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  1. #1
    Player esoR's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    116
    Character
    Esor
    World
    Odin
    Main Class
    RNG Lv 99
    idk about the direct translation, but it sounds as if armor plates will be straight -DT? not just mdt or pdt? or aditional magic damage taken, reduced physical dmg taken.. like a jelly ring. that'd balance it out with mana jammers.

    i'm hoping its the former, but it's probably the latter.
    (0)

  2. #2
    Player xbobx's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    nvm, yay english translation
    (0)
    Last edited by xbobx; 10-15-2011 at 08:18 AM.

  3. #3
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Howdy!

    Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.

    Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
    • Attachments
      • Increased the effect boost based on number of maneuvers for the following attachments
        Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
      • Lowered the required capacity from 2 to 1 for the following attachments
        Reactive Shield/Scope/Schurzen/Volt Gun
      • Attachment adjustments as follows

        AttachmentAdjustments
        Reactive Shield Added a bonus to the amount of spike damage dealt based on the frame’s skill level
        Mana Booster Effect changed from shortening recast times to that of a fast cast effect
        Drum Magazine Lessened the negative impact to accuracy
        Replicator Increased the number of shadows based on the number of wind maneuvers used
        Shock Absorber Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used
        Armor Plate
        Armor Plate II
        Effect changed from increasing defense to decreasing the amount of physical damage taken
        Analyzer Tripled the amount of damage that can be mitigated
        Hammermill Shield Bash will be 100% accurate when Hammermill is equipped
        Volt Gun Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used
        Heatsink The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers
        Damage Gauge Shortened the recast time for cure spells
        Eraser Changed so that only light maneuvers are consumed to fix multiple status ailments



    Automatons
    • Re-examine automaton logic
    • Add/adjust spells
      • Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
        *Cure, regen, status ailment recovery spells will each have their own recast times
      • The following spells will be added
        Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
        *Phalanx and Stoneskin will only be used on the master
        *Protect, Shell, and Haste will only be used on the master and party members

      • Tier IV elemental spells will be added to Stormwaker Y-700
      • Cure IV or Cure V will be chosen based on remaining HP
    • Weapon skill adjustments
      • Magic Mortar will have a set amount for its minimum amount of damage
    • Sharpshot automaton adjustments
      • Distance adjustments will be removed for ranged attacks

    • Puppetmasters
      • A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
        • Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
        • The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
          *Automaton oil+3 (Lv80+) will also be added.


    These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!
    (31)
    Devin "Camate" Casadey - Community Team

  4. #4
    Player Mizuharu's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    148
    Character
    Tanzaw
    World
    Bahamut
    Main Class
    PUP Lv 99
    Quote Originally Posted by Camate View Post
    Howdy!


    Automatons
    • Re-examine automaton logic
    • Add/adjust spells
      • Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
        *Cure, regen, status ailment recovery spells will each have their own recast times
      • The following spells will be added
        Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
        *Phalanx and Stoneskin will only be used on the master
        *Protect, Shell, and Haste will only be used on the master and party members

      • Tier IV elemental spells will be added to Stormwaker Y-700
      • Cure IV or Cure V will be chosen based on remaining HP
    • Weapon skill adjustments
      • Magic Mortar will have a set amount for its minimum amount of damage
    • Sharpshot automaton adjustments
      • Distance adjustments will be removed for ranged attacks
    http://www.youtube.com/watch?v=P3ALwKeSEYs
    (4)

  5. #5
    Player Vagrua's Avatar
    Join Date
    Mar 2011
    Posts
    191
    Character
    Vagrua
    World
    Lakshmi
    Main Class
    SAM Lv 99
    Quote Originally Posted by Camate View Post
    • The following spells will be added
      Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
    I really hope the automaton doesn't spam these over nukes once implemented. I already have enough trouble with it spamming aspir with 900+ mp and drain if it takes any dmg whatsoever.
    (1)

  6. #6
    Player xbobx's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    Quote Originally Posted by Vagrua View Post
    I really hope the automaton doesn't spam these over nukes once implemented. I already have enough trouble with it spamming aspir with 900+ mp and drain if it takes any dmg whatsoever.
    I will mention this again. This maybe a stretch but think guys. We have been wanting harly to be part of the action again for some time, so take a look at those spells. Do they fit VE or SS? No, they have no mp. Do they fight rdm, whm, blm puppet? No, those spells are to help with melee damage. What other frame do we have that does melee dmg but has mp? Harly.

    Those spells I will bet will be for harly only, and will be probably over lvl 75 or so. They are giving us another option for a melee fighter that can absorb, dread spikes and cure itself. At least that is my take, because it makes sense.
    (1)

  7. #7
    Player Zirael's Avatar
    Join Date
    Mar 2011
    Posts
    259
    Character
    Zirael
    World
    Ragnarok
    Main Class
    THF Lv 99
    Quote Originally Posted by Camate View Post
    Automatons
    • Re-examine automaton logic
    Add/adjust spells
    • Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
    Took only 5+ years of constant complaints by anyone seriously trying to play PUP. Looks like PUP will be more useful especially in low-man situations with this.
    (0)

  8. #8
    Player Zhronne's Avatar
    Join Date
    Mar 2011
    Location
    Italy
    Posts
    1,052
    Character
    Sechs
    World
    Asura
    Main Class
    MNK Lv 99
    My opinions on your post, Camate

    Quote Originally Posted by Camate View Post
    Lowered the required capacity from 2 to 1 for the following attachments
    Reactive Shield/Scope/Schurzen/Volt Gun
    That's good news, altough I was hoping for a couple more reductions. Lately we got so many good attachments that we can't combine because of the total limit on frame.
    Especially the 6 light slots for Soulsoother, I think it should have 7 slots just like every other frame in its "main element".

    Mana Booster: Effect changed from shortening recast times to that of a fast cast effect
    Ehr... this would have sucked with the old system, but since we now have separate cooldowns I guess this is actually a welcome change.

    Everything else was awesome but I was expecting some due fix to those attachments that you can get from ENM or Ob like "Attuner" or "Target Marker". These work only on enemies that are "Even Match" or higher, and sometimes they do not work at all. It's a shame. This limit should be removed imho.

    Also, it's also a shame there is no word of fix concerning the 8 "The Ashu Talif" attachments.
    More options to obtain them? Higher drop rate from the BC itself?
    Ease up the pre-requisite to enter the BC so that you can more easily let friends help you out? Allow you to enter with 2 people instead of the 3 people limit? Things like that.
    Some of those 8 attachments are still the best there's out there, and the prices are still incredibly retarded.


    Re-examine automaton logic
    This is AWESOME.
    It's all we've been asking for, I can't express in words how much I'm happy about it
    Only thing I'm concerned atm is that with all those timers our automatons will cast a lot more spells. This could potentially create issues to mana? I dunno, guess we'll have to try out. Mana is definitely NOT an issue at all atm, but with that many spells cast it could become one.

    I noticed a couple of strange things among those added in the list though. Dispel and Erase spells? Wow... what about the two attachments Eraser and Disruptor? Guess they won't be that useful anymore, at least on mage frames.

    Weapon skill adjustments
    Due adjustments.
    Too bad you aren't fixing the "select by maneuver" system... guess you're happy with that. I still find it retarded but oh well, no big deal I suppose.

    I noticed you fixed the Distance issue for Sharpshoot, but you did not increase the distance at which Sharpshoot and the mage frame can cast spells, which is very short, putting them within the range of dangerous AoE from Enemies.
    Would it not be possible to increase it a bit? At least over 15 yalms, a lot of AoE have 15 or less range, at least the automatons could be safe from those and be hit only by AoE with range higher than 15 yalms.

    And what about the fact that Sharpshoot's ranged attacks are considered a Job Ability and, hence, cannot become a Critical Hit?


    Automaton oil+3 (Lv80+) will also be added.
    Any chance this will stack up to 99? It's a big inventory issue to keep several stacks of Automaton Oil when you could just keep one if they stacked up to 99.
    I'm a bit confused by the new JA that removes status effect though
    With Erase, Eraser and the enhanced Repair with PUP AF1 feet, did we really need a JA to remove several status effect from our automaton wasting an oil, when that same oil could be used to give him a very strong regen and still cure it? Dunno, sounds a bit like a useless ability to me.
    Now if it didn't consume an Oil it would be fine, but with an oil consumed I'd rather use just Repair with Puppetry Babuches.
    (1)
    And the autumn of life has finally come
    with the promise of winter thaw.

  9. #9
    Quote Originally Posted by Camate View Post
    Howdy!

    Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.

    Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
    • Attachments
      • Increased the effect boost based on number of maneuvers for the following attachments
        Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
      • Lowered the required capacity from 2 to 1 for the following attachments
        Reactive Shield/Scope/Schurzen/Volt Gun
      • Attachment adjustments as follows

        <table width="580" border="0" cellpadding="4" cellspacing="1" align="center" class="ta01"><tr valign="middle" align="center" class="th01"><td width="20%" align="center" class="th01" bgcolor="#a8d0d7">Attachment</td><td width="80%" align="center" class="th01" bgcolor="#a8d0d7">Adjustments</td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Reactive Shield</td><td bgcolor="#eaf2f3"> Added a bonus to the amount of spike damage dealt based on the frame’s skill level </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Mana Booster</td><td bgcolor="#f5fafb"> Effect changed from shortening recast times to that of a fast cast effect </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Drum Magazine</td><td bgcolor="#eaf2f3"> Lessened the negative impact to accuracy </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Replicator</td><td bgcolor="#f5fafb"> Increased the number of shadows based on the number of wind maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Shock Absorber</td><td bgcolor="#eaf2f3"> Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Armor Plate<br>Armor Plate II</td><td bgcolor="#f5fafb"> Effect changed from increasing defense to decreasing the amount of physical damage taken </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Analyzer</td><td bgcolor="#eaf2f3"> Tripled the amount of damage that can be mitigated </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Hammermill</td><td bgcolor="#f5fafb"> Shield Bash will be 100% accurate when Hammermill is equipped </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Volt Gun</td><td bgcolor="#eaf2f3"> Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Heatsink</td><td bgcolor="#f5fafb"> The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Damage Gauge</td><td bgcolor="#eaf2f3"> Shortened the recast time for cure spells </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Eraser</td><td bgcolor="#f5fafb"> Changed so that only light maneuvers are consumed to fix multiple status ailments </td></tr></table>



    Automatons
    • Re-examine automaton logic
    • Add/adjust spells
      • Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
        *Cure, regen, status ailment recovery spells will each have their own recast times
      • The following spells will be added
        Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
        *Phalanx and Stoneskin will only be used on the master
        *Protect, Shell, and Haste will only be used on the master and party members

      • Tier IV elemental spells will be added to Stormwaker Y-700
      • Cure IV or Cure V will be chosen based on remaining HP
    • Weapon skill adjustments
      • Magic Mortar will have a set amount for its minimum amount of damage
    • Sharpshot automaton adjustments
      • Distance adjustments will be removed for ranged attacks

    • Puppetmasters
      • A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
        • Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
        • The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
          *Automaton oil+3 (Lv80+) will also be added.


    These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!
    I got to admit, this all looks pretty sweet, especially the fix to rdm auto, my personal pet peeve. But a word of caution to the pups and those about to bandwagon: THIS IS THE TEST SERVER! There is nothing to say how much of this will actually make it to the real game. Reading a few of the entries I'm skeptical of them reaching, or at least without a significant nerf from the current description.
    (0)

  10. #10
    Player Psion's Avatar
    Join Date
    Apr 2011
    Posts
    80
    Character
    Psion
    World
    Asura
    Main Class
    PUP Lv 99
    HOLY...

    AFK, DYING OF SUPREME BLISS

    Wow, just... wow. The amount of win in these adjustments is so much that I feel like I won first prize in the California lottery. The only thing off the top of my head that isn't on here is making it so you can deploy automatons at 21 yalms so that magic bots can start casting out of range, adjusting sharpshot so it fires shots much quicker when its out of melee range, letting us get a real ranger bot when melee isn't an option, and having it so magic and ranger automatons don't run in to melee when deployed at max range. (though that would be prefered only if you did the other two adjustments I suggested)

    Everything else is... Well, 3 years late, but incredibly welcomed by the community! Tell the dev team we love them now. Go ahead, Camate, give them a kiss for us! \/
    (2)

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