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people who havent done the ToAU missions will have no idea who they even are, and there's no reason we should have access to commanding them. thats like prishe coming out and smacking the mob around a bit every 2 hrs. that being said, i do like the 2 automaton idea, but it just doesn't make sense really since with the ffxi lore, your automaton is kinda like a spirit that inhabits the robot bodies you provide for it and it doesn't seem like it could be in 2 places at once, inhabiting 2 frames.
/sigh troll face. How can someone pretend to be such a know it all when they clearly know very little about forums ;-/.
/insert log i hate trolls post
/delete post and realize i am just feeding the troll
Okay bob take it away cause you said it best
@nezha - most those covered by more merits, would be better served by adding new gear/attachments. splitting up our possible amount of merits into adjusting (individual) maneuver recast would probably severely limit the trade off of something much more useful, and could probably easily be implemented in lvl 99 gear.
What is the obsession with a 2hr that uses 2 pets? i find it very silly. It would be on par with having the OLD drg two hour. Fact remains the puppet is the lesser damage dealer of the pair adding a 2nd one for a small duration will be next to worthless. If you want to shoot around a viable 2hr beef up overdrive, make it boost attachments permanently[while 2hr is active] w/o needing maneuvers, make it have a worthwild duration, stuff like that would be much more reasonable. best i can see form 2 puppets is getting extra nuking powers when you arn't meleeing something as a master.
Howdy! Sorry for the delay on this information about puppetmaster!
Actually, with the current system, by having more than two light maneuvers, curing becomes priority. In order to make it even easier to use, we will be looking into adjustments to ease up on the requirements a bit and make it so cure-related magic is a priority when having more than one light maneuver.Quote:
Will anything be done about the order of magic casting (Enhancing magic > Status Ailment healing magic > cure-related magic)?
We have confirmed this is indeed a bug, so we will be fixing this.Quote:
There seems to be a bug where the automaton tries to use Erase to cure Sleep.
As you have pointed out, we determined that there is a bug where magic and ranged attacks are not being executed properly when using certain combinations of frames/heads. We will be fixing this.Quote:
Depending on the frame/head setup, magic and ranged attacks are not taking place properly, is this a bug?
The decision of which cure to use is based on the ratio of the player’s max HP to the amount of damage sustained, so in the case of boosting your HP in Abyssea, Cure VI will not be used too often. We will be making adjustments so when you have a Damage Gauge equipped, Cure VI is selected when your HP falls below a certain point.Quote:
It seems like the frequency of Cure V use has gone up, but at times when Cure VI would be better, for example, when I use HP boosts in Abyssea, my automaton casts Cure V. How is this being determined?
We tried testing this out but didn’t see any of the listed symptoms. If there are similar cases, please let us know the specifics so we can help out.Quote:
Soulsoother behavior after being called is quite strange. Sometimes it just stands there not casting and the reactions are very slow.
After checking this out I found that when facing high level monsters, it will only react to magic that takes a while to cast. We will try to make adjustments so that automatons will react with Shield Bash for magic, except those that have extremely short cast times.Quote:
Is it possible to make the reaction time for Shield Bash faster? I can’t stop WS and magic. Actually, I don’t think it even reacts to magic…
After checking this out, it appears that the behavior of their enfeebling magic is a bit off and we corrected it. We made it so that when equipping a scanner, the magic usage would be more accurate. This goes for all enfeebling magic and not just Silence.Quote:
Why is my automaton pretty much only casting Silence for enfeebling magic, especially on notorious monsters that resist it?
These adjustments and bug fixes will be implemented with the next test server update.
Could you make it just a single light maneuver and not 2+. There really is no reason to have 2 light maneuvers up just to make sure its healing... In fact, if you could do the following:Quote:
Actually, with the current system, by having more than two light maneuvers, curing becomes priority. In order to make it even easier to use, we will be looking into adjustments to ease up on the requirements a bit and make it so cure-related magic is a priority when having more than one light maneuver.
1 light maneuver with damage gauge equipped stops all enfeebles and makes cure> status cures (aka blindna) > enhancing.
I dont know about you but if i am at 25% hp i really dont need haste > blindna > then cure.
How about you make it so it stops casting silence on mobs like crabs/beetles that have no spells as well while at it. Please please please!Quote:
After checking this out, it appears that the behavior of their enfeebling magic is a bit off and we corrected it. We made it so that when equipping a scanner, the magic usage would be more accurate. This goes for all enfeebling magic and not just Silence.
Will SE make oils stackable to 99 with the JA maintenance coming up?
Agreed, make it so that with ONE light maneuver, cure casting is prioritized over everything. There is absolutely no reason to make it different. Forcing us to put up another light maneuver when we're in the red is added delay and risk of dying, and that's assuming we aren't even paralyzed/slept/terrorized/something that prevents us from using another light maneuver.
I mean, come on, we're talking about red mage and white mage automatons here. The primary purpose of a healer is to... well, heal. By default, soulsoother should prioritize curing magic over everything else, and red mage should prioritize it with one light maneuver.
This really shouldn't be a difficult concept to grasp. Come on Camate, threaten the dev team with your pom pom or something until they change it to requiring 0-1 light maneuvers only, to force healing magic as top priority. We shouldn't have to risk overloading with a frame just to make it do what it's primary purpose is, and no, cooldown is not a valid substitute when people's lives depend on you.
We believe you can do it!
Does the automaton still try to cure aura/sphere status effects on the test server? I've fought a few mobs like Amun on the normal server (solo, PUP/NIN), and it's rather annoying the automaton is trying to Poisona a debuff that's expiring within 2 ticks AND is reapplied the next tick anyway...
Also, what IS the term SE uses for the continuous aoe effects? Players usually use "aura", but some newer gear has similar effects called "sphere".
Yes it still tries to cure aura status, I don't think there is a way to code for it not to since the status is "poison" and not "Aura: Poison" the pet just sees poison and tries to cure it.
I would love for it to be different, but I think we might be stuck with that.
I remember saying this back in September, and though I thought about it in relation to attachments, I knew the developers were going to try to do something to force PUP to use Cooldown despite PUP objections to the ability. It's the case of a developer designing an ability and, instead of listening to players who say they don't like it, trying to make it "attractive" by making it a critical ability and doing something obnoxious in the process.
In the case of having to put up three light maneuvers to get the WHM puppet to prioritize healing, that's just ridiculous. Two isn't much better. Why on Vana'diel would the developers think it was a good idea for a PUP to spend a minimum of ten seconds (20 with 3 maneuvers) trying to get a WHM puppet to do its primary duty in addition to making sure that it also can't have both a dark and an ice maneuver while doing so (thereby not allowing it to refresh its MP or spend less/cast faster). What else should a PUP with a WHM automaton be doing? Certainly it shouldn't be trying to get the puppet to actually Cure someone for far longer than that person probably has to live and then risking making it stand there casting Protect/Shell/Haste or removing status effects if an ability with a 3 minute Cooldown isn't up.
What kind of engineer/goldsmith (or whatever Ghatsad is) would design a WHITE MAGE whose last priority is to cast Cure? One who likes to see other people die?
The weird thing is this: When I am inflicted with paralyze, the auto casts paralyna to cure it. When I am inflicted with a paralyze "aura" the auto casts Erase for no effect. It has to be seeing something differently between the two. I wouldn't think it would be too hard to home in on this difference, similar to how they plan to fix the erasing sleep problem.
I can still manage a cure between erases so it's not game-breaking, but if we're going to do all this testing we might as well try to get everything we can right!
Soulsoother should have priority of curing without light maneuvers period especially if you are below 80% hp. Its a whm head. Status removal should come second, only gaining priority with 1 or more water maneuvers only taking priority if more water maneuvers are used than light when hp is below 80%. When HP is above 80% i think its reasonable to have status removal/enhancing above curing priority. In no way shape or form should this head not have 100% curing priority when HP is 50% or less. Im not going to tell my WHM to wait till i get into critical before they cure me.
Stormwaker should prioritize enfeebles, healing with a light maneuver, then enhancing with a water. And as above when HP is below 50% it should have 100% priority for curing. No RDM is going to enfeeble over keeping their party members alive.
Spiritreaver should prioritize nuking over everything unless MP is below 20% or possibly lower. A dark maneuver should throw drain/aspir as priority (providing it has less ice maneuvers), then enfeebles. If my puppet needs MP that badly I'm most likely just going to deactivate anyway.
Whichever head is equipped should always have highest priority for whatever job its mimicking. If the purpose of maneuvers is to change the behavior of the puppet then we will do so with the use of those maneuvers. We dont need the puppet doing useless things over important things. Healing should never take a back seat to anything especially in low HP situations.
And i really dont see how its hard to get this right. In FFXII with the use of gambits my party members knew exact priority of what i wanted over what and this should be no exception especially with curing.
I hate having to ask more than once for a Whm to cure me. I love when I don't have to ask at all. That's what you're effectively telling us we need to do: ask our puppets more than once to do the job we geared them to do. Soulsoother should require 1 maneuver to prioritize curing above all else, Stormwaker 2, and Damage Gauge should lower the requirement by 1 maneuver just from being equipped.
The automatons are supposed to have their AI modeled after the finest mages in the Empire. I've always thought that this meant that the Aht Urhgan Empire had the stupid mages to ever pick up a staff. Now you're tinkering with the AI, make it not suck, yeah? If you really want us to use Cooldown that badly, lower maneuvers to 5 seconds. Or give us a Hasso style stance for our puppets that doubles burden per maneuver. Just give it to us and see how it works out, I mean that's the point of the test server, isn't it?
yeah, i've actually been thinking about this specifically. if SE can't make automatons do what we want, then why don't we just get puppet gambits? then everyone can be happy with their automatons' priorities. change them at the automaton workshop in whitegate or something.
Gambits for the automatons would be great. It would still give that customization that PUP has, plus its like you are "programming" your puppet which still fits the style of it being a machine. And the maneuvers are still useful in the way that you use them to override the gambits you have in place to further customize for the battle at hand.
At least this way if we can put curing above everything else or whatever else we want.
Still though it shouldn't be this hard to use logic to see how things should work. Especially when it comes to using the red and white heads. We use these for the purpose to receive cures, otherwise we use a different head. I think even the Fellows have a better curing AI than automatons. at least they cure when you take damage.
You really shouldn't need more than one maneuver in any case to get it to do its most basic use like nuking or curing. Reduce the timer on maneuvers and that will become more understandable but having to wait 10 seconds (for 2 maneuvers, 20 if you don't already have one up) can mean life or death. I never understood why maneuvers had such a long recast anyway. I think 2-3 seconds is long enough. Spam your maneuvers too much and you overload, so its not like you can sit there spamming over and over again anyway. And cool down would have a purpose.
See, now this is what I'm talking about. Better yet, make maneuvers 1 second recast, which lets us spam maneuvers if needed, and also makes cooldown useful. Hasso type stance sounds neat too, or better yet a stance that doubles burden generated, but allows our pet to be hit with songs/AoE buffs/sambas/etc like any other party member. If you did that, I can gaurantee cooldown would find use.
And yes to the lowrering light maneuver requirement to 1 or 0 for forcing cure. Honestly, I saw what you said about damage gauge lowering the requirement by 1 maneuver by being equipped, so that with your suggestion of stormwaker needing 2 and then damage guage lowering it to one... But I don't trust the dev team to see that, considering they're still pulling this crap on us. Lower it to 1 or less for both frames I say, because obviously it would be less work than recoding damage gauge even more, and less chance of a lost in translation error.
hate to bug the devs like this but... how soon will we see these updates implemented into the non-test server gameplay?
Also, for what it's worth I think that these adjustments are worthy of celebration. There's obviously a lot of work put into making these adjustments, so I'm in hardly a mood to complain/ask for more. Keep up the good work!
-Current function of Damage Gauge-
Soulsoother [Stormwaker]:
0 Maneuvers: Enh. > Enf. > Cure [Enh. > Enf. > Elemental > Cure]
1 Maneuvers: Enh. > Cure > Enh. > Cure [Enh. > Cure > Enh. > Cure] (Cuts off Enf./Ele. magic from this point onward unless Cure timer down and all buffs are up)
2 Maneuvers: Cure > Enh. > Cure > Enh. [Cure> Enh. > Cure > Enh.]
3 Maneuvers: Cure VI > Cure V > Enh. > Cure V [Cure IV > Cure IV> Cure IV] (Until Masters HP reaches a certain threshold, then returns to using Enh./Enf. again even with 3 Light Maneuvers. This threshold is a lower HP percent for Stormwaker (~50%) than Soulsoother (~75%))
Overrides:
-If the monster can be one shotted Elemental Magic will override everything
-If Cure recast is not ready in time for Global Cast Soulsoother moves on to Enh. (If buff is missing) > Enf. and Stormwaker moves on to Enh. (If buff is missing) > Enf. > Ele. ---- This is most apparent with Soulsoother + 3 Light Maneuvers, Soulsoother will Cure VI > Cure V > then Enh(If buff is missing)/Enf. because Cure V recast is down and master doesn't meet the requirements for Cure VI > then Cure V again.
Suggestions:
1) Force Cure VI, even if master doesn't meet the requirements if Cure V recast timer is down and master is in need of a cure
2) Give Soulsoother access to Cure IV if master doesn't meet the requirements for Cure VI and Cure V recast timer is down.
3) Shift Damage Gauge "up" such that:
0 Maneuvers: Enh. > Enf. > Cure
1 Maneuver: Cure > Enh. > Cure > Enh. (Cuts off Enf./Ele. Magic from this point onward unless Cure timer is down and all buffs are up)
2 Maneuvers: Cure > Cure > Enh. (because of recast timers)> Cure (Cuts off Enh./Enf./Ele. onward unless cure timer is down)
3 Maneuvers: Cure > Cure > Cure > Cure (recast timers short enough for constant cure spamming)
---For those who believe haven't found a use for Cooldown (and I will say I did before also), you will definitely need it as well as other Overload Supressing gear/attachments next update, from testing the new attachment fixes (mainly speaking of Armor Plate I/II for PLD, Drum Magazine for RNG, and hopefully Damage Gauge if it gets fixed WHM and RDM frames), I find that the with 3 maneuvers + whatever attachment, the automaton performs near perfectly (exactly how'd we'd want/expect) and proportionately less with less maneuvers.---
Near Perfect Pet operation:
PLD tanks with near capped PDT-% (with proper gear) [82% to be exact, while cap is 87.5%)
RNG Ranged Attacks with 1-2 sec between the end of one ranged attack and the start of another [5 sec delay between the start of one ranged attack and the start of another to be exact]
WHM/RDM (if damage gauge is fixed) Prioritize Cure over EVERYTHING and have recast times short enough to spam Cures (i.e. Cure > Cure > Cure > Cure > continuing indefinitely or until MP runs out.)
Few issues with this... as I could not reproduce this...any you are missing -nas
- As you can see the -na is a significant inhibitor to healing.
- As far as 2 maneuvers I am not sure yours is correct because I was still getting haste at 25% hp with 2 light maneuvers up.
Fine with those two, as they make perfect sense when you consider what a real whm would do.Quote:
Suggestions:
1) Force Cure VI, even if master doesn't meet the requirements if Cure V recast timer is down and master is in need of a cut
2) Give Soulsoother access to Cure IV if master doesn't meet the requirements for Cure VI and Cure V recast timer is down.
Pretty sure this is what you, me, jinte etc have all been saying from the start, just including -nas for clarity. If you are using a damage gauge with light maneuvers, no one wants enfeebles, they want that dang cure to save their life! Please dev's realize this.Quote:
3) Shift Damage Gauge "up" such that:
0 Maneuvers: Enh. > Enf. > -na> Cure
1 Maneuver: Cure > -na/Enh. > Cure > Enh. (Cuts off Enf./Ele. Magic from this point onward unless Cure timer is down and all buffs are up)
2 Maneuvers: Cure > Cure > -na/Enh. (because of recast timers)> Cure (Cuts off Enh./Enf./Ele. onward unless cure timer is down)
3 Maneuvers: Cure > Cure > Cure > Cure (recast timers short enough for constant cure spamming)
Did you mean 3 light Maneuvers? For two light maneuvers I was consistantly getting Healing > Enh. > Healing > Enh. where as one light meaneuver is Enh. > Healing > Enh. > Healing, which is pretty much the same thing if you just shift them up one spell. And not to mention I was in abyssea with HP+ Atmas on so I would have a lot more HP to be cured.
We can do some testing together if you online on the TServer. But how I did it was Deus > Role Reversal > Deactivate > Activate > Light Maneuver > Light Maneuver > Deploy and Record Spell Casts. Did this 5 times with the same result.
The only wierd one was 3 maneuvers for RDM frame because sometimes he Cure IV spam, and others he did some Enh. in between, but I noticed he only Cure IV spam until a certain HP threshold and then began to operate as if he only had 2 light maneuvers up even though there were three.
Thanks for adding the -na ... I just tested against Bats so they don't give many status effects. And your right about -na being a big inhibitor, if I do anything serious on the test server I don't really trust/rely on Soulsoother as much as I do my evasion gear/Stormwaker's buffs/status ailment healing items.
On a testing Soulsoother note, has anyone actually gotten it to protect/shell/haste a full party or even 3+ members? I've done limited testing but have only gotten it to buff whoever the mob was currently targeting(similar to the way it does regen). If anyone is interested in testing I'll help if a time is set up for it.
Edit for random griping: Is there a way to change my main job on my profile to PUP 95? Getting tired of seeing RDM 91 when I rarely play it... -.-
harle works again! he was casting this morning for me with the updated test server. Shame they didnt post what the changed/fixed for pup so we know what to test.
SE seems to have no clue at all how testing should work. SE to test properly it involved dissemination of information. Hello?
Just wanted to let you all know we confirmed a couple more issues with puppetmaster.
The above is from a post on the Japanese forum and we were able to confirm this bug, and we are working on a fix.
This is also in regards to a Japanese post (above), but regarding flame holder, upon consultation with the development and QA teams, we decided that the effects of flame holder did not need any adjustment. Thus, for now the effects of flame holder are unchanged.
We confirmed a bug with drum magazine, so we are working on a fix. After this fix, the attack speed for ranged attacks will be slightly shortened when one wind maneuver is used. We will let you know when this change is implemented on the Test Server.
Please continue to let us know if you notice anything odd on the Test Server.
It also appears that they fixed the auto trying to erase aura effects and sleep with the newest test server update. Good job SE! Now just make it easier to prioritize cures over -na and I'll be happy.
You mean cure over -na AND buffs. <_<;
Someone else needs to check but I was unable to get it to silence/addle beetles with any amount of maneuvers. So if someone can check crabs that would be great.
Just tested it with scanner on it does not use silence or addle on crabs or beetles.
What are you asking for? In his post he translated the original comments with the original posters names? What else is there to include?
And yes it was with scanner equipped. Without scanner it will cast them once all other debuffs are exhausted but wont move them to the top with wind/fire maneuvers so its still nice.