org/wiki/Replicator)

Earth Attachments
Hammermill (http://wiki.ffxiclopedia.org/wiki/Hammermill)
Schurzen (http://wiki.ffxiclopedia.org/wiki/Schurzen)
Shock Absorber (http://wiki.ffxiclopedia.org/wiki/Shock_Absorber)

Thunder Attachments
Volt Gun (http://wiki.ffxiclopedia.org/wiki/Volt_Gun)

Water Attachments
Condenser (http://wiki.ffxiclopedia.org/wiki/Condenser)

Light Attachments
Auto-Repair Kit (http://wiki.ffxiclopedia.org/wiki/Auto-Repair_Kit)/Auto-Repair Kit II (http://wiki.ffxiclopedia.org/wiki/Auto-Repair_Kit_II)*
Eraser (http://wiki.ffxiclopedia.org/wiki/Eraser)
Flashbulb (http://wiki.ffxiclopedia.org/wiki/Flashbulb)

Dark Attachments
Disruptor (http://wiki.ffxiclopedia.org/wiki/Disruptor)
Economizer (http://wiki.ffxiclopedia.org/wiki/Economizer)
Mana Converter (http://wiki.ffxiclopedia.org/wiki/Mana_Converter)
Mana Tank (http://wiki.ffxiclopedia.org/wiki/Mana_Tank)/Mana Tank II (http://wiki.ffxiclopedia.org/wiki/Mana_Tank_II)*

*The repair kits and mana tanks will increase your puppets max HP/MP without maneuvers by using their respective maneuvers you get a regen/refresh effect.

Incidentally, Volt Gun does work without active thunder maneuvers, but it's proc rate will be fairly low and it won't be as potent when it does proc.

Telford
02-12-2013, 11:22 PM
Incidentally, Volt Gun does work without active thunder maneuvers, but it's proc rate will be fairly low and it won't be as potent when it does proc.

Egads you're right! Not having used the attachment since I started playing pup I assumed it worked like the reactive shield. After actually looking at all the attachment pages I found a few I missed so updated my post, thanks sweetidealism.

Emaleth
02-13-2013, 10:55 AM
You absolutely don't need Cooldown unless you want 3 in a row; I've done back-to-back maneuvers since I've had my buffoon's collar way back at the beginning. It's true though, rotating is extremely helpful for keeping your heat levels low.

Also, the DAD method *does not* reset your burden to 0. Every time you Activate your automaton it will begin with a large amount of burden on each element such that a single maneuver can put you into overload. Always be cautious when you DAD your auto.


Edit: As for advice to the new PUP - If you have three maneuvers up and you want to refresh them, it's good practice to wait until the previous one expires before putting up the next. This is because the time it takes for a maneuver to wear off is roughly the same as the time it takes for that maneuver's burden to cool down. This way, you're maintaining equilibrium rather than building burden. Your overload rate will drastically decrease if you do this. Of course, best advice of all is to not get too impatient with maneuvers.

iirc, there was Overload testing done that suggests burden doesn't decay until after a maneuver expires. For matching elements, anyway. Shouldn't be a problem if you're just using one of different types, in any situation.

Also, @OP: Overloading is really only terrible if you aren't properly gearing for it. At 99, it's almost non-existant. I can Activate/DEA and put up maneuvers immediately with no risk. You just need Buffoon's collar, Puppetry dastanas, and AF3 body. Power through it, and you'll be okay once you get to the higher levels. :)

Glamdring
02-23-2013, 10:01 AM
I have power cooler which reduces man point cost, mana booster, loud speaker, which I believe are all water. Although it doesn't say to use water in attachment description but I just assumed that it would help more if water was activated. Please let me know if I am wrong. which is very possible due to me being new :) Thanks...

FYI, the attachments you are talking about are Ice, not water. For regular solo play with mages I'm usually on a 3 manuver spam of Ice>Light>Dark, never overload unless I have tactical processor equipped (which I only do occasionally when I want to try to see a discernable benefit to it, so far I haven't). double or triple manuvers generally aren't necessary outside a few NM/Boss battles. Water I generally only use with the percolator, but it's not really necessary.

Moppet
03-04-2013, 05:55 AM
Pop a heatsink on there and gear swap in the PUP AF Hands and Buffoon Collar when you do a maneuver. Heatsink now reduces overload for all maneuvers instead of just fire (was changed a bit ago).

I'm a 99 pup and can triple stack maneuvers easily without overload, it takes some timing to let your puppet cool down and not do maneuvers as quick as possible, but it's easily doable, keep it up! :)

Rafien
03-13-2013, 04:06 AM
Pop a heatsink on there and gear swap in the PUP AF Hands and Buffoon Collar when you do a maneuver. Heatsink now reduces overload for all maneuvers instead of just fire (was changed a bit ago).

I'm a 99 pup and can triple stack maneuvers easily without overload, it takes some timing to let your puppet cool down and not do maneuvers as quick as possible, but it's easily doable, keep it up! :)

Don't forget the AF3 body+1 or +2 -- Cirque Farsetto +1 -- Reduces "Overload" rate

If you're spamming the same maneuver over and over, just use cool down when it's available and you shouldn't be overloading