Quote Originally Posted by Nezha View Post
As far as functionality goes, that was SquareEnix's own concept of the job, "feeling comfortable in almost any situation," and many of my suggestions were things they already mentioned. I was hoping to address ways the job is falling short of the job concept using quick copy/paste abilities/magic in the form of attachments to fix it that wouldn't require much coding to accomplish, save for the enmity screen JA suggestion.

Furthermore, with all the best current available gear, attachments, and food there is Valoredge has nearly 75% accuracy on VD high level battlefield mobs, so I would debate the "need" of (1) so much as making base accuracy higher, so we can use other maneuvers beside thunder maneuvers and not have to full time pet gear. But for sure there is not much we can't hit at this point with right gear, food, attachments+maneuvers. Also there is new even stronger food going to come out, so I think DEV team on the right track with this, it's not here yet, but we can probably focus on other issues like pet enmity/survivability now.

(3) and (4) I agree on, but again fixing things with attachments of already existing magic/JA data is much more probable than another massive Automaton pet AI overhaul, mostly because the data for abilities like Cover/Sentinel/Palisade etc. is alrdy there, so simply copy past data/animation, then configure to fit Automatons. I don't think there is enough manpower at SE HQ for a massive AI overhaul like that for FFXI anymore, maybe FFXIV.

You know what would be cool though? If we could assign each Automaton weaponskills to the maneuvers we wanted, to fit our own play style.
I am well aware of what they claim tactical processor does, however, it has yet to parse a significant change in anything other than overload.

You say things like "increase functionality" and "it is unlikely for a massive AI overhaul". Well which is it? I dont see them adding tons of stuff like you said which is why i suggested just 4 simple options that would be hugely helpful.

Fixing things with attachments requires new code to say what the AI should do with a certain attachment is equiped, which really isn't any different than new code that says Buff order > pro -> shell -> haste II when no attachments are equiped. I just would rather not waste attachment slots to control the ai of my pet, when i dont think there is a single situation that you would want your pet stoneskin'ing itself before it haste IIs you.

The thing about 1), is we know we are getting high end attachments, we know that they will specifically targeted for ilevel content, and we can pretty much guarantee they will be ACC related. The issue is, like you said, if we go full + pet gear and food, we get to maybe 75% acc on VE...but whats the masters acc at that point? Is it even worth bringing a pup if their pet cant come close to acc cap?

The question is, with a pup in high end gear so he can hit the mob, whats the pets acc at? If I am at 1.3k + acc with buffs/food, my pet is probably at 50% acc. Ideal would be for when a master is in full acc/dd gear their pet is at 75% acc, and when we go full pet gear the pet is at 90%+ acc.

I know what they said about pets and buffs, but I just dont think they realize that if a player needs 2x songs, food, and full acc gear, then a 5/10/15/25 acc attachment isn't going to take them from 900 acc to the 1200 acc + they need for most events.