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  1. #191
    Player Mercilessturtle's Avatar
    Join Date
    Jul 2011
    Posts
    32
    Character
    Mercilessturtle
    World
    Leviathan
    Main Class
    PUP Lv 99
    Quote Originally Posted by Theytak View Post
    Honestly, the 2sec delay caused by using JAs is only going to have a noticeable effect on a pup's DPS in min-max situations, among min-max players who care about minute differences in over all dps.
    6 seconds being deleted out of every 60 seconds is 10%. You lose 10% of your damage keeping maneuvers up. Period. It has nothing to do with min-maxing. Just because you don't know or care what is going on, doesn't mean it is ok for a job to lose 10% of their damage having to spam JAs that give less than 10% damage in return.

    Having a clue is not a bad thing. Paying attention to what you are doing is not a bad thing. Being able to do basic grade school arithmetic is not a bad thing. Quit acting like anyone who bothers to understand the current state of pup is a terrible person for wanting to actually do decent damage instead of being stuck in "gimp monk with a funny looking wyvern" land.
    (3)
    Last edited by Mercilessturtle; 07-27-2011 at 01:45 PM.

  2. #192
    Player brayen's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    Quote Originally Posted by Mercilessturtle View Post
    No, the automaton does like 1/20th the damage of the master, it is really pathetic. This is why using maneuvers so frequently is such a problem, the master is 95% of the damage, and you have to cut your damage by 10% just to get a boost to the 5% the automaton does. I doubt they can remove the delay, all JAs work the same way, having a delay built in like that allows gear swaps to function correctly without messing up your tp gear.

    Camate: Thanks for the info, but I have to say the "no we won't fix maneuvers" thing basically means pup will always stay bottom of the barrel. I realize there has to be a balance so that you can't keep up 3 of the same maneuver all the time, but saying "pups have to lose 10% of their damage keeping up maneuvers, tough luck" is pretty brutal.

    How about a JA that makes maneuvers last 5 times as long, but also give 5 times as much "burden" or whatever you want to call the "make you overload" thing? That way it stays just as hard to keep up triple wind maneuvers when DDing, we don't lose so much damage to ability delay, and it doesn't break the way things are now. Like if you were using the blm frame and wanted to spam ice maneuvers, you just don't use the new ability and your maneuver duration and burden stay the way they are now. Make the new JA be a 5 minute duration/recast type deal.
    the automation AI and what not aside..THIS.. THIS A MILLION TIMES OVER. I swear if they did something like this and gave you more control of your pet via maneuvers..i think i would be in love with this job.
    The quoted suggestion seems like a great thing to implement, just make it a "stance" with a decent duration and shortish recast like most other jobs have already (hasso seigan rapid shot solace misery composure etc etc)
    It is sad that the way to be the more productive DDer i have to neglect my pet currently.

    I know i am still hoping for a fix to the puppet behavior (is it really that hard to have a trigger for when we want silence or blindna etc?) but is there any hopes to have an auto-assist function for pets? as in you engage > pet atks? i always felt the way the NPC or DRG's pet behaved friendlier towards their master..and before ppl throw the "its a puppet you have to control it" realize it is more like a robot then a puppet! it cast at his own rate, and clearly ignores us when we beg him for cures >.>
    (0)

  3. #193
    Player esoR's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    116
    Character
    Esor
    World
    Odin
    Main Class
    RNG Lv 99
    auto assist is a slippery slope. its much better to select what you want your pet to fight, than for it to choose based on what you're doing. having to engage something on drg and run out of range to leave your wyvern on it is a bit annoying, when a simple command attack or stay would be more useful in the situation. (specificaly for survivability)

    that said, i feel another adjustment that might serve well to be implemented, is the ability to deploy on player characters, that might open up some options for pups to be more useful, aside from the straight damage dealer.

    as for -na spells, they are triggered by water maneuvers to cast on other players, they should remain on water maneuvers for us as well. if i need a paralyna in red hp, i rather get cured, while fighting to put up a water, than die, because the light maneuver triggered the wrong thing. i believe on top of the cast priority change, this would be a simple long term fix.

    changing what maneuvers trigger spells may not be the best course of action, but i see it as the most realistic option, from the coding stand point. this could apply to silence, drain/aspir etc. they are already triggered when certain maneuvers are used. but if these were required for the puppet to use them, i think that would solve some headaches, without the need to add more attachments that we cant afford to equip due to the maxed out slots/ele. capacity.

    what we really do need is a new frame, or at the very least, the ability to merit elemental capacities in the upcoming lvl 99 merit system. adding more attachments wont solve all our issues, without being able to use them, they will just multiply problems instead of relieve them.

    (as for tactical processor, last i heard it was rumored to effect recast/cooldown of other JA and attachments ~ ala: shield bash stoneskin provoke flash etc)
    (1)

  4. #194
    Player Keyln's Avatar
    Join Date
    Mar 2011
    Posts
    138
    My thoughts:

    Tactical Processor: Yes, we want an answer to this. What does it do? Specifics. Now.

    Attachment space: Can we get some new attachment space? 12 attachments is hardly enough, and I find myself unable to choose between which ones I need to use. It would be nice that if more attachments are going to be added that more attachment space be made. Also, don't forget about the elemental factors.

    Maneuvers: One idea I have is to have an ability that will allow me to put in multiple maneuvers at once (perhaps similar to DNC's Presto ability). I wouldn't mind a counter-balance, like an increase chance of overload or something.

    Drum Magazine: One thing I would like to see is instead of losing accuracy, lose ranged attack either. That way, it becomes a good attachment for building TP.

    Tactical Processor: Mentioned twice because I want to know. What Does It Do?
    (2)

  5. #195
    Player
    Join Date
    Mar 2011
    Posts
    83
    If i'm not mistaken the puppet also doesn't recognize Immunities, I don't know the inner work about NM's Immunities but against NMs that have MP and cast magic but Immune to silence the puppet will continue cast Silence ..forever.. with Scanner..example:
    http://wiki.ffxiclopedia.org/wiki/Teekesselchen
    (0)

  6. #196
    Player Seha's Avatar
    Join Date
    Mar 2011
    Posts
    327
    Character
    Sehachan
    World
    Valefor
    Main Class
    COR Lv 99
    Scanner is bugged and they always knew this, but never fixed it for some reason.

    Also, it appears as if they have no fraking clue what Tact processor does and are afraid to admit it lol.
    (0)

  7. #197
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    Something tells me the guy who made Tactical Processor got fired and no one knows what it does now >_>
    (0)

  8. #198
    Player Fretion's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    23
    Character
    Fretion
    World
    Bismarck
    Main Class
    BST Lv 99
    Make it so my automaton does not keep casting silence on monsters that are not affected by silence.
    With the current system, Scanner will detect resist rates, so by using a Scanner it should make it so your automaton does not cast this.
    However, if there is even a small chance that the monster uses magic, the automaton will start to cast silence. The chance of there being a bug related to this isn’t impossible, so we will be checking on this.

    Also, if you have any feedback such as “I don’t want silence to be cast on enemies that are highly resistant to silence” (ex: Make it so it doesn’t cast silence when the resist rate is over 60%) please make sure to let us know.
    Skeleton Warriors in KRT, for example. They never cast, but Koumei keeps silencing them. I've had similar issues with other non-casting Skeletons, Crabs and Beetles in the past, but that particular one has been since Grounds of Valor was added, as I was doing page 7, and being annoyed by Koumei casting silence on Skeleton Warriors when I had Ice and Wind active.
    (0)
    Some people get an eduction without going to college; the rest get it after they get out.
    -Mark Twain

  9. #199
    Player Telford's Avatar
    Join Date
    Mar 2011
    Posts
    39
    Character
    Zijder
    World
    Fenrir
    Main Class
    PUP Lv 99
    The other side of the silence problem is that while the automaton will happily spam silence on non-casting crabs and the like because they have mp, they will never cast silence on any NIN or BRD mobs because they lack mp.
    • Since I'm posting I'll add my vote to what does the tactical processor do?
    • Automatons should be smart enough not to cast a spell that will heal a mob just because that spell is the least resisted.
    • While new attachments are great and all, they should not be used to patch general/AI problems especially when were so limited by slots and elemental capacity.
    (6)

  10. #200
    Player xbobx's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    After reading all of these issues, you really have to sit back and realize how moronic the old development team had to be in designing pup. Never thought of the magic mortar one where damage is based on how little hp it has, on a frame that can cure itself.

    There really were a lot of stupid decisions made in the past, bugs that were fixed a few times abut still exist. Testing not properly done etc. Hopefully this group isn't as lazy, although the answer for helping puppet survive is to add another lubricant is kind of lazy and dumb. although a higher cure is handy for VE it doesn't change the fact that repair is too long of a timer.
    (0)

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