View Full Version : Attachment to rival all others for PUP only players.
Marada
05-03-2013, 01:20 AM
I know it's a long shot, but I'm sure someone else has posted this idea before. How about SE makes a special attachment for PUPs, one that will make people who really love PUP and want to play as that only happy people for just a small portion of the game.
SE should make a TH attachment.
BST get TH pets, so why shouldn't PUP's get TH attachments?
Siviard
05-05-2013, 11:46 AM
And while we're at it, we should get a new animator that gives our Automaton +70 to all stats!
.......oh wait.....Alternator! NVM!
Kristal
05-06-2013, 09:39 PM
And while we're at it, we should get a new animator that gives our Automaton +70 to all stats!
.......oh wait.....Alternator! NVM!
And that's just the base version :D
Theytak
05-07-2013, 06:55 AM
And that's just the base version :D
You can't augment Alternator, sadly. However, it seems like it does more than just str/dex/vit/agi/int/mnd/chr +70 if the recent nuke reports are true.
Ryolen
05-07-2013, 10:24 PM
From my understanding it's +70 to Attack Eva Def Acc Macc Mab too
Nezha
05-07-2013, 11:32 PM
Disclaimer: I've been testing Alternator for past two days, but I play on XBOX360 so I don't have fancy shmancy programs...
-Automaton: STR+70 DEX+70 AGI+70 VIT+70 MND+70 INT+70 CHR+70 MAB+40 (Confirmed)
-And as a result also: ATK+~35 ACC+~35 EVA+~35 DEF+~35 MAB+40 MACC+~35 RACC+~35 RATT+~35 Cure potency bonus, crit rate bonus, accuracy of white magic enfeebles, and magic defense against offensive white/black magic (As a result of INT/MND+70) etc. (Based on how these stats effect players)
-Increase in Automaton base melee and ranged attack damage.
*The stat bonuses don't show up until the automaton is activated.
*Enthunder/Blaze Spikes damage of Volt Gun/Reactive Shield are increased (Enthunder does 100+ dmg with 3 maneuvers).
*Definite increase in Automaton WS/Nuking damage .
*Significant Increase in melee and ranged attack damage (about double).
Personal Notes regarding ongoing RME vs Adoulin Wpn debate:
*Kenkonken works especially well with Alternator for increasing DPS of melee pets. Landed 2500 to 3000 dmg String Shredders on Tough Chapulis in Yahse. (+1 point for RME)
*Rigor Baghnakhs increase overall DPS when using Mage-Type Automatons (WHM/RDM specifically) (+1 for Adoulin Wpn)
*If there is indeed an increase into base damage then this could change what we think we know about animators, and in fact Deluxe Animator might be better than we previously thought. Furthermore, Alternator can also be used to glean into how Automaton WSs and certain attachments may work!
(Really depends on how you play, although if you don't have mythic, Rigor Baghnakhs is without a doubt the best choice save for the other +146 dmg wpn)
Verdict: Alternator is definitely a MUST-have for Puppetmasters.
Theytak
05-08-2013, 03:27 AM
Disclaimer: I've been testing Alternator for past two days, but I play on XBOX360 so I don't have fancy shmancy programs...
Automaton: STR+70 DEX+70 AGI+70 VIT+70 MND+70 INT+70 CHR+70 (Confirmed)
And as a result also: ATK+35 ACC+35 EVA+35 DEF+35 MAB+35 MACC+35 RACC+35 RATT+35 Cure potency bonus, crit rate bonus, accuracy of white magic enfeebles, and magic defense against offensive white/black magic etc. (Based on how these stats effect players)
*The stat bonuses don't show up until the automaton is activated.
*Enthunder/Blaze Spikes damage of Volt Gun/Reactive Shield are increased (Enthunder does 100+ dmg with 3 maneuvers).
*Definite increase in Automaton WS/Nuking damage .
Personal Notes regarding ongoing RME vs Adoulin Wpn debate:
*Kenkonken works especially well with Alternator for increasing DPS of melee pets. Landed 2500-3000 dmg String Shredders on Tough Chapulis in Yahse. (+1 point for RME)
*Rigor Baghnakhs increase overall DPS when using Mage-Type Automatons (WHM/RDM specifically) (+1 for Adoulin Wpn)
(Really depends on how you play, although if you don't have mythic, Rigor Baghnakhs is without a doubt the best choice save for the other +146 dmg wpn)
Verdict: Alternator is definitely a MUST-have for Puppetmasters.
Keep in mind that while str/dex/vit/agi do map cleanly, INT/MND do NOT necessarily mean MAB+35 and Macc+35 in the same fashion. I have absolutely no idea how M.acc is calculated, other than that it's not nearly as cut and dry as physical or ranged acc, but I know with MAB, it and INT are two separate entities, and the only increase they have is indirectly or relative (ie: at a certain point, adding 10int is relatively the same as adding 5 mab, but at other points, adding 10 int is like adding 10 mab. It depends on the target's INT and m.def, and the spell being cast, and a number of other variables).
Also, +70 str and +35 atk from it are not enough to see a MASSIVE increase in string shredder damage (I have no idea how much it does w/o alternator on the same targets, since I haven't even activated SoA yet), though it should be sizable. I'd need to know your attachment set up and how much you do w/o the animator, as well as what aftermath specifically you're using. If the damage is over a thousand higher, there's a lot more at play than just the str and atk, which means the animator may have a hidden flat increase to pet damage/ws damage.
edit: It's MAB+40, apparently, from the nuke testing being done.
Nezha
05-09-2013, 12:08 AM
I was using AM3, but I'll play around with some controls i.e. no attachments or pet stat armor beside Alternator and Kenkonken with and without AM and with and without Alternator.
Nezha
05-09-2013, 01:12 AM
I want to report there must be some kind of base damage increase... Valoredges melee damage average nearly doubled in comparison to using animator +1 and Sharpshots ranged attack damage without a doubt doubled... Because STR+70 ATT+35 can't account for that... There is DEFINITELY more than just all stats+70! Which leads me to believe that possibly animators in general give you pet a base damage boost and therefore deluxe animator might be better than animator+1... Though I always believed the opposite especially due to the HP/MP bonus...
I definitely want to hear from other pups to see if they can replicate my findings..
Theytak
05-09-2013, 08:44 AM
If there's a big boost to flat damage, it should be really easy to test against bunnies outside of sandy.
Sub blm, cast choke to floor their vit, make sure sharpshot has >101 STR, and then give me the numbers of the ranged attacks, both with and without the alternator (and make sure you specify what all you and the puppet are wearing). Basically, I just need sharpshots str, dex, and ranged skill, and the damage done.
Nezha
05-10-2013, 03:55 AM
Sorry I had to work yesterday, but here's what I did:
Sharpshot Head/Frame:
No attatments
Shot with Alternator:
Damage: 876 (this was same for whether or not choke was on or off or if i had attatchments on or not, assuming this means Alternator capped up over their vit regardless)
STR: 92+70
DEX: 96+70
Ranged skill: 427
Melee: 388
Shot without animator + choke:
Damage: 795
STR: 92+14 (had to use fire man. To get his STR above 101 but again no attachments were on)
DEX: 96
Ranged skill: 427
Melee: 388
The difference in numbers was smaller than I would have expects, is it possible that his stats are so far about the Wild Rabbit's that it caps so you'd calculate an improper dmg? Because against tough calfcleaver chapuli's taking it on and of was a difference of 200 damage minmum! (damage doubled: 200 -> 400)
Theytak
05-10-2013, 12:42 PM
Sorry I had to work yesterday, but here's what I did:
Sharpshot Head/Frame:
No attatments
Shot with Alternator:
Damage: 876 (this was same for whether or not choke was on or off or if i had attatchments on or not, assuming this means Alternator capped up over their vit regardless)
STR: 92+70
DEX: 96+70
Ranged skill: 427
Melee: 388
Shot without animator + choke:
Damage: 795
STR: 92+14 (had to use fire man. To get his STR above 101 but again no attachments were on)
DEX: 96
Ranged skill: 427
Melee: 388
The difference in numbers was smaller than I would have expects, is it possible that his stats are so far about the Wild Rabbit's that it caps so you'd calculate an improper dmg? Because against tough calfcleaver chapuli's taking it on and of was a difference of 200 damage minmum! (damage doubled: 200 -> 400)
427 skill = 138 base damage for ranged attacks, fSTR and cRatio are capped in both situations, so the only sources of damage increase are the 70 extra dex, and the potential for a base damage boost. With alternator, the damage was 292 (capped cRatio for ranged attacks is 3.0, thus why all of sharpshots attacks against bunnies are divisible by 3), while w/o alternator, it was 265. Based on this, it implies ~27 base damage increase to ranged attacks with alternator, which is about where I would expect it to fall from the 70 dex alone.
....Actually, nezha, this is REALLY useful not just for alternator, but dealing with sharpshot's damage calculation in general, because the numbers imply that at capped fSTR, the puppet gets +90 damage... well damn. Thanks, sir, I think you've just given me the breakthrough I've been needing...
edit: for the record, the huge difference in damage you see against higher level mobs is related to the huge spike in fSTR and attack from the alternator. Since your fSTR and cRatio are capped against bunnies, the difference is based solely on your dex, but against those guys in adoulin, you also get a huge boost from fSTR.
edit 2: for the sake of my own curiosity, and to possibly irk my own numbers, did you happen to have any animator equipped during your control shots? Or did you remove it after applying the fire maneuvers? And if you would be so kind, could you repeat the test with a single ranged skill merit (429 skill)? This isn't related to the issue at hand, so much as an inconsistency that appeared in my own numbers, that implies SE might have tweaked something since I did the bulk of my testing.
Nezha
05-11-2013, 02:16 AM
I just removed the animator altogether... Should I have equipped the LV1 Animator?
Theytak
05-11-2013, 02:49 AM
Mmm, no, you did what I meant. I just forgot that apparently SE tweaked things while I was away from the game, thus why the numbers aren't adding up perfectly. There's a consistent 3 base damage discrepancy, which is why I asked for a second go through with a single ranged skill merit, since 128 skill should be a damage tier, unless they changed the skill-> damage formula entirely.
Nezha
05-12-2013, 11:45 AM
I was wondering if there is a test for defense and enmity, I finally finished breeder muffler set for my pet provoke set and i want to test out the amount of enmity and defense it gives!
Theytak
05-13-2013, 02:57 AM
I was wondering if there is a test for defense and enmity, I finally finished breeder muffler set for my pet provoke set and i want to test out the amount of enmity and defense it gives!
Well... um... that would be pretty difficult. You might be able to test enmity with strobe, if you compare it to regular provoke, but I don't know how regular enmity testing works, so idk. Defense, though, good luck.