Forum Settings
       
« Previous 1 2 3
Reply To Thread

Tactical ProcessorFollow

#1 Jun 04 2007 at 11:03 AM Rating: Good
**
547 posts
Tactical Processor Attachment


The description on the Tactical Processor attachment states "Desreases decision-making time, but increase the tendency to overload" although this description is terribly vague it also hold true too its statement. The Tactical Processor DEOS NOT EFFECT SPELL-CASTING in any way!!

What the "Tactical Processor" deos is dramtically decrease the time too activate ability attachments such as Shock Absorber, Reactive Shield, Flashbulb, Economizer, Mana Converter and Eraser. The automaton AI system sometime have a tendency to not use ability attachments immediately after the master uses a maneuver; or immediately after the recast timer for a certain attachment is up. This is Most notically seen in attachments such as Shock Absorber, Economizer and the Mana Converter. The Shock Absorber attachment has a recast timer of 3 minute, however without the Tactical Processor it CAN take up to 4 or 5 minute before another stoneskin is activated, even if one is spamming earth maneuvers. With the Tactical Processor, ability attachment are activate almost immediately after its recast timer. Also If a recast timer happens to elapse while the corresponding maneuver is left on the screen the attachment will also be activated without spamming a new maneuver.


Data

Frame: Stormwaker
Automaton’s Attachments: All Recast Timers Are 0:00 and Ready For Use
Mob: Goblin Smithy
No Tactical Processor equiped


1) Master Uses Earth Maneuver --> Shock Absorber deos not activate
2) Master Uses Light Maneuver --> Flash Bulb is activated
3) Master Uses Fire Maneuver --> Reactive Shield is activated
4) Master Uses Earth Maneuver --> Shock Absorber deos not activate
5) Master Uses Earth Maneuver --> Shack Absorber is activated


Frame: Stormwaker
Automaton’s Attachments: All Recast Timers Are 0:00 and Ready For Use
Mob: Goblin Smithy
Tactical Processor equiped


1) Master Uses Earth Maneuver --> Shock Absorber is activated
2) Master Uses Light Maneuver --> Flash Bulb is activated
3) Master Uses Fire Maneuver --> Reactive Shield is activated


Frame: Stormwaker
Economizer Attachment: Recast at 0:00 and Ready For Use
Mob: Goblin Gambler
No Tactical Processor equipped
Automaton’s Mp: 81/486


1) Use Dark Maneuver --> Economizer does not activate
2) Use Dark Maneuver --> Economizer does not activate
3) Use Light Maneuver --> Flash Bulb is activated
4) Use Dark Maneuver --> Economizer is activated


Frame: Stormwaker
Economizer Attachment: Recast at 0:00 and Ready For Use
Mob: Goblin Shaman
Tactical Processor equipped
Automaton’s Mp: 96/486


1) Use Dark Maneuver --> Economizer is activated.
2) Use Earth Maneuver --> Shock Absorber is activated
3) Use Fire Maneuver --> Reactive Shield is activated
4) Use Light Maneuver --> Flash Bulb is activated


Frame: Valoredge
Automaton’s Attachments: All Recast Timers Are 0:00 and Ready For Use
Mob: Death Wasp
No Tactical Processor equipped


1) Master Uses Earth Maneuver --> Shock Absorber does not activate
2) Master Uses Earth Maneuver --> Shock Absorber does not activate
3) Master Uses Light Maneuver --> Flash Bulb is activated
4) Master Uses Fire Maneuver --> Reactive Shield is activated
5) Master Uses Earth Maneuver --> Shock Absorber does not activate
6) Master Uses Water Maneuver --> (For Condensor Protection)
7) Master Uses Earth Maneuver --> Shock Absorber does not activate
8) Master Uses Earth Maneuver --> Shock Absorber is activated


Frame: Valoredge
Automaton’s Attachments: All Recast Timers Are 0:00 and Ready For Use
Mob: Goblin Leecher
Tactical Processor equiped


1) Master Uses Light Maneuver --> Flash Bulb is activated
2) Master Uses Earth Manever --> Shock Absorber does not activate
2) Master Uses Earth Maneuver --> Shock Absorber is activated
3) Master Uses Fire Maneuver --> Reactive Shield is activated



Further Analysis

If a recast timer reaches 0:00 while the corresponding maneuver is left on the screen the attachment will also be activated without spamming a new maneuver. For example is a light maneuver is up and the 45 sec recast timer for flash bulb has passed another flashbulb is use almost instantaneous without the spamming of a new light maneuver. Moreover even with the tactical processor the automaton can fail to use an ability attachment right after the recast timer has passed, however this is rare. The tactical processor improves the reliability that the automaton will activated ability attachments associated with a given maneuver.

I also test this as it relates to magic spamming, and there is no relationship. Without the tactical processor casting speed was fixed at 26 seconds from beginning of casting to beginning of casting. With the tactical processor casting speed was still fixed as 26 seconds from beginning of casting to beginning of casting, regardless of how many ice maneuver the master has up. Mapping this data out is useless, because all corresponding casting speed were around 25 – 27 seconds.



Conclusion

What maneuvers do is influence the automation to use the ability of a given attachment, but that exactly what is does “Influence The Automaton!” The tactical processor deos more than influence, it demands the automaton to use the ability of an given attachment immediately and promptly after its recast timers are up with little to no decision time involved.

In the experimental trials I also notice that valoredge would often interrupt mob’s Tp moves with shield bash with the “Tactical Processor” equipped. Although valoredge did also use shield bash to interrupt mob’s Tp moves without the tactical processor equipped, it did not occur nearly as often as it did with the tactical processor equiped.

With the stormwaker I did see changes in the AI with the tactical processor equipped, the stormwaker would often use aero, fire or even stone too finish off a mob. It would not engage in overkill, if the mob is capable of being killed by a lower lvl nuke, the tactical processor will allow the stormwaker to make that decision. From my observation, this allows the automaton to be more precise with its mp when necessary.

Its too difficult to lay out data on Stormwaker’s lower lvl nukes to K’O mobs and Valoredge’s shield bash in relation to the tactical processor. However its an observation that I observed in which I can say there is a relationship. Moreover the data more concretely show that the tactical processor has an effect on the automaton ability to activated ability attachments.


That’s all I got, back-up tests will still be conducted to see if I missed anything.






Edited, Jun 4th 2007 4:18pm by Cljader
____________________________
lvl 100+3 Goldsmithing (specs & Apron)&(Fool's Gold)(Gold Purification) & (Gold Ensorcellment) (Sheeting)(Chaining)(Clock-Making)

Bastokian Master Goldsmith
#2 Jun 04 2007 at 11:32 AM Rating: Excellent
*
117 posts
Excellent Work!
____________________________
Shiva Server:
75 PUP, 75 DRG, 75 SAM, 41 BST, 37 WAR, 37 NIN
#3 Jun 04 2007 at 11:49 AM Rating: Excellent
Scholar
**
681 posts
woohoo... so this may be something that could be used to enhance the VE frame quite a bit if it is able to use the shield bash more effectively. perhaps this in conjunction with the analyzer could prove to be a very nice anti-tp anti-spell setup for parties. i know that i could handle stopping some -aga spells more often.
#4 Jun 04 2007 at 12:33 PM Rating: Excellent
**
741 posts
I didnt see this on my first read, but did you need a manuever up to get the full effect of Tactical Processor? Basically, did you need to use Ice Manuever combined with Fire, Earth, or Dark to get them to activate when they were supposed to or does Tactical Processor only need to be equipped to be active?

Also, how long were you waiting after Activating your automaton before Deploying and running these tests? Ive noticed my Automaton doesnt always behave as he is supposed to if I Deploy almost immediately after Activation. There seems to have a cool down time...unless what I am seeing is the very thing that Tactical Processor helps get rid of.

Ive noticed several times in the ENM where I would Activate, buff myself up and whatnot, then run down the tunnel, use a Fire Manuever followed by Deploy and my Automaton wouldnt voke.

Lastly, you say that it dramtically decreases the time it takes for an automaton to use its abilities. At any time during your testing, did you notice if it also dramatically increased the rate of Overload?

I guess if any PUP who is good at playing it safe and timing attachments wont have many Overload issues and can then take full advantage of the decreased/more reliable timers on the abilities.

Anyways, Great read. Lots of good info there. Its nice to see some concrete information on this attachment. Rate up ;)
____________________________
RotZ: 14, CoP: Complete, ToAU: Complete, WoTG: 3



#5 Jun 04 2007 at 1:01 PM Rating: Decent
Scholar
***
2,007 posts
Very good info. I was thinking that since ranged attacks on the sharpshot are also considered timed job abilities, would this increase the speed or not. I should give it a try and see what happens.
____________________________
(I don't speak any Non-Pet)
-Kairos lvl300 petmaster Caitsith
-----------------
This resulted in a backlash from the PLD. "He saved u lot from dying by using his 2hour!" *eyeroll* *****, please. I'm a mother-@#%^ing-DRAGOON. -Kellinda (Live Journal)
#6 Jun 04 2007 at 2:51 PM Rating: Decent
**
547 posts
Quote:
Basically, did you need to use Ice Manuever combined with Fire, Earth, or Dark to get them to activate when they were supposed to or does Tactical Processor only need to be equipped to be active?


Good question, you only have too have the tactical processor equiped. Ability attachments was activated much faster with the tactical processor eqiuped, to the piont where its was almost instanteous. But I am uncertian if spamming ice maneuvers will increase this.


Quote:
There seems to have a cool down time...unless what I am seeing is the very thing that Tactical Processor helps get rid of.


There definitely appears to be a cool down time after activation, i noticed that in my experiment, once the automaton is activated the recast timers are not reset. Shock absorber take a full 3 mins too reset...I Dont think tactical processor can do anything about that


Quote:
At any time during your testing, did you notice if it also dramatically increased the rate of Overload?


Yes is greatly increase overload...Condensor is highly reconmended, i had too use condensor many many of times


I am still testing this attachment because it deos seem to effect the automaton AI system

Edited, Jun 4th 2007 3:54pm by Cljader
____________________________
lvl 100+3 Goldsmithing (specs & Apron)&(Fool's Gold)(Gold Purification) & (Gold Ensorcellment) (Sheeting)(Chaining)(Clock-Making)

Bastokian Master Goldsmith
#7 Jun 04 2007 at 2:56 PM Rating: Excellent
**
741 posts
I love you, in a totally non *** way. You know, man love <3 Theres nothing wrong with that :p
____________________________
RotZ: 14, CoP: Complete, ToAU: Complete, WoTG: 3



#8 Jun 04 2007 at 3:07 PM Rating: Good
Scholar
***
1,975 posts
I don't understand your tests exactly, please explain what you did in more detail.

Quote:
Frame: Stormwaker
Shock Absorber Attachment: Recast 3 minutes
Mob: Goblin Smithy
No Tactical Processor equiped

1) Master Uses Earth Maneuver --> Shock Absorber deos not activate
2) Master Uses Light Maneuver --> Flash Bulb is activated
3) Master Uses Fire Maneuver --> Reactive Shield is activated
4) Master Uses Earth Maneuver --> Shock Absorber deos not activate
5) Master Uses Earth Maneuver --> Shack Absorber is activated
What does this mean?
You waited three minutes and used an earth maneuver, and nothing happened?
Was it precisely three minutes, or...?

Are these five seperate trials or did you spam maneuvers 1-5 back to back?

Example:
3:00 mark, used earth maneuver
3:10 mark, used light maneuver
3:20 mark, used fire maneuver
3:30 mark, used earth maneuver
3:40 mark, used earth maneuver

Also, I don't understand the purpose of throwing the flash bulb and reactive shield into a test on the shock absorber proves.





Quote:
The Shock Absorber attachment has a recast timer of 3 minute, however without the Tactical Processor it CAN take up to 4 or 5 minute before another stoneskin is activated, even if one is spamming earth maneuvers.
Could there be the possibility that the old stoneskin remains active for five minutes, even though the recast timer is three minutes? The active duration of spell stoneskin is five minutes: http://wiki.ffxiclopedia.org/Stoneskin I'm not sure if the automaton's version has the same duration or properties, but a PC's stoneskin cannot overwrite itself until the previous stoneskin has worn. I haven't tested the shock absorber extensively, but if you're experiencing these massive discrepencies then perhaps you should look into this first.




Honestly I don't understand the tests because I've never experienced an unexpected lag in using job abilities. For example, my ENM video with the valoredge shows the flashbulb activating every 45 seconds. Occasionally it will take a few extra seconds, but I think that's due to an untimely spell cast. I believe the puppet cannot perform the two actions at once, so one gets delayed slightly. From what I have observered, the puppet always uses an ability immediately if the timer is ready. I almost always use the economizer with my curebot setup. If I have a dark maneuver up and the timer is ready, it goes off. There's no "maybe it will go off" or "it could take an extra minute". It fires immediately, every time. Either I didn't understand your post or I completely don't agree.








Quote:
Ive noticed several times in the ENM where I would Activate, buff myself up and whatnot, then run down the tunnel, use a Fire Manuever followed by Deploy and my Automaton wouldnt voke.
I actually have experienced this though. That's kind of odd. I'm not sure what causes it, but I haven't seen it happen with other attachments. When it does happen, it seems like it skips an entire round, as if the provoke failed and the timer was reset. It seems like a bug honestly when it does happen, because it's so rare and unexpected.
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#9 Jun 04 2007 at 3:37 PM Rating: Excellent
**
410 posts
Quote:
When it does happen, it seems like it skips an entire round, as if the provoke failed and the timer was reset. It seems like a bug honestly when it does happen, because it's so rare and unexpected.


I believe it is a range issue with JA's and the same thing can happen to Ranged Attacks and Flashbulb. Sometimes it is accompanied by a "Monster is too far away" message and sometimes it will get seriously glitchy and display "Maton uses Provoke but the spell fails to take effect." Deploying the Maton on or above a incline to a monster below it seems to trigger this more than simply deploying it on flat terrain. For instance I've noticed it a few times XPing on mummies or soloing lower level Puks.

Nice to see all the testing btw, yourself included Nate.
____________________________
╔╗╦╔╔╗
║╦║╠║║
╚╝║║╚╝
#10 Jun 04 2007 at 3:39 PM Rating: Decent
**
547 posts
Quote:
Quote:
Frame: Stormwaker
Shock Absorber Attachment: Recast 3 minutes
Mob: Goblin Smithy
No Tactical Processor equiped

1) Master Uses Earth Maneuver --> Shock Absorber deos not activate
2) Master Uses Light Maneuver --> Flash Bulb is activated
3) Master Uses Fire Maneuver --> Reactive Shield is activated
4) Master Uses Earth Maneuver --> Shock Absorber deos not activate
5) Master Uses Earth Maneuver --> Shack Absorber is activated
What does this mean?
You waited three minutes and used an earth maneuver, and nothing happened?
Was it precisely three minutes, or...?

Are these five seperate trials or did you spam maneuvers 1-5 back to back?

Example:


Actually thanks for pionting that out, "The Recast 3 minutes" was a typo i forgot too erased, its been fixed it should read "Automaton’s Attachments: All Recast Timers Are 0:00 and Ready For Use" just as all the other experimental trails, it means that i have waited until all the ability attachments recast timers are 0:00 on the automaton


Quote:
I almost always use the economizer with my curebot setup. If I have a dark maneuver up and the timer is ready, it goes off. There's no "maybe it will go off" or "it could take an extra minute". It fires immediately, every time. Either I didn't understand your post or I completely don't agree.


I experience diffuculty in this, with the economizer there did appear to be lag in the usage of the attachment. I tested this attachment sum 20-25 times and it wouldnt fire every 3 minutes, sometimes it was 3:30 and sometimes it was 4 mins without the tactical processor. With the tactical most things activated on the first attempt after the recast timer is up


Quote:
Quote:
Ive noticed several times in the ENM where I would Activate, buff myself up and whatnot, then run down the tunnel, use a Fire Manuever followed by Deploy and my Automaton wouldnt voke.
I actually have experienced this though. That's kind of odd. I'm not sure what causes it, but I haven't seen it happen with other attachments. When it does happen, it seems like it skips an entire round, as if the provoke failed and the timer was reset. It seems like a bug honestly when it does happen, because it's so rare and unexpected.


When you first activate the automaton the abilities for the attachments are not reset, you have to wait 45 secs too use flash bulb, 3 mins to use shock absorber etc.











Edited, Jun 4th 2007 4:40pm by Cljader
____________________________
lvl 100+3 Goldsmithing (specs & Apron)&(Fool's Gold)(Gold Purification) & (Gold Ensorcellment) (Sheeting)(Chaining)(Clock-Making)

Bastokian Master Goldsmith
#11 Jun 04 2007 at 3:43 PM Rating: Decent
Scholar
***
2,007 posts
Maybe you should have timed all the uses, that may have helped the information a bit. Only thing i felt was missing is the times from the activation, engagement, etc. This is at least a good start though. i'll give it a try with shield bash soon.
____________________________
(I don't speak any Non-Pet)
-Kairos lvl300 petmaster Caitsith
-----------------
This resulted in a backlash from the PLD. "He saved u lot from dying by using his 2hour!" *eyeroll* *****, please. I'm a mother-@#%^ing-DRAGOON. -Kellinda (Live Journal)
#12 Jun 04 2007 at 3:51 PM Rating: Decent
**
547 posts
Remember this is the first set on experimental trails on this thing not related to magic casting. I didnt get Schuren right on the first try it took me 2 to 3 attempts at it, it may take the same amount of try's on this attachment too. With that being said, what I found in this experiment that the tactical processor has an effect on the activation speed of ability attachments. Furthermore the seem to be a relationship between the automaton AI system, in regards to Valoredge shield bash and Stormwaker low lvl nuking to KO mob, and the tactical processor. That the next target area of study for me, if anyone has infomation to contradict the current study feel free to share
____________________________
lvl 100+3 Goldsmithing (specs & Apron)&(Fool's Gold)(Gold Purification) & (Gold Ensorcellment) (Sheeting)(Chaining)(Clock-Making)

Bastokian Master Goldsmith
#13 Jun 04 2007 at 3:57 PM Rating: Default
*
96 posts


Thx for the post Cljader,

We both had the same concept of a "downtime" between actions. I limited myself to spells because that is an area I that I use most often; it’s good to see you taking it on step farther.




-AvoBeta
#14 Jun 04 2007 at 4:21 PM Rating: Good
Scholar
***
1,975 posts
Out of curiosity, which frame were you using when you tested the economizer and mana converter? I can't recall if the puppet needs to attempt to cast a spell in order to trigger them. If the puppet is waiting to cast a spell before using them, it could explain the large variance.
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#15 Jun 04 2007 at 4:23 PM Rating: Decent
**
266 posts
Thanks for the very helpful post Cljader. Ive always wondered why it felt that my puppet would react faster to maneuvers when Tactical Processor is equipped. So yeah the name of the attachment actually makes sense now.

The fact that this attachement, based on your observation makes shield bash more efficient, already merits Tactical Processor a slot for my valoredge. Not to mention it will also help with flash and shock absorber.

Edited, Jun 4th 2007 9:39pm by jjquirante
____________________________
<Please invite me!>
Blackmage 75 Puppetmaster 75 Beastmaster 75
Fishing 100+5 Bonecrafting 100+3
Ebisu Fishing Rod Obtained: 3/4/07

FFXI Art/History Website:
projectgraviton.blogspot.com
#16 Jun 04 2007 at 4:34 PM Rating: Default
**
547 posts
Quote:
Out of curiosity, which frame were you using when you tested the economizer and mana converter? I can't recall if the puppet needs to attempt to cast a spell in order to trigger them. If the puppet is waiting to cast a spell before using them, it could explain the large variance.



I used the stormwaker in regards to testing the economizer, thats the frame in which I observed the differences.



Quote:
The fact that this attachement, based on you observation makes shield back more efficient, already merits Tactical Processor a slot for my valoredge. Not to mention it will also help with flash and shock absorber.


I will be conducting more test on this within the next couple of days, because there definitely seem to be something there.

Edited, Jun 4th 2007 5:35pm by Cljader
____________________________
lvl 100+3 Goldsmithing (specs & Apron)&(Fool's Gold)(Gold Purification) & (Gold Ensorcellment) (Sheeting)(Chaining)(Clock-Making)

Bastokian Master Goldsmith
#17 Jun 04 2007 at 4:55 PM Rating: Decent
Scholar
**
305 posts
Nice work!
____________________________
First Lieutenant Kaminat @ Kujata
Wings of Honor
BRD 75 (Mordant Rime)
BST 75 (Primal Rend)
WHM 75 (Mystic Boon)
PUP 75 (Stringing Pummel)
RDM 75 (Death Blossom)
SCH 75 (Omniscience)
COR 75 (Leaden Salute)
DNC 75 (Pyrrhic Kleos)
BLM 75 (Vidohunir)
BLU 75 (Expiacion)
Currently leveling: NIN/BST
Nyzul Isle - Floor 100 = Clear
Subs: SMN 56 NIN 37 WAR 37 DRK 37 RNG 37
DNC 37 SAM 37 THF 37
Fishing 96.2 - Woodworking 74.0
Cooking 60.0 - Alchemy 56.2 - Goldsmithing 36.4
#18 Jun 04 2007 at 6:40 PM Rating: Excellent
**
410 posts
Quote:
Out of curiosity, which frame were you using when you tested the economizer and mana converter? I can't recall if the puppet needs to attempt to cast a spell in order to trigger them.


Either of the DD frames will use Economizer regardless of having no mp, not sure but I would say Mana Converter should work too.
____________________________
╔╗╦╔╔╗
║╦║╠║║
╚╝║║╚╝
#19 Jun 05 2007 at 4:56 PM Rating: Default
Scholar
**
489 posts
For some reason I have a funny feeling that Animator +1 will affect the automaton in the same way that you have proven Tactical Processor does. Because really, there is no other practical sense of "Allows orders to be more directly relayed to the automaton." Everything else about the job besides the attachment abilities is direct enough.

And if that were the case, then Animator +1 would definitely be worth getting, because you get the benefit on ensuring attachment abilities fire off without the fear of overloading. (then again Animator flavor text don't ever seem to really mean anything)

Great work. Hopefully you can find out more of exactly what this thing does through your back-up tests as well. When that happens I hope you'll allow me to add that to 201 as well.
____________________________
Arciel Spira | SMN PUP BST DRG RDM
Bahamut
wilddragonchase.com
#20 Jun 06 2007 at 7:04 AM Rating: Decent
Scholar
**
253 posts
I have a question about enhancements like Flashbulb. When Flashbulb is executed against a mob, does the SW have to wait XX about of seconds before it can cast a Cure or are they not on the same AI timer for spells?

Edited, Jun 6th 2007 11:05am by netglen
____________________________
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
We are the BLU. Lower your shields and power down your weapons. You will be assimilated. We will add your biological and technological distinctiveness to our own. Resistance is futile
#21 Jun 06 2007 at 8:48 AM Rating: Good
Scholar
***
1,975 posts
Someone confirm his tests please. Learn from your mistakes. Don't just take it as gospel, like last time. -.-




Quote:
When Flashbulb is executed against a mob, does the SW have to wait XX about of seconds before it can cast a Cure or are they not on the same AI timer for spells?
They're on seperate timers. They may, however, interfere with each other by a second or two. The puppet can't both use a job ability and cast a spell at the same time, so one has to wait for the other. I'm not sure if normal attack swings affect timers at all.
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#22 Jun 06 2007 at 9:19 AM Rating: Decent
**
547 posts
Quote:
Someone confirm his tests please. Learn from your mistakes. Don't just take it as gospel, like last time. -.-


Im going to conduct back-up test to try to confirm this experiment, but as of right now this is the best information we got until new testing is done. Back up tests are needed, and experiments need to be conducted on the tactical processor's relation to shield-bash as well.

Edited, Jun 6th 2007 10:20am by Cljader
____________________________
lvl 100+3 Goldsmithing (specs & Apron)&(Fool's Gold)(Gold Purification) & (Gold Ensorcellment) (Sheeting)(Chaining)(Clock-Making)

Bastokian Master Goldsmith
#23 Jun 06 2007 at 9:41 AM Rating: Default
Scholar
**
489 posts
If you're going to test it with shield bash you might be able to solve the shield bash timer with relation to the 4 frame heads..

and if we have that info, we might be able to go 1 step further and figure out for sure what the **** Analyzer does
____________________________
Arciel Spira | SMN PUP BST DRG RDM
Bahamut
wilddragonchase.com
#24 Jun 06 2007 at 9:41 AM Rating: Decent
Scholar
**
253 posts
Quote:
They're on seperate timers. They may, however, interfere with each other by a second or two. The puppet can't both use a job ability and cast a spell at the same time, so one has to wait for the other. I'm not sure if normal attack swings affect timers at all.


It was just last night I had Flash go off and then right afterwards a Cure III to itself. I just never seen both go off so close together and was wodnering if the Tactical Processor forced the Flash just before the casting of the Cure III.
____________________________
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
We are the BLU. Lower your shields and power down your weapons. You will be assimilated. We will add your biological and technological distinctiveness to our own. Resistance is futile
#25 Jun 06 2007 at 9:50 AM Rating: Excellent
Sage
*
66 posts
Cljader wrote:
Frame: Valoredge
Automaton's Attachments: All Recast Timers Are 0:00 and Ready For Use
Mob: Death Wasp
No Tactical Processor equipped

1) Master Uses Earth Maneuver --> Shock Absorber does not activate
2) Master Uses Earth Maneuver --> Shock Absorber does not activate
3) Master Uses Light Maneuver --> Flash Bulb is activated
4) Master Uses Fire Maneuver --> Reactive Shield is activated
5) Master Uses Earth Maneuver --> Shock Absorber does not activate
6) Master Uses Water Maneuver --> (For Condensor Protection)
7) Master Uses Earth Maneuver --> Shock Absorber does not activate
8) Master Uses Earth Maneuver --> Shock Absorber is activated



I can not confirm this to be the case. When I go to ENM60, I let my Automation tank. After I call the Automation(Valoredge), I let recast time go to 17:00 (3min waiting). Afterwards, I put one Earth Maneuver up and sends it to fight it does Shock Absorber all the time.

If I choose to do Light Maneuver or Fire Maneuver afterwards, Flash and Reactive shield and/or Provoke will fire as well.

This information is true for preupdate ENM60 fight. Not sure how update has affected this AI.
#26 Jun 06 2007 at 12:39 PM Rating: Good
Scholar
***
1,975 posts
Quote:
Im going to conduct back-up test to try to confirm this experiment, but as of right now this is the best information we got until new testing is done. Back up tests are needed, and experiments need to be conducted on the tactical processor's relation to shield-bash as well.
Yeah, try to post your procedures with as much detail as possible so we can replicate the tests.

lol, I'm just disturbed that I see so many:

"nice job!"
"good job!"
"rate up!"
"well now that we've figured out what the tact proc does..."

Yet no one is checking to make sure the info is valid.






Quote:
we might be able to go 1 step further and figure out for sure what the **** Analyzer does
Do we even know if the analyzer affects shield bash? Or is this again like the tactical processor was: "we have no idea, so we're going to say it affects spell recast speed..."






Quote:
It was just last night I had Flash go off and then right afterwards a Cure III to itself. I just never seen both go off so close together and was wodnering if the Tactical Processor forced the Flash just before the casting of the Cure III.
Usually there's a full one-second pause; that's something to look into. The puppet can perform a melee strike and ranged attack at the same time though. The pauses only seem to be with job abilities and spells.

Edited, Jun 6th 2007 4:41pm by Nateypoo
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
« Previous 1 2 3
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 1 All times are in CDT
Anonymous Guests (1)