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  1. #11
    Player xiozen's Avatar
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    I love this idea!!!!!

    Quote Originally Posted by Kagato View Post
    Puppetmaster - Overdrive - Augments the fighting ability of your automaton to its maximum level. Allows puppet to perform a 2hr based on his build (Invincible from a tank type, Manafont or Chainspell from a Mage type, Benediction from a Healing type, Eagle Eye shot from a ranger type, ect. Effect won't be as potent or last as long, however).
    Saw this in another thread and thought it might be worth mentioning:

    Perhaps the above idea modified by adding the following:

    (1) Percentage chance of automaton executing a respective 2hr depending on the type it is would increase over the course of the duration of Overdrive depending on it's remaining hit-points or a combination of the hit-points of the master and the puppet calculated and averaged to determine the percentage.

    Overdrive itself would remain unchanged as far how it currently performs; it would still augment the abilities of the automaton, however the above modification would definitely make it a worthy 2hr.

    Considering the above 2hrs are already in the game; it doesn't seem like it would require such a significant time sink to implement.
    (0)

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  2. #12
    Player Theytak's Avatar
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    Mar 2011
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    mmmm, thinking about it a bit, I decided to look at the other pet jobs' 2hours.

    Beastmaster:
    Familiar:
    Duration: 30:00
    - Cannot Extend duration of Call Beast familiars beyond their base duration
    - Effect only active for one pet. When that pet dies/despawns, the effect ends, regardless of how much longer the duration has
    Effects:
    - Prevents a charmed pet from becoming uncharmed for the duration
    - Increases pet HP by 10%; applies to both charmed pets and call beast
    - Increases pet attack speed by ~25%
    - Increases pet attack, defense, accuracy, and evasion by a "moderate" amount (quoted from wiki; moderate here is enough to be noticeable, given that anyone who does anything with bsts has seen the difference between the strength of a regular pet and a 2houred pet)

    Summoner:
    Astral Flow:
    Duration: 3:00
    Effects:
    - All: Perpetuation cost reduced to 0
    - Elemental Avatars, Carbuncle, Fenrir: moderate~large amount of AoE damage of the avatar's element, once every 45~60 seconds over the course of astral flow's duration, provided sufficient MP.
    - Diabolos: Deals damage equal to a random % of the affected targets' HP, but is otherwise the same as the elemental avatars'
    - Odin: AoE death. vs NMs, effect is changed to Damage based on smn's MP, either 10~20% of the target's HP, or 9999, whichever is lower, but this is applied before damage mods, so it can exceed 9999 damage. Astral Flow ends after its use, regardless of remaining duration.
    - Alexander: AoE buff: Reduces damage taken and significantly reduces resistance to most status effects for 30~90 seconds depending on MP at time of cast; cannot be dispelled. Astral Flow ends after its use, regardless of remaining duration.

    Dragoon:
    Spirit Surge:
    Duration: 1:00
    - Dismisses Wyvern and prevents the wyvern from being resummoned until the effect wears off
    Effects:
    - Resets all jump recasts
    - adds additional effects to Jump, High Jump, and Super Jump
    - Increases drg's HP by ~15%, and heals the drg by an amount equivalent to the wyvern's HP at the time of usage
    - Increases the drg's TP by the wyvern's TP at the time of usage
    - Increases the drg's str by an amount based on their level (+19 at 90)
    - Increases the drg's acc by a large amount
    - gives the drg ~25% magic haste


    Now, let's look at overdrive...

    Overdrive:
    Duration: 1:00
    Effects:
    - Grants immunity to overload, but does not remove overload if it's currently in effect
    - give the automaton ~25% haste
    - gives the automaton a small boost to attack, accuracy, evasion, and defense (not nearly as significant as familiar's boost. It's really hard to see the difference with/without 2hour on a puppet)
    - gives the automaton a large resistance to most status effects



    Ok, I'm not knocking bst/smn/drg's 2hours. They're all pretty awesome, really, and do shit you'd expect from a 2 hour recast "ohshit" button ability. That said, it's pretty obvious that ours doesn't... Overdrive is really just a watered down version of familiar. If pup played anything at all like bst does, I could understand that. The problem is that we don't. However, it is possible for them to modify the effects of a failure of a 2hour and give us a real 2hour. We know it is, they did it for drg. So, based off of that, pup's excessive stress on adaptability and versatility, and some ideas posted so far, here's what I've come up with for a real 2hour.

    First:
    Change overdrive to a 20 minute recast, and reduce the potency of it a bit (not much, it's hardly good enough to warrant more than a 20 minute recast as it stands).

    New 2hour: a combination of things from familiar, astral flow, and spirit surge, but not an obvious copy of any one.
    Name: I came up with a couple just for giggles; Climax, Show Stopper, Turning Point, Encore, Moment of Grandeur, Final Number, Grande Finale
    Duration: 2:00
    Effect: Augments Maneuvers
    - while active, the potency of maneuvers relative to attachments is doubled (2 normal = 1 with 2hour up), the number of active maneuvers is reduced to a maximum of 2, and reduces the maximum number of identical maneuvers to 1 (if three maneuvers are active when used, the two with the longest duration will stay up, unless they are the same maneuver), and the recast of maneuvers is increased to 1:00. Additionally, attachments that consume maneuvers will still take effect as normal, but maneuvers will not be consumed.

    - Augmented Fire Maneuver: Str increase tripled, gives the automaton a "regain" aura
    - +3~5tp/tick regain to any party members within ~10 yalms

    - Augmented Thunder Maneuver: Dex increase doubled, increases critical hit damage. gives a "potency" aura.
    - 25% crit damage increase, +15~20% crit rate for party members within ~10 yalms.

    - Augmented Earth Maneuver: Vit increase doubled, reduces damage taken; effect diminishes over time. Aura provides a lessened effect.
    - think sentinel's damage redux, 90~100% reduction initially, but decays to no reduction over 60 seconds. Aura is 50% reduction in effect (45~50% start decaying over 60 seconds)

    - Augmented Wind Maneuver: Agi increase doubled, increases attack speed, gives a "haste" aura
    - straight up 25% haste. 10% JA haste aura for party members within ~10 yalms.

    - Augmented Ice Maneuver: Int increase doubled, reduces spellcasting delay, gives a "fast cast" aura
    - Reduces Global Recast to 5 seconds, grants the puppet 50% fast cast, 50%. Aura is 10% fast cast for party members within ~10 yalms. (note: it would also either have to halve the effectiveness of the manabooster attachment, or negate it outright, otherwise it would have to be more than 5 seconds, which really kills the effectiveness)

    - Augmented Water Maneuver: Mnd increase doubled, negates mp cost, gives the automaton a "conserve MP" aura
    - exactly what it says on the tin, plus negating the casting of aspir/aspir II while active; essentially telling the puppet to ignore its own MP all together. Aura isn't actually "conserve MP" but rather a static -5~10% mp cost for party members within ~10 yalms (dunno whether 5% would be to weak, or 10% would be to much)

    - Augmented Light Maneuver: Chr increase doubled, gives the automaton a "regen" aura
    - +4%hp/tick regen for any party members within ~10 yalms

    - Augmented Dark Maneuver: attacks will recover HP based on the damage dealt, and gives the automaton a "refresh" aura
    - applies to both melee and ranged attacks, but not WS. Refresh aura is +4%mp/tick for party members within ~10 yalms

    Alternatively, allow only 1 maneuver and give the maneuvers triple potency instead of double. Obviously, the % bonuses are probably a bit excessive here, and could be toned down some, and not all of the Aura effects are really necessary (originally it was only regain, regen, and refresh, but I decided to add the others on a whim. It's not like SE's actually gonna read this and implement anything like it anyway.) I'd explain my thoughts behind what does what, but really, beyond "micro-2hours with reduced potency" I didn't really put a lot of thought into them, lol.
    (1)
    Siren Server since 2004
    AKA Lady Jinte of Allakhazam
    Quote Originally Posted by SpankWustler View Post
    Nutcracker had trained for years to crush the crotch and/or obliterate the ovaries of each and every monster in Vana'diel. Not even some weird thing that fish have called a "cloaca" could stem his robotic rage towards reproductive bits.

  3. #13
    Player Tetsujin's Avatar
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    Mar 2011
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    150
    Character
    Tetsujin
    World
    Cerberus
    Main Class
    PUP Lv 99
    Like: A dampened form of Overdrive once every 10ish minutes. It would be much better than Cooldown at any rate.
    Dislike: Some of the suggestions for two hours are a little too ridiculous. Keep in mind that some 2hr's in this game are still pretty timid (Blood Weapon, Eagle Eye Shot, Azure Lore.... Blood Weapon.) There were some really good concepts thrown in and around but most likely would only get in implemented in parts rather than as a whole.

    Keep the ideas comin (I still say extend the duration at the very least)
    (0)

  4. #14
    Player Theytak's Avatar
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    Quote Originally Posted by Tetsujin View Post
    Like: A dampened form of Overdrive once every 10ish minutes. It would be much better than Cooldown at any rate.
    Dislike: Some of the suggestions for two hours are a little too ridiculous. Keep in mind that some 2hr's in this game are still pretty timid (Blood Weapon, Eagle Eye Shot, Azure Lore.... Blood Weapon.) There were some really good concepts thrown in and around but most likely would only get in implemented in parts rather than as a whole.

    Keep the ideas comin (I still say extend the duration at the very least)
    Start with the outrageous to rule it out, take what people like from the overpowered ideas, then tone those bits down to be more inline with other 2hours (ALL other 2hours, not the weakest 2hours like Overdrive is currently)
    (2)
    Siren Server since 2004
    AKA Lady Jinte of Allakhazam
    Quote Originally Posted by SpankWustler View Post
    Nutcracker had trained for years to crush the crotch and/or obliterate the ovaries of each and every monster in Vana'diel. Not even some weird thing that fish have called a "cloaca" could stem his robotic rage towards reproductive bits.

  5. #15
    Player Tetsujin's Avatar
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    Mar 2011
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    Character
    Tetsujin
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    Cerberus
    Main Class
    PUP Lv 99
    Quote Originally Posted by Theytak View Post
    Start with the outrageous to rule it out, take what people like from the overpowered ideas, then tone those bits down to be more inline with other 2hours (ALL other 2hours, not the weakest 2hours like Overdrive is currently)
    I like the way you think.
    (0)

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