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  1. #11
    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. #12
    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. #13
    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. #14
    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. #15
    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)

  6. #16
    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)

  7. #17
    Player brayen's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    ill be negative nancy for a min before i spazzum with joy:

    protect and shell casted on a full pt is gonna be a hell of a lot of mp and haste spam not as much mp but will be sweet pt support.

    k now i spazzim with joy
    @@^%@#$^$%^!#$$#^

    really like most/all of these changes, i know it wont make pup a zomg DDer but it is the direction i want to see the support frames going and seems like itll fix the caster jobs a good margin. espechially since na and cures are split /drools
    Mp might actually become a concern now but its a bit early to say just yet.

    One last thing to note is the use of cure 4 and 5, this seems great to help combat any mp problems, however don't we get cure 6 too? i mean it might be a slight oversight and probably not too important, in either case im giddy like a school girl for these changes.

    EDIT:
    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.
    Peple seem to keep missing this awesomeness part of the post:
    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

    which if read correctly means dread spieks follwoed immedietly by a nuke should be possible, absorbe should also be a dark spell not elemental
    (0)
    Last edited by brayen; 10-15-2011 at 12:25 PM.

  8. #18
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    10,920
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Added a bonus to the amount of spike damage dealt based on the frame’s skill level
    Can you please clarify this? I assume you mean based on the frame's *highest* skill level? or do you mean combined? Each frame other than valoredge has more than one skill.

    Cure IV or Cure V will be chosen based on remaining HP
    What about cure VI?

    Regardless:

    OMG I think I did something in my pants. HOLY SHIAT this is the best PUPdate ever.
    (0)
    Last edited by Alhanelem; 10-15-2011 at 02:20 PM.

  9. #19
    Player Jar's Avatar
    Join Date
    Mar 2011
    Location
    caitsith derp
    Posts
    503
    Character
    Lugat
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Quote Originally Posted by Alhanelem View Post
    Can you please clarify this? I assume you mean based on the frame's *highest* skill level? or do you mean combined? Each frame other than valoredge has more than one skill.

    What about cure VI?

    Regardless:

    OMG I think I did something in my pants. HOLY SHIAT this is the best PUPdate ever.
    think he means while VI is default it will switch to V and IV now when they are enough
    (2)

  10. #20
    Player brayen's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    Quote Originally Posted by Jar View Post
    think he means while VI is default it will switch to V and IV now when they are enough
    oh that would make sense, i read it more like it will sue 5 and 6 only, where 4 was ment to be 6...but if what you say is the correct EVEN BETTER!
    (0)

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