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View Full Version : Gimme my pupdate!



Niyariko
03-08-2011, 05:41 PM
Anyone have any news on whats for pup in the coming major version update?:confused:

Alkar
03-08-2011, 10:48 PM
No clue but hopefully something will be done with Targeting the Captain lol.

Maginmartin
03-08-2011, 11:03 PM
Yes, attachments from elsewhere so I can finally get Dynamo!

Also the last 2 attachments would be great

Lushipur
03-08-2011, 11:47 PM
at least 2 new attachment;
fix blm ai (no drain / aspir if no dark man. up);
fix whm ai (no -na over cure if no water man. up);
new head/frame;

and please tell us what tactical proc. really does XD

xbobx
03-09-2011, 12:02 AM
Add to that. Allow us to choose our Puppet ws and choose when to use it.

This opens door for new ws.

Give Ws to Ranger puppet to help heal him, Give a Multihit Crit ws to melee puppet, or seriously adjust Bone crusher so it actually does more then 400 dmg.

hakrev
03-09-2011, 05:05 AM
Targetting the Captain needs to just be done away with, noone in their right mind does that stuff anymore, in fact aht urghan is all but abandoned by all english speaking people these days, the japanese stay there for some weird reason...although I can't for the life of me figure out why...probably just to stay away from us crazy NA players or something:P When we can't even purchase attachments off the AH anymore (not that I need to, I've had them all for a while now), it kind of makes it so no new people want to try out the job because there's just no way anyone is going to agree to help you farm for months on end to get them all, when they have no interest in doing the mission themselves.

Ramenuzumaki
03-09-2011, 06:33 AM
we can choose our PUP WS and choose went to use it with cleaver use of maneuvers and the Inhibitor. Stigmar of Asura and I have a feeling it's going to be a new WS. The hint SE gave us was to, "...keep [our] Automaton well oiled." I'm assuming it has something to do with keeping your skills capped, thus a new WS.

Niyariko
03-09-2011, 06:48 AM
I want to see split magic timer for damaging, offensive and defensive cast timer.

Matsuya
03-09-2011, 06:49 AM
Melee frames need a lot more than new weapon skills to compete w/ the blm frame. The entire dmg output of melee attks and frequency of ranged attks needs to be increased. Rngr and Melee frame still have soggy def/ survivability. What happened to that post about making the valoredges def almost on par w/ a paladins? and the updates mentioned almost 2 years ago at vanafest that were never added. And my melee frames are so under skilled now its not funny. I've tried my damn hardest to skill them but skill ups are between nil and never. Thanks for the improved skill ups that everyone agrees doesnt show.

Matsuya
03-09-2011, 06:50 AM
and yes split timers for different abilities for automatons should be a must at this point. and a damn controllable WS timer like sic/ready. wouldnt be hard to do ffs.

Vepion
03-11-2011, 03:42 PM
I seriously agree with this.

ClochetteBLM(my auto) Casts aspir! [@ 3/4ths Full MP]
Vepion "UGH!"

ClochetteWHM Casts blindna!
Vepion HP15%!
Mob TPs Vepion!
Vepion is defeated by mob!


I personaly feel blm frame should only cast Aspir if MP is 50% and of Lushipur's idea if a Dark manuvour is up!

and the Whm frame should prioritize in the following manor:

HP>50% - na spell over cures
HP<49% - Cure over Na spell

Vepion
03-11-2011, 03:45 PM
another thing that would be nice is having each manuvour on separate timer so you have spal three manuvours in a row then wasit on each ones individual cool down

TrentWeskin
03-11-2011, 03:46 PM
Yes. We will no longer use Automatons. Instead we will be given Taru's to use.
Attachments will be no longer needed as the only thing required to improve Taru Performance is sweets :)

Ramenuzumaki
03-11-2011, 10:35 PM
i agree with Matsuya. Everyone was so excited about skill ups after the update, because--on Odin anyhow--the first three weeks following the update we had martial master. Now that we dont i really dont notice much of a different with skill ups. The automaton especially.

Lushipur
03-11-2011, 10:54 PM
i notice the difference even without martial "master bonus". magic skillup are still slow than melee and ranged but somewhat increased.

chubrocka
03-12-2011, 02:42 AM
I would like to see the player skills upped and also the JA and WS. Attributes are lower then any other duo job like DRG and BST.

Niyariko
03-12-2011, 08:26 PM
I was trying to skill up my ranger pet, its now at 300+, but still can't get a single 0.1 skill up in 1hr nonstop killing.... this is taking forever

Sp1cyryan
03-12-2011, 08:31 PM
I would like to see the player skills upped and also the JA and WS. Attributes are lower then any other duo job like DRG and BST.

Would that be because DRG and BST have a pet nowhere near as strong as lolPUPs?

Why does PUP need to have it's skills boosted again? It just did ffs.

Ramenuzumaki
03-12-2011, 09:55 PM
Would that be because DRG and BST have a pet nowhere near as strong as lolPUPs?

Why does PUP need to have it's skills boosted again? It just did ffs.

I agree I'm pretty happy with the power of the automaton atm. If anything needs to be added I'd say a stay command so we can control where out automaton is without having to worry about it being one yalm outside JA range--which is two yalms within casting range--and have it run towards the mob. Deploying at 17 yalms with your automaton behind you causes it to be, "Outside JA Range," and it then runs to the mob. At leas that's what I've experienced. JAs range is 2 yalms less than casting range, so it's hard to say its outside Casting range when the master is standing at 16-17 yalms.

xbobx
03-12-2011, 11:04 PM
Problem is not power with pup now, it is about control and bug fixes.

hakrev
03-17-2011, 03:52 PM
What happened to that post about making the valoredges def almost on par w/ a paladins?

With atmas and gear you can get your automatons to take 0 dmg and even has access to 2% more phys dmg resist then beastmaster...although bst has more hp, which makes the zone to take 0-5 dmg larger and therefore better at tanking lots of monsters for a longer period of time and the fact that bst pets can aoe, personally i would like some way to do some sort of aoe ws on VE. The main problem is that the frame can't hold hate off of other people's attacks. Ventriloque is awesome and I abuse it alot, but I wish there was a few more ways to hold hate better as in a party situation, where it is hard enough for a normal tank to hold hate, let alone a puppetmaster (who's hate disipates so quickly it's not even funny).

Because I can already see the trolls getting ready to pounce I'll show you the max dmg reductions (smn gets the most and since i've never played the job I wont bother talking about it, but it is much easier for a smn to reach the 0 dmg barrier):

Puppetmaster Physical Damage Reduction Set:
Atmas:
Winged gloom: -30% (Slip dmg sucks but can be counteracted with oil spamming I guess, although with the perfect setup it's not really needed. on bst this can be counteracted by simply keeping a stack of regen pet foods handy which add 50hp/tick, thus counteracting the effect completely)
Ducal Guard: -50%
There's several other choices to get -10% more on top of this, go look them up there's a few.

Gear:
MKT Head: -10%
Magian Trial H2H weapon: -10%
Shepard's Chain: -2%

Misc:
Stout Servent: -5%
Hidden Natural Damage Reduction (Valoredge): -12.5% (estimate)
Merits: Optimization increases 5% defence per upgrade to +25% more defense

So we end with: -129% physical dmg reduction and -25% more defense making us take 0~5 dmg (depends how hard the enemy was attacking to begin with. I don't feel like breaking down the actual calculations, but -129% is decieving in the fact that it isn't a solid -129%, each thing enters into the calculation at different points, so essentially the more you add the less likely that your going to see any dmg at all). Attachments of course add alot more defence increases and can even negate dmg altogether if you spam earth maneuvers with shurzen up. For versatility sake alone Pup WAY outdoes Bst tank in a 1on1 battle, but due to lack of aoe it's impossible to keep hate against more then 1 enemy unless you disengage, target second monster and deploy your auto, which is very annoying and I personally wouldn't enjoy tanking multiple monsters and accidentally screw something up by overloading, bst is the chill way to tank.

This of course is an abyssea build, outside of abyssea is completely different :P but in abyssea all pets break the -50% dmg reduction cap.

Honestly Ducal guard + Gear + x2 regen atmas would probably be best, but it all depends how you want to play and honestly the dmg output on VE is so lame it will take forever to kill anything, which is kind of why bst kind of beats pup in the -dmg tanking. For starters bst hate doesn't deteriorate to 0 when it's not provoking all the time like automatons seem to do (this is just an observation after doing nothing but tossing maneuvers out extremely slowly, if my auto doesn't provoke the enmity will eventually hit 0 and the monster will come at me even if i haven't done but a single manuever...). Bst pets seem to get a TON of enmity every time it first attacks (like the first hit enmity experienced when a normal player attacks a monster, bst pets seem to wake up in a new world everytime they get spawned and the monster treats it as first hit enmity, even if you've been attacking it a long while). Anyways, back to the subject, here is the Bst dmg reduction set:

Atma:
Winged Gloom: -30% (slip dmg counteracted by the roughly 50hp/tick regen pet foods (1% of 5010 sheep hp is 50/tick))
Ducal Guard: -50%
Another -10% atma if needed

Gear:
Shepard's Charm: -2%
Ferine Pants +2: -2%~5% (I'm unsure if the Ferine +2 pants increase the amount of stout servant from +2% to +5%, which is what I suspect is the more likely as most of the +2 pants double the thing in the +1 pants, I don't have them yet so I just don't know, maybe someone can tell me (and yes I realize that -2% is not half of -5%, but in actuality the 2% is 2.5% and is rounded down, as is everything in ffxi calculations, to 2%)
MKT Head: -10%
Magian Trial Axes x2: -20%

Misc:
Stout Servant: -5%

Bst gets a grand total of (insert cheezy drum roll): 127% (unless the stout servent upgrade on +2 ferine pants is +5%, then it would beat pup by 1%, but I just don't know). There is possibly a defence bonus attached to the level increases by the bst gloves and the beast affinity merits as well, simply corresponding to the level increased, but I've never seen this tested, maybe it's just to be assumed. By how much it would be increased is anyone's guess, but I highly doubt it would come close to the 25% increase from puppetmasters Optimization trait. I'm not a diehard bst, so if there is anything I missed, please correct me, just trying to show people what's possible.

KorPoni
03-18-2011, 04:02 AM
One thing left out is you can have your automaton engage a second target while still engaged to a previous. If you are out of range, it'll return to you as if it were "Disengaged" instead, which isn't that big a deal. It's always worked for me, even in situations of some pretty beefy monsters. (In my case, manticores when 75 was cap.)