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  1. #11
    Player
    Join Date
    Apr 2011
    Posts
    114
    -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.)
    (3)
    Last edited by Nezha; 11-03-2011 at 03:43 PM.