Did they say anything about the Sharpshot frames Ranged attacks being able to critical hit after this latest pupdate?
Did they say anything about the Sharpshot frames Ranged attacks being able to critical hit after this latest pupdate?
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.'
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.
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!
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.
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