Did they say anything about the Sharpshot frames Ranged attacks being able to critical hit after this latest pupdate?
No, and that's likely never going to happen because it would be too much of a hassle for them to do it.
Basically ranged attacks cannot crit because they are considered TP moves, not real Ranged Attacks.
TP moves cannot crit, hence Sharpshoot's ranged attacks cannot crit either.
I have no clue why they had to code Sharp's ranged attacks that way. Why didn't they code them as "Ranged attacks" from the beginning? I wonder what the real problem was...
And the autumn of life has finally come
with the promise of winter thaw.
We appreciate that so much feedback has been posted even though we have yet to make changes to the test server. I'm sure you can imagine these are major changes, so before implementation we have to perform a large number of QA tests.
We are working hard to get this ready for you as soon as possible, and hopefully you will able to try this out on the test server at the end of next week. Please continue to submit your feedback!
One more thing-
It seems that there are some players who are worried about the line “*Protect, Shell, and Haste will only be used on the master and party members” so I will clarify this a little bit.
Currently Protect, Shell, and Haste can only be used on the master and on party members in conjunction with water maneuvers and the Soulsoother C-1000 head. Thus, there is no need to worry about the automaton using enhancing magic willy-nilly.
Matt "Bayohne" Hilton - Community Team
It's rare to use Water Maneuvers as is, so I guess I can live with Water Maneuver as a 'help my party!' command.'
oh sweet the news keeps getting better! never use water manuvers with heal bot out, thats perfect i think lol. Much appreciated on that tid-bit of info
Haha...well, I just capped magic after getting percolator, using beadeaux (last time we'll ever get that chance to do this before update for AI hits!)
If the auto stops spamming Cure VI and V unnecessarily, I think using this will really be handy - especially lowman.
BTW:
I don't feel that there's any good reason why the automaton shouldn't be able to cast protect/shell on itself.
Technically, the BLM head-equipped auto will be able to obtain protect or shell from monsters with Absorb-attri, which is ironically more than can be said for the WHM head in this case.
i actually find it strange as well that buffs don't apply to the puppet, i can maybe understand shell as shell + some of its defensive attachments would make it strong to any nukes, but frankly for how weak it is i think that would be fine since protect will have little ot no bearing on its defense.
If i do recall right beastmen pup are somewhat strong to magic as well? and/or immune to some debuffs?
Personally i would like it if they let it buff itself, however with all the good in the incoming updates for pup i feel it this may anger the FF gods and they might throw a wrench into our pup AI for asking for it lol...so for now just going to say it would be nice!
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