Shouldn't this thread have gone into the test server forum?
Shouldn't this thread have gone into the test server forum?
While the info on bugs/things broken/flat out screwed up should be reported in the test server forum, i think that the good hard testing and communication between the actual players is fine right here where it is.
No need to clutter up the test server forum with anything other than the hard-ish conclusions of what is NOT working as intended. And that info is being hammered out here. Of course that's just my opinion.
And a quick thanks to all you guys doing the rigorous testing. I'd be doing some myself if i hadn't been feeling half-in the-grave the last month. Keep up the good work guys/gals.
I would like to add that I do agree with this. A few days ago I was having fun with Sharpshot in Zeruhn Mines and a few too many times my automation would use Barrage just before deciding to weaponskill, hardly giving me any time at all to put a Wind Maneuver back up, which would then result in the automaton using Daze due to Thunder Maneuver being up. I could be throwing in Dark Maneuver to make sure at least Armor Piercer goes off as a backup, but I found myself hesitant to use anything more than Wind Maneuvers to make sure Armor Shatterer would trigger reliably. Or else I would need to always be on guard to throw a Wind Maneuver back up when TP is ready. In general it's problematic and it shouldn't be so stressing to make sure the automaton works the way we want it to.
If you go actually look....
there is a thread in the bug section where theytak and I have reported the bugs and a second thread in the feedback section where we have complained/suggested things that we have concluded from here.
The vast majority of the things in this thread dont need to be reported to the developers. They already know the % of armor plate and fast cast on mana booster, that is more beneficial for the community
Update on JP thread about known issues:
1) Cure still not being priority: Their response "use a damage guage + 2 or more light maneuvers to make cure take priority". They are considering lowering it to 1+ light maneuvers
2) They know about it trying to erase sleep (not sure about it trying to erase aura affects)
3) harle head + harle body wont cast. And harly head + any body (mage or range) wont cast or range.
4)They are still recommending using scanner to test a mobs resistance while casting silence on mobs ><
5) something about shield bash, and it not going off in time unless its a long casting spell.
Fooling around with the Drum Magazine, Each wind seems to cut off about 5 seconds of RA delay. With Turbo Charger and Pantin Dastanas SS was making a Ranged Attack and a Melee Attack at about the same time. No swing of the weapon would display, but an attack would be made in the chat log.
Lol they are considering it? Hello SE it shouldn't be that way in the first place you tools.
1) *Sigh* that's just stupid. It should be the exact opposite; we should need a maneuver to prioritize -na's, over cures, not the other way around. HEALING MY HP is ALWAYS more beneficial to my survival than removing a status effect when under 50% HP, and almost always more beneficial over 50%. There is not a single healer in this game who would honestly choose to blindna/paralyna/silena/cursna/viruna/stona/erase/poisona INSTEAD of cure IV/V/VI when the target in question is in red HP. Not one, INCLUDING NPC FELLOWS. The fact that this is apparently the INTENDED way automatons work is not an acceptable answer. I'm not going to be happy with it until it's Cure > status removal at all HP%, with status removal becoming top priority if, and ONLY if there are more water maneuvers than light maneuvers.
2) Honestly though, if they can fix this to what it should be, casting Cure I when slept, I'd be hard pressed to believe they can't make the cure selection a little more intelligent, especially given that npc fellows have had the exact cure selection we've been asking for for years. If the automaton can determine which specific nuke from stone I to thunder V will remove the remaining HP of a monster (if unresisted), there's no reason it shouldn't be able to also determine the inverse for players; which cure is needed to restore x amount of missing HP.
3) Good, it's a bug. At least it makes testing magic mortar more convenient by removing offensive spells from morethan one head/frame combo (VE/storm beingthe other), thus allowing a little more freedom with attachment selection for testing.
4) This whole "well just equip scanner and that should fix it" crap is absolutely unacceptable, and they need to realize it. We shouldn't be required to waste slots to fix an AI problem that shouldn't exist in the first place. It's like preventing the player from casting certain necessary spells if they don't have a piece of gear equipped. I don't mean like impact from twilight cloak, I mean like a whm having to have full AF (including af weapon) equipped in order to cast any cure spell. It's just obnoxious.
5) no idea.
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