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  1. #1
    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)

  2. #2
    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)

  3. #3
    Player Karbuncle's Avatar
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    Mar 2011
    Posts
    4,314
    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.
    (0)

  4. #4
    Player Psion's Avatar
    Join Date
    Apr 2011
    Posts
    80
    Character
    Psion
    World
    Asura
    Main Class
    PUP Lv 99
    Quote Originally Posted by Karbuncle View Post
    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.
    (0)

  5. #5
    Player Karbuncle's Avatar
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    Mar 2011
    Posts
    4,314
    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.
    (0)

  6. #6
    Player Byrth's Avatar
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    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    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.
    (3)

  7. #7
    Player Horadrim's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by Byrth View Post
    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.
    Ain't that the truth... Each Attachment slot is a vital component in making the auto as effective as possible, wasting one on an attachment that has had problems since day one is asinine.
    (1)

  8. #8
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    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.
    (0)
    Last edited by MarkovChain; 07-28-2011 at 12:04 AM.

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  9. #9
    Player Horadrim's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by MarkovChain View Post
    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.
    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."
    (3)

  10. #10
    Quote Originally Posted by Horadrim View Post
    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."
    precisely, losing attachment slot(s) to compensate for a basic error in AI is NOT a smart solution, it's a way of avoiding the NEEDED fix of the AI to accomplish something that doesn't need player control, just a repair of BAD CODE! don't encourage laziness on the part of the devs to "sorta" address an error that was oricinally created by them in the 1st place, FIX THE ERROR!
    (2)

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