Back in the old days Magic Mortar used to be insanely broken (3kDMG+ mirror'd light) if you got your automaton low enough HP/MP.
Then they nerfed it to where only HP was a factor. They should just change that to HP/MP being a 50/50 Factor.
Back in the old days Magic Mortar used to be insanely broken (3kDMG+ mirror'd light) if you got your automaton low enough HP/MP.
Then they nerfed it to where only HP was a factor. They should just change that to HP/MP being a 50/50 Factor.
Actually, MP was never a factor in magic mortar. instead, it was a different ratio of HP than it is now, I think it used to be 1 hp = 1 damage at 100 tp, and flame holder was bugged with it, causing a gigantic change to the weaponskills damage boost instead of it's normal amount, which caused even 1 fire magic mortars to go off in excessively (by old standards) large amounts of damage.
Of course nowdays magic mortars doing 3k+ damage isn't exactly broken considering people do twice that in abyssea and even outside it many people can easily break 2k on most monsters with certain spells/weaponskills. Even more so considering it required your automaton to be at 1 HP, and if you didn't want it curing itself and weakening MM, less than 8 mp. That meant that ANYTHING, even a monster giving your automaton a funny look, tickling your metallic buddy, telling it a shocking story, what have you, would destroy it. Excluding self skillchains with the master doing dragon kick to one shot exp mobs low HP NMs, it was more of a suicidal puppet tactic, something to gain an edge at the start of the fight and then continue as normal. Especially since it takes a lot of time to deplete an automatons MP all the way while getting it to extremely low hp.
In fact, it was pretty balanced in a way, since if you wanted to use the weaponskill without suicide, you would leave your automaton around half HP and fire off 1.5-1.8k magic mortars, leaving it enough HP to fight and be a strong addition to NMs.
Are you sure Psion :X?
Then again when i read "Getting your Auto's HP/MP low enough..." might have been because with high MP he'd of cured himself. So it makes sense.
I trust you when it comes to PUP though.
This was corrected back in 2008; equip the Scanner attachment to stop the automaton from casting silence on mobs that don't have MP. The reason your automaton is casting silence on a crab is because you are not equipped with the Scanner attachment and the crab has MP (even though it does not cast spells). Odd as it might be, that's the way it is.
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Crabs have MP because they're Paladin type. It's stupid to force PUPs to waste an attachment to correct an AI mistake so basic that even the worst players wouldn't make it.
Crabs have MP for retarded reasons, same as non mage skelettons. There should be an attachement that forces nukes, another that forces debuffs, and another that forces cures, each on their respective timer.
*For debuffs, priority should be para>slow>blind. Bio and dia should not be used unless a specific attach is equipped, same for silence.
*For nukes, priority should be the highest tier spell, and not the spell to which the mob is the least resistant. For instance at 75 the puppet would systematically cast Fire IV over Blizzard IV on puddings, pretty fail seing as the resist difference is probably marginal. This is why the "nuke attachment" should work on the highest spell by default. It is probably wise to introduce an attachment for high resist rates (like kirin, hnms etc) that prioriterizes lowest resistance element (hi tactical processor).
On that subject, automatons don't have staves, and according to camate's previous posts, tranquilizer is equivalent to an HQ staff. When a BLM wants(ed) to nukes resistant crap like JoL or Kirin it required to stack magic accuracy on gear on top of staves. Seing as puppet have already less skill than BLM, less INT, and no gear, I think tranquilizer should be boosted so that equipping it gives the same as magian magic accuracy staves (+30 at least), then more ice manoeuver would give additional accuracy. I remember trying JoL on PUP at 75 with 3/3 ice manoeuver and the resist rate was 100% lol.
Last edited by MarkovChain; 07-28-2011 at 12:04 AM.
Ultimate DPS simulator
https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit
I really don't want a "nuke attachment"
I don't want to have to burn an attachment slot for functionality that should be native to the Automaton. That's ridiculous. Every Ice slot we lose, that's less damage/accuracy a nuke has, depending on the attachment you choose to sacrifice. We should we have to suffer in damage or resistance rate just to get our Automaton to do what it's supposed to do from the get go?
The baseline A.I. for the Automaton should be able to assess the situation and use the most effective nuke as opposed to the most "Accurate."
You don't lose anything. It doesn't have to be ice or whatever. It can be one of the existing ice attachment too because when you use mab you want to nuke. Stop being narrow minded. There is no way you can control every move with 3 manoeuvers. The AI must be adapted to what attch you are using, and just fyi this is exactly how the are planning ajustement according to the last dev's post.
Last edited by MarkovChain; 07-28-2011 at 06:01 AM.
Ultimate DPS simulator
https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit
While on the topic of improving PUP, can we get HP, MP and TP values for the automaton displayed on the front UI?
Last edited by Stabattack; 07-28-2011 at 06:46 AM.
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