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  1. #1
    Player
    Join Date
    Apr 2011
    Posts
    114
    Quote Originally Posted by Roja323 View Post
    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.
    Yeah I never said tactical processor was significantly helpful, but just saying we DO know what it does, in response to your saying we don't.

    Increasing functionality and a massive overhaul are not mutually exclusive, most of the code for already available job abilities are already written, copy pasting them for an attachment is different from creating brand new frames/heads/attachment effects etc. I do admit some of my suggested attachments might require a little more work, like cover, but it makes more sense to me to give Automaton more options of managing hate through already available abilities, than to rework how enmity works overall or something difficult like that. Buff order stuff was already mentioned by Camate and wouldn't require an attachment based on what he said. I'm sure when they add Pro/Shell for Automaton self use they will fix spell cast order, but to be honest I don't care for this, I'd much rather stormwaker get Distract/Frazzle than Pro/Shell itself or if they just copy-pasted Koru-Moru's magic casting AI, I'd be happy with that too.

    I don't think anyone is arguing we want pet stoneskining itself before Haste II or even stoneskining itself for that matter granted we already have Shock Absorber... so yeah don't know what to say about that...

    As far as accuracy goes we are in agreement that it would be nice if pet and master could have high ACC together without having to spam thunder maneuvers and full time pet ACC gear, I was only making the claim the pet CAN hit well, with right gear/food, but of course at the expense of the master at this point.

    As far as harlequin goes, suggestions were only to make it useful, by giving it a niche ability, like innate formless strikes on monsters like Tojil, or more MP so you have a pet that can cure itself which also has relatively high HP, with enough earth capacities to tank. I don't think there was anything senseless about wanting all pets to be used/useful if we aren't getting new ones.
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    Last edited by Nezha; 12-10-2014 at 03:05 PM.