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  1. #71
    Player Jar's Avatar
    Join Date
    Mar 2011
    Location
    caitsith derp
    Posts
    503
    Character
    Lugat
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Did they say anything about the Sharpshot frames Ranged attacks being able to critical hit after this latest pupdate?
    (0)

  2. #72
    Community Rep Bayohne's Avatar
    Join Date
    Mar 2011
    Posts
    130
    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-
    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
    *Phalanx and Stoneskin will only be used on the master
    *Protect, Shell, and Haste will only be used on the master and party members
    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.
    (7)
    Matt "Bayohne" Hilton - Community Team

  3. #73
    Player Darkvalkyr's Avatar
    Join Date
    Aug 2011
    Location
    Aht Urhgan
    Posts
    58
    Character
    Darkvalkyr
    World
    Lakshmi
    Main Class
    BLU Lv 95
    It's rare to use Water Maneuvers as is, so I guess I can live with Water Maneuver as a 'help my party!' command.'
    (0)

  4. #74
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,014
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Darkvalkyr View Post
    It's rare to use Water Maneuvers as is, so I guess I can live with Water Maneuver as a 'help my party!' command.'
    Not rare for me, I keep spamming them for better skill up rates.
    (0)

  5. #75
    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)

  6. #76
    Player brayen's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    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
    (1)

  7. #77
    Player Darkvalkyr's Avatar
    Join Date
    Aug 2011
    Location
    Aht Urhgan
    Posts
    58
    Character
    Darkvalkyr
    World
    Lakshmi
    Main Class
    BLU Lv 95
    Quote Originally Posted by Alhanelem View Post
    Not rare for me, I keep spamming them for better skill up rates.
    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!)

    Quote Originally Posted by brayen View Post
    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
    If the auto stops spamming Cure VI and V unnecessarily, I think using this will really be handy - especially lowman.
    (0)

  8. #78
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,014
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    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.
    (1)

  9. #79
    Player brayen's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    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!
    (0)

  10. #80
    Player xiozen's Avatar
    Join Date
    Mar 2011
    Location
    San'doria
    Posts
    301
    Quote Originally Posted by brayen View Post
    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.
    All the more reason to test on the test server; the actual defensive capabilities of the automaton once all of the changes have gone into effect--as you pointed out; adding "additional" buffs to defense via Protect or magic def. via Shell etc. may be a bit much with the revamped attachments... so we'll have to wait and see.
    (0)

    {DISCLAIMER} Posts may contain opinions based on personal experiences that are not meant to be taken as facts. What may appear as fact with no source reference may be recollection of information with no source, and may be subject to scrutiny without source reference. Any debate may be considered conjecture of all parties in that debate. Player comments may not be the expressed position/consent of SE, their affiliates, or any employees of said organizations.

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