Does the automaton still try to cure aura/sphere status effects on the test server? I've fought a few mobs like Amun on the normal server (solo, PUP/NIN), and it's rather annoying the automaton is trying to Poisona a debuff that's expiring within 2 ticks AND is reapplied the next tick anyway...
Also, what IS the term SE uses for the continuous aoe effects? Players usually use "aura", but some newer gear has similar effects called "sphere".
"Puppetmaster was our last best hope for peace. It failed.
Now it's our last best hope.. for victory!"
Yes it still tries to cure aura status, I don't think there is a way to code for it not to since the status is "poison" and not "Aura: Poison" the pet just sees poison and tries to cure it.
I would love for it to be different, but I think we might be stuck with that.
I remember saying this back in September, and though I thought about it in relation to attachments, I knew the developers were going to try to do something to force PUP to use Cooldown despite PUP objections to the ability. It's the case of a developer designing an ability and, instead of listening to players who say they don't like it, trying to make it "attractive" by making it a critical ability and doing something obnoxious in the process.
In the case of having to put up three light maneuvers to get the WHM puppet to prioritize healing, that's just ridiculous. Two isn't much better. Why on Vana'diel would the developers think it was a good idea for a PUP to spend a minimum of ten seconds (20 with 3 maneuvers) trying to get a WHM puppet to do its primary duty in addition to making sure that it also can't have both a dark and an ice maneuver while doing so (thereby not allowing it to refresh its MP or spend less/cast faster). What else should a PUP with a WHM automaton be doing? Certainly it shouldn't be trying to get the puppet to actually Cure someone for far longer than that person probably has to live and then risking making it stand there casting Protect/Shell/Haste or removing status effects if an ability with a 3 minute Cooldown isn't up.
What kind of engineer/goldsmith (or whatever Ghatsad is) would design a WHITE MAGE whose last priority is to cast Cure? One who likes to see other people die?
Last edited by Cyranda; 11-02-2011 at 09:44 PM.
The weird thing is this: When I am inflicted with paralyze, the auto casts paralyna to cure it. When I am inflicted with a paralyze "aura" the auto casts Erase for no effect. It has to be seeing something differently between the two. I wouldn't think it would be too hard to home in on this difference, similar to how they plan to fix the erasing sleep problem.
I can still manage a cure between erases so it's not game-breaking, but if we're going to do all this testing we might as well try to get everything we can right!
Last edited by Treyd; 11-02-2011 at 10:30 PM.
Soulsoother should have priority of curing without light maneuvers period especially if you are below 80% hp. Its a whm head. Status removal should come second, only gaining priority with 1 or more water maneuvers only taking priority if more water maneuvers are used than light when hp is below 80%. When HP is above 80% i think its reasonable to have status removal/enhancing above curing priority. In no way shape or form should this head not have 100% curing priority when HP is 50% or less. Im not going to tell my WHM to wait till i get into critical before they cure me.
Stormwaker should prioritize enfeebles, healing with a light maneuver, then enhancing with a water. And as above when HP is below 50% it should have 100% priority for curing. No RDM is going to enfeeble over keeping their party members alive.
Spiritreaver should prioritize nuking over everything unless MP is below 20% or possibly lower. A dark maneuver should throw drain/aspir as priority (providing it has less ice maneuvers), then enfeebles. If my puppet needs MP that badly I'm most likely just going to deactivate anyway.
Whichever head is equipped should always have highest priority for whatever job its mimicking. If the purpose of maneuvers is to change the behavior of the puppet then we will do so with the use of those maneuvers. We dont need the puppet doing useless things over important things. Healing should never take a back seat to anything especially in low HP situations.
And i really dont see how its hard to get this right. In FFXII with the use of gambits my party members knew exact priority of what i wanted over what and this should be no exception especially with curing.
Last edited by autobot; 11-02-2011 at 11:38 PM.
I hate having to ask more than once for a Whm to cure me. I love when I don't have to ask at all. That's what you're effectively telling us we need to do: ask our puppets more than once to do the job we geared them to do. Soulsoother should require 1 maneuver to prioritize curing above all else, Stormwaker 2, and Damage Gauge should lower the requirement by 1 maneuver just from being equipped.
The automatons are supposed to have their AI modeled after the finest mages in the Empire. I've always thought that this meant that the Aht Urhgan Empire had the stupid mages to ever pick up a staff. Now you're tinkering with the AI, make it not suck, yeah? If you really want us to use Cooldown that badly, lower maneuvers to 5 seconds. Or give us a Hasso style stance for our puppets that doubles burden per maneuver. Just give it to us and see how it works out, I mean that's the point of the test server, isn't it?
yeah, i've actually been thinking about this specifically. if SE can't make automatons do what we want, then why don't we just get puppet gambits? then everyone can be happy with their automatons' priorities. change them at the automaton workshop in whitegate or something.
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