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#1 Aug 23 2011 at 8:31 AM Rating: Good
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Nother sneak peak/ terribly horrible jp to eng translation.

Hello, we have a few answers in regards to feedback/suggestions specially in regards to cool down.

1) Yey for subtle blow. What attachment is going to enhance this? I wouldn't expect it to be very potent.

A) It will be about as potent as other pets/wyvrens. I have a low potential to add the attachment at this time


2)Repair is nice but its hard to recover from multiple status ailments.

A) We think we have an idea for this. We are thinking about having repair oil remove 1 status ailment, +1 remove 2, and +2 remove 3.

3) It would be nice if cool down instantly removes overload

A)Cooldown has 2 affects
1. Reduce current load by half
2. If overloaded, it will remove the overload
It may seem this would be better for low levels, but we figure its more comensurate of a skilled puppettmaster having 95 levels of experience.

4) When reviewing/adjusting the attachments dont forget to review the elemental cost

A)Of course we will review both the performance as well as the cost to use them. For example, we are considering changing armor plate from "+% defense" into "-PDT"


5) In regards to automatons casting silence on crabs even though they have the mp to cast, but no spells to cast...

A)Without scanner, it will cast silence on mobs with mp.
With scanner, it checks for MP, then it checks resistance to see if there is a point in casting the silence.

As an aside, we will review the scanner with all other attachments.

6) Why wont the blm cast on certain mobs (example of mob in az underwater ruins)
A) It indeep seems like these mobs are 'silencing' the automaton and when we looked at it the issue goes deep so be patient with us as we try to address this.

7) Nother example of blm not casting in abyssea (blazzing eurca)
A) If you have a scanner on, with low casting skill it determines the resist rate is too high and wont cast anything.
#2 Aug 23 2011 at 12:04 PM Rating: Good
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Quote:
A) We think we have an idea for this. We are thinking about having repair oil remove 1 status ailment, +1 remove 2, and +2 remove 3.

Quote:
For example, we are considering changing armor plate from "+% defense" into "-PDT"


Those are nice. Especially -PDT armor plates!

Quote:
A)Cooldown has 2 affects
1. Reduce current load by half
2. If overloaded, it will remove the overload


Ah... so it can indeed be used much like COR's Fold. That's considerably more useful than just reducing future burden accumulation like people were predicting. If you do end up overloading while spamming away on a recently activated puppet (think Ice maneuvers - and yes, this can still happen with neck/hands/body), can fix that in a hurry. Not a job-changing ability by any means, but a nice minor tool.
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#3 Aug 23 2011 at 1:37 PM Rating: Good
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You put a lot of faith into my translations ;-p

Assuming I read it right, yes it does seem like it will have some use.
#4 Aug 23 2011 at 3:52 PM Rating: Decent
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I love changes. I'm a dork. Back when I used to play Diablo 2, when they released patches, I was more excited to read about all the changes in the update notes that actually playing the new patch. I'm pretty much the same way with this game. I read through the update notes meticulously... ****, I love to read through game mechanics meticulously as well. And some attachment changes would be nice. I'm glad they're looking into puppetmaster more these days.

And I think I'll like the new job ability anyways. Even though I rarely if ever overload at 90... it's nice to have a fall back in case I do. Yeah, it may not sound as cool as stuff like manawell (BLM mini manafont) or sacrosanctity (whm magic defense AoE buff) but it's still useful IMO.
#5 Aug 24 2011 at 4:09 PM Rating: Excellent
As promised:



Originally Posted by Konq
I am very happy that “Subtle Blow” has been added to Automaton’s job traits. I feel that you guys paid attention to our feedback. Does “Subtle Blow” being added as an attachment also mean that its efficiency will be lowered?
The efficiency of “Subtle Blow” will not be lowered just because it may be added as an attachment also! It will have the same efficiency as Wyvern and other pets.


Originally Posted by unyotaka
I am genuinely happy about the addition of abilities, but I feel that a lot of puppetmaster’s learned abilities should be able to be used at lower levels. The only ability after Lv15’s Repair is a merit point ability.
I understand that puppetmaster does not have many job abilities, and I am thinking about adding abilities in the mid range.

For example, since it is difficult to remove status ailments from Automatons, I am considering an ability with a separate timer from that of Repair, that uses Automaton Oil to remove status ailments. (Higher quality Automaton Oil will remove more status ailments)

Automaton Oil: Removes 1 status ailment
Automaton Oil+1: Removes 2 status ailments
Automaton Oil+2: Removes 3 status ailments


Originally Posted by Kylme
It is very convenient that Cooldown has the ability to relieve overload instantly.
You are pretty sharp!
Cooldown has 2 effects.

1. When this ability is used, the burden on the Automaton is halved.
2. If the Automaton is overloaded, the overload status will be removed.

There have been some comments saying that this ability should be available at a lower level, but due to the extent of its effects and considering the effects of Kenkonken, we decided that this ability should be learned at level 95.

Regarding puppetmaster not having many effects, please look at the previous response.



Originally Posted by kushinada
Please don’t forget to adjust the attachments’ elemental energy also, and not just attribute points.
Yes, of course.
As we are adjusting their efficiency, their elemental energy will be reviewed as well.
An example of our ideas about adjusting attachments is changing the “Enhances Defense” of Armor Plate to “Reduce physical damage taken.”



Originally Posted by Kanopuu

Originally Posted by Mocchi
If the opponent casts spells, Silence will be cast automatically.
However, considering the following actions:
・Cast Silence on Crab (unless you have a scanner)
・Silence is not cast on Ninja Yagudo and Bard Yagudo
it would be best if, “Silence is cast on opponents with MP. Silence is not cast on opponents without MP, even if they cast spells,” rather than, “Silence is cast on opponents that cast spells.”
It seems like my description was a bit vague. Your understanding is correct.
To reword what I said:


If you don’t have a scanner:
Determine whether the opponent has MP or not, cast Silence if the opponent has MP.

If you have a scanner:
Determine whether the opponent has MP or not.
Also, determine if the opponent casts spells and evaluate the accuracy of the opponent’s spells.
If there is a possibility of Silence having benefit, Silence is cast.


On a side note, when we’re reviewing all of the attachments, we will also review the effects of scanner.


Originally Posted by Kanopuu

Originally Posted by Mocchi
It seems like the Automaton continues to cast Silence on an opponent with complete resistance. There is a possibility that this is a bug, so we will check this on our end too.
There are probably many cases, but I will list 2 specific examples:
・Mx'ghrah in Abyssea-Misareaux
・Ob in Alzadaal Undersea Ruins

In both cases, the Automaton (with scanner and tranquilizer) casts Silence over and over again, but the spell is resisted every time.

Thank you for your report.
We have confirmed that Silence was in fact being cast on an opponent with resistance.

We are investigating the causes of this bug, but it seems to be a very deep rooted problem.
I am sorry about the inconvenience. Please give us some time to fix this problem.


Originally Posted by Luk
・I have another issue about scanner that I would like to be reviewed.
When battling Eruca in Abyssea-Attohwa with scanner equipped, the Automaton had a Spiritreaver head and Stormwalker frame, but did not use any spells during the battle. Please fix this problem.
When scanner is equipped, judgments are made based on the accuracy of spells, so if the Automaton’s skill levels are low or if the opponent’s resistance is high, no spells will be cast.

Upon confirmation, spells were cast against Blazing Eruca in Abyssea-Attohwa when skill levels were sufficiently high, so please work towards raising your skill levels. (In fact, when I had the scanner equipped while raising my magic skill level, no spells were cast, and I was a bit confused…how embarrassing…)



there you go.
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#6 Aug 25 2011 at 12:30 AM Rating: Decent
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KaynofTitan wrote:
Originally Posted by Luk
・I have another issue about scanner that I would like to be reviewed.
When battling Eruca in Abyssea-Attohwa with scanner equipped, the Automaton had a Spiritreaver head and Stormwalker frame, but did not use any spells during the battle. Please fix this problem.
When scanner is equipped, judgments are made based on the accuracy of spells, so if the Automaton’s skill levels are low or if the opponent’s resistance is high, no spells will be cast.

Upon confirmation, spells were cast against Blazing Eruca in Abyssea-Attohwa when skill levels were sufficiently high, so please work towards raising your skill levels. (In fact, when I had the scanner equipped while raising my magic skill level, no spells were cast, and I was a bit confused…how embarrassing…)


wut? Spiritreaver has scanner built in, and also why in the world would you waste ice slots on a scanner for SR?

What is this I don't even
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Reiterpallasch wrote:
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Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#7 Aug 25 2011 at 7:16 AM Rating: Good
Interesting read i guess, but it had one bit that did blow my mind

Camate wrote:
You are pretty sharp!
Cooldown has 2 effects.

1. When this ability is used, the burden on the Automaton is halved.
2. If the Automaton is overloaded, the overload status will be removed.

There have been some comments saying that this ability should be available at a lower level, but due to the extent of its effects and considering the effects of Kenkonken, we decided that this ability should be learned at level 95.



I don't usually say this, but seriously - WTF?!?!

So this guy is saying that instead of adjusting the effect on the handful of PUPs with Mythic(or leaving it alone and just letting the effect be godly-which i'm fine with because if you get a full mythic i say you deserve to be a bit uber); it makes more sense to slap the ability on at 95 when overloading itself is largely a non-issue?

Sorry. Smiley: bah

This will prolly turn out to be a decent ability which will get a decent amount of use situationally, but the reasoning for making PUP wait 'til lvl 95 for it is just rubbish imo.

Though i suppose it continues the grand tradition of adding bits to the job late instead of when they logically should have been added and in turn letting themselves(SE) off the hook from actually having to add truly awesome JA's/traits later. Looking directly at you group 2 merits. But in all fairness, i suppose the same can be said for other job's group 2 merits and its not a PUP specific problem.
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Quite possibly the DUMBEST thing i've ever read.
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