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Animator's Workshop: A Puppetmaster's Guide 2.0
Phoenix.Capuchin
Serveur: Phoenix
Game: FFXI
Posts: 3628
By Phoenix.Capuchin 2016-02-03 12:03:42
Well, to be fair it's more frequent than every 5 minutes if you haven't been in the zone for a long time (SR, any high tier KI fight, Escha after zoning in or resetting vorseals, etc.), so slightly more annoying to manage. But yeah, your point remains - not a huge deal for PUP as you don't need to be in range nearly as much as BST.
Now, the scary possibility is an unadvertised nerf to Auto-Repair Kit regen...
If they aren't actually hurting pet DT- or regen, nerfing Repair is somewhat irrelevant anyway. But who knows, maybe it's actually not even a nerf? Would be REALLY REALLY cool if they changed Repair/Maintenance to be able to remove additional status effects... Doom! ;)
By Jadey 2016-02-03 13:07:25
This is going to be a weird one to explain in lore, because the Animators are essentially walkie-talkies/cell phones.
Knowing the current dev team they'll nerf the range to the point that someone meleeing with their Soulsoother at max distance won't be able to keep up maneuvers.
As far as the Repair change, I think they mentioned in a previous dev post that they were considering making the Regen effect immune to Dispel.
By dustinfoley 2016-02-03 13:14:17
Mobs in resinjime are using wifi/cell phone jammers....obviouslly
Phoenix.Capuchin
Serveur: Phoenix
Game: FFXI
Posts: 3628
By Phoenix.Capuchin 2016-02-03 17:27:12
my main is pup, i hope really they dont nerf distance to use ability...
Like Tru said, it's not really a major nerf to PUP since you shouldn't have to use maneuvers too often, and when you do it's not that hard to protect yourself with SS/Blink, Utsu, whatever.
If you're in any zone with a puppet alive long enough to get up to max duration 5min maneuvers, it's a very minor inconvenience at best.
Slightly more annoying on a freshly activated puppet or in an instanced battlefield due to shorter maneuver duration for the first several minutes, but still easily manageable.
Cerberus.Balloon
Serveur: Cerberus
Game: FFXI
Posts: 424
By Cerberus.Balloon 2016-02-04 02:58:29
The problem might not be Maneuver duration, but that maneuver effects only take place in a 10yalm area around yourself.
I don't see that as very likely, but also I don't see that as impossible.
Cerberus.Balloon
Serveur: Cerberus
Game: FFXI
Posts: 424
By Cerberus.Balloon 2016-02-04 04:20:51
I personally really don't see a need for them either. Puppetmaster FINALLY has a niche, as someone else mentioned the lore for Animators allowed long range communication and, unlike Beastmaster, our automatons output is not good enough to allow us to clear content with an army of Automatons.
We are not really stealing Tank jobs, we just provide an alternative to it, and in a game with 3 tanks (PLD, NIN, and RUN) that isn't a bad thing.
The mage gear we get finally has some use as a supplement to build hate (MP > Cure).
We'll see what happens though.
Cerberus.Balloon
Serveur: Cerberus
Game: FFXI
Posts: 424
By Cerberus.Balloon 2016-02-04 08:25:51
The adjustment we’re aiming for a February release is not one that will affect the distance at which you can use abilities. Currently, Automatons will listen to the master’s instructions and use abilities regardless of the effectiveness of the ability’s distance. This means there are many cases in which the Automaton will use abilities and they will have no effect at all.
With the planned adjustment, we wish to make it so that the Automaton will consider whether or not the current distance will be an effective use of an ability, and prevent use of abilities in the case it will have no effects. In other words, it will affect cases where the Master is within a valid distance, but the automaton’s distance makes it invalid. We believe this will not result in any significant change to how the Automaton currently functions, so we hope players can rest easy.
Not a nerf, then.
Serveur: Bahamut
Game: FFXI
Posts: 51
By Bahamut.Badstreak 2016-02-04 10:25:42
That's a big relief.
Yes it's true, if you send an automaton at a target with a fire maneuver up, you will usually see "Target out of range" when the automaton tries to use the strobe and it's out of range.
This actually wastes the use of the strobe and resets the cooldown for it, so this will be a good fix then.
By darthmaull 2016-02-04 18:47:58
Just out of curiosity, has anyone had the chance to try any content with at least 3 well geared ilvl119 Pups?
Quetzalcoatl.Trulusia
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-02-04 18:50:44
Just out of curiosity, has anyone had the chance to try any content with at least 3 well geared ilvl119 Pups?
Yup.
Carbuncle.Xylus
Serveur: Carbuncle
Game: FFXI
Posts: 29
By Carbuncle.Xylus 2016-02-04 20:52:18
I have Just out of curiosity, has anyone had the chance to try any content with at least 3 well geared ilvl119 Pups?
Yes Sir. I have and it is quite fun. x3-5 PUP + COR makes for some crazy SC chains and DD overall.
Quetzalcoatl.Trulusia
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-02-04 21:30:09
I have Just out of curiosity, has anyone had the chance to try any content with at least 3 well geared ilvl119 Pups?
Yes Sir. I have and it is quite fun. x3-5 PUP + COR makes for some crazy SC chains and DD overall.
The important bit is staggering your puppet types. One SS and one VE works well, throw in a BLM to MB and you can rip ***apart.
Caitsith.Mahayaya
Serveur: Caitsith
Game: FFXI
Posts: 3341
By Caitsith.Mahayaya 2016-02-04 21:52:15
Quetzalcoatl.Trulusia said: »I have Just out of curiosity, has anyone had the chance to try any content with at least 3 well geared ilvl119 Pups?
Yes Sir. I have and it is quite fun. x3-5 PUP + COR makes for some crazy SC chains and DD overall.
The important bit is staggering your puppet types. One SS and one VE works well, throw in a BLM to MB and you can rip ***apart.
BLM or BLM Puppet? lol
Quetzalcoatl.Trulusia
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-02-06 01:11:21
Quote: One other thing I would like to note is that we will be making adjustments to the damage calculations of melee attacks and ranged attacks, and this will also apply to automatons. You’ll be able to reference the same calculations for beastmaster’s pets, and the damage cap can be increased.
Finally. Certain pets are already *** strong, Overdrive is already absolutely bonkers. We're going to see the advent of two OD PUPs destroying high level content. If we get that skillchain bonus attachment along with it, you have the best burst/zerg DD in the game. Essentially invincible, nearly immune to debuffs, capped attack(with familiar calculations!) and accuracy(with the right sets), an absolutely insane amount of stp and 100% double attack. Oh, and 300+ stats for WS mods.
Interestingly, this makes the gap between String Shredder and Bone Crusher that much wider. Also, Armor Shatterer will mostly be absolutely horrible unless they change how it works. It will be incredibly consistent damage. I really have no idea. But this ***is exciting.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10131
By Asura.Sechs 2016-02-10 12:12:05
Anybody remembers who and where is that new NPC they added some time ago that sells all PUP atachments?
Edit:
Nvm found it
Quote: A new automaton attachment vendor, Rararoon, has been added to Nashmau in G-6.
The variety of attachments available from Rararoon will differ based on the player's puppetmaster level.
*Attachments can only be purchased by players who are level 30 and above.
Asura.Cicion
Serveur: Asura
Game: FFXI
Posts: 211
By Asura.Cicion 2016-02-10 12:21:42
Raraoon Nashmau G-6
Serveur: Bismarck
Game: FFXI
Posts: 1346
By Bismarck.Kuroganashi 2016-02-17 19:14:08
Where would be a good spot to skill up from:
Melee 98 ~> CAP
Ranged 13 ~> CAP
Magic 0 ~> CAP
Thank you.
P.S. NOT Burning the job, just got LS members lvling up PUP the old faction way and they asked me about it.
so I am not sure, since I am 99 and fully cap already ><
Cerberus.Jiko
Serveur: Cerberus
Game: FFXI
Posts: 1741
By Cerberus.Jiko 2016-02-18 02:45:50
Stupid question.
Gear with "Repair potency +x" or whatnot, would that also effect the JP bonus of +MP? Example would be Pratik Earring, gives +10 repair pot... would that transfer over to MP, or just the HP portion of it?
Serveur: Sylph
Game: FFXI
Posts: 558
By Sylph.Hyunkyl 2016-02-18 07:44:08
For melee and ranged, guess Uragnites or Colonizations/Lair Reives?
Quetzalcoatl.Trulusia
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-02-18 09:34:56
Stupid question.
Gear with "Repair potency +x" or whatnot, would that also effect the JP bonus of +MP? Example would be Pratik Earring, gives +10 repair pot... would that transfer over to MP, or just the HP portion of it?
Well, repair doesn't grant refresh and repair potency doesn't impact initial healing, so no.
By dustinfoley 2016-02-18 09:39:41
Wouldnt that be nice if repair added +20 mp refresh,,, but no its +20 mp...total. So at rank 20 you get 20x20 mp, aka 400 mp.
Like trulusia said , pot gear affects the regen not the inital ammount, which is where you get the mp.
If you need more mp. i recomend using mana tank + economizer. The combo will leave you with 13-17 refresh which is more than enough to keep you going until economizer kicks in. Using repair for 400 mp is a waste of money.
Cerberus.Jiko
Serveur: Cerberus
Game: FFXI
Posts: 1741
By Cerberus.Jiko 2016-02-18 09:39:46
Quetzalcoatl.Trulusia said: »Stupid question.
Gear with "Repair potency +x" or whatnot, would that also effect the JP bonus of +MP? Example would be Pratik Earring, gives +10 repair pot... would that transfer over to MP, or just the HP portion of it?
Well, repair doesn't grant refresh and repair potency doesn't impact initial healing, so no.
Even if it doesn't give refresh, at 20/20, it should give 400 mp. 10% potency, if im not mistaken, should give 40 extra MP, irrespective of a refresh or not due to it being "potency", not refresh/regen potency. I dont have 20/20 in that yet, hence testing it would be pretty annoying at the present moment.
Cerberus.Jiko
Serveur: Cerberus
Game: FFXI
Posts: 1741
By Cerberus.Jiko 2016-02-18 09:43:33
Wouldnt that be nice if repair added +20 mp refresh,,, but no its +20 mp...total. So at rank 20 you get 20x20 mp, aka 400 mp.
Like trulusia said , pot gear affects the regen not the inital ammount, which is where you get the mp.
If you need more mp. i recomend using mana tank + economizer. The combo will leave you with 13-17 refresh which is more than enough to keep you going until economizer kicks in. Using repair for 400 mp is a waste of money.
It wouldnt be solely for MP, it'd be when SS/HQ's taking damage and is also low on mp. That 40 extra mp (from one slot) would be a nice bonus in addition to mana tank/Econ.
Cerberus.Jiko
Serveur: Cerberus
Game: FFXI
Posts: 1741
By Cerberus.Jiko 2016-03-01 04:33:00
Any chance an updated Pet overdrive DD set (if different than normal DD set, assuming it is) can be posted? I'd like to see what updated pieces I'd be missing out on that're better than Taeon x.x
By dustinfoley 2016-03-01 05:26:49
Taeon gives acc/atk + haste + DA(or)Crit
Hurculean gives accatk/racc/ratk + DA(and)Crit + stat
If you can cap haste then hurclean wins (more acc/atk, and da AND crit). Even if you cant cap haste, 1-2 taeon (body+head) and 3 hurculean should be tops.
[+]
Cerberus.Jiko
Serveur: Cerberus
Game: FFXI
Posts: 1741
By Cerberus.Jiko 2016-03-01 05:42:01
So aim for herc feet/legs/hands. Got it. Using Ukko's for belt with panton back, nothing amazing on earrings/neck, SoA Ring and Overbearing on rings.
Taeon has +75 atk/23acc combined. DA (from what I understand) caps with 2x coilers and haste comes close with 2x turbo chargers. As I saw it, the only things worthwhile there would be the crit+
By dustinfoley 2016-03-01 06:54:11
TC1/2 = 12% with no maneuvers + 25% with overdrive (this is all magical haste), so that puts you at 37/43% MAGICAL haste.
You can still get 25% gear haste for pet. And depending on what gear you have, determines how many taeon you need to cap.
Hurch sash is 5% (or ukko)
Ohtas is 10% haste 70 acc (i prefer this over midnights, obviously KKK is a strong contender with AM3 up)
Adoulin ring is 3% (20 acc/atk as well)
Rimeice earring 3%
penetrating cape - 20atk 4 store tp 2% haste
Still need 3% haste from somewhere to cap
Max for taeon is 5% so in theory you can cap haste with 1 taeon 4x hurc, and since hurc body is hardest to get, i would go for taeon body + 4x hurc
taeon - 25acc/5% haste/4%crit rate
Herculeanx4 - 25acc/racc/atk/ratk --4% crit, 4% DA
With herculean you can get up to 40 of the acc/atk stats but anything over 25 is 'over cap' and more rare to obtain.
Domes ear - 3% da
Burana ear - (15atk)
overbearing ring - (15 atk)
empath neck - 10 acc 5 atk
All together:
25% gear haste
20% crit
19% da
250+ acc
225+ atk
Under Construction
Node 122
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