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Pup changes headed to testFollow

#1 Oct 14 2011 at 1:59 PM Rating: Decent
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Automaton associated AI review
Magic Additions/Adjustments
For each category, such as enfeebling magic / enhancement magic, recast intervals have been set to be independent. ※ Cure, regeneration, magic status affect curing is set to have a separate cooldown.

New magic/ magic adjustments:
Protect (I ~ V) / shell (I ~ V) / Stoneskin / Haste / Phalanx / erase / Abuzoatori / dispel / Dread Spikes / Adol / Regen IV ※ Phalanx and Stoneskin are cast only on the master. ※ Protect, Shell and Haste will cast on all party members and the master.


Stormwaker will be getting Elemental magic Tier IV.

Cure Cure V and VI useage will depend on the degree of HP lost on the target.

Weapon Skill Adjustment
Magic Mortar will do a set amount of damage
Adjust fire automaton (???)
Elimination of the distance correction ranged attack

Related PUP changes:
We are addin a job ability to cure status ailments on the automaton (Lv30: 1 minute reuse)
Repair oil will be consumed and will remove abnormal status effects on the automaton (Only status effects normally cureable with Erase) to recover.
The above changes depend on the Tier of Oil being used and can remove up to four status anomalies. Additionally, we are adding Oil level +3 (Lv80 ~) .




Lots of attachment stuff I havent translated yet, but I have to go back to work.

Looks amazing so far...
#2 Oct 14 2011 at 2:33 PM Rating: Good
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Note that Abuzoatori is Absorb-Attri (like the lv91 DRK spell), and Adol is Addle.

See also the discussion on the official forums.
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#3 Oct 14 2011 at 4:00 PM Rating: Good
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This could seriously bring me back, I've been on a break from the game.

It's always irked me that my level 40 npc could cast more buffing magic on me than my endgame automaton. This is just fantastic. I am happy. :D

Separate timers ftw.

Edited, Oct 14th 2011 5:00pm by Thydonon
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#4 Oct 14 2011 at 4:36 PM Rating: Good
i was finally enojoying XIV, after the changes that 1.19 brought to the table, and then they announce version 2.0 and its AWESOME, seriously, it looks like the game it should have been, and then they announce they are starting the billing process next month, and 2.0 won't come in about a year, and then i find about this delicious piece of amazing awesome news...


FFXI, baby, lets not fight ever again ok? lets do it for our daughter Pino, she's been all alone changing her own oil +3, but things will change if you take me back, i promise!






I'm Home.
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#5 Oct 14 2011 at 5:05 PM Rating: Decent
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O.M.G.......... this update is going to be far better than I hoped. I wonder how they are going to trigger all of the enhancing magic though, that could get complicated, I guess with seperate cast timers they could tie it to maneuvers or something.
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#6 Oct 14 2011 at 6:39 PM Rating: Good
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Official translation is in!

Camate wrote:

Howdy!

Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.

Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.

    Attachments 
        Increased the effect boost based on number of maneuvers for the following attachments 
 
            Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II 
 
        Lowered the required capacity from 2 to 1 for the following attachments 
 
            Reactive Shield/Scope/Schurzen/Volt Gun 
 
        Attachment adjustments as follows

  Reactive Shield	Added a bonus to the amount of spike damage dealt based on the frame’s skill level 
        Mana Booster	Effect changed from shortening recast times to that of a fast cast effect 
        Drum Magazine	Lessened the negative impact to accuracy 
        Replicator	Increased the number of shadows based on the number of wind maneuvers used 
        Shock Absorber	Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used 
        Armor Plate 
        Armor Plate II	Effect changed from increasing defense to decreasing the amount of physical damage taken 
        Analyzer	Tripled the amount of damage that can be mitigated 
        Hammermill	Shield Bash will be 100% accurate when Hammermill is equipped 
        Volt Gun	Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used 
        Heatsink	The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers 
        Damage Gauge	Shortened the recast time for cure spells 
        Eraser	Changed so that only light maneuvers are consumed to fix multiple status ailments 


Automatons

    Re-examine automaton logic 
 
    Add/adjust spells 
        Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic) 
        *Cure, regen, status ailment recovery spells will each have their own recast times 
        The following spells will be added 
 
            Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV 
            *Phalanx and Stoneskin will only be used on the master 
            *Protect, Shell, and Haste will only be used on the master and party members 
 
        Tier IV elemental spells will be added to Stormwaker Y-700 
        Cure IV or Cure V will be chosen based on remaining HP 
    Weapon skill adjustments 
        Magic Mortar will have a set amount for its minimum amount of damage 
    Sharpshot automaton adjustments 
        Distance adjustments will be removed for ranged attacks


Puppetmasters
        A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute) 
            Uses automaton oil to fix automaton status ailments (those that can be recovered by erase) 
            The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once 
            *Automaton oil+3 (Lv80+) will also be added. 




These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!



http://forum.square-enix.com/ffxi/threads/16004-Questions-for-the-Community-Rep-Moogles?p=212820&viewfull=1#post212820
#7 Oct 14 2011 at 10:04 PM Rating: Good
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I think.. I teared up a little...

*___* <------ overwhelmed

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#8 Oct 14 2011 at 10:16 PM Rating: Decent
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OMG. that. just like the best update for pup;;. they buffed like crazy. it too good to be true;;. i think this just top every updated that came out for pup in the past. dude and they giving the pet haste Phalanx and Stoneskin on master O.O

http://www.youtube.com/watch?v=FPgw2phh5BY For the win!.

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#9 Oct 14 2011 at 11:57 PM Rating: Good
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Restarted my subscription....

Wow, separate cast timers
Wow, they fixed Eraser to only remove light. It went from meh to fantastic.
Wow, they buffed Mana Booster to fast cast.
Wow, they gave Damage Gauge fast cast on cure spells.
Analyzer was one of my common filler attachments, they just tripled it's effect.
Wow again, smart use of Cure 4-5 (going to be more important with separate cast timers).

Honestly, this is just too good to be true. Not all of it will make it from the test server to live, and I really don't even care. If they just give us the separate cast timers, the buffing magic, the new oil-to-erase /ja, and fix eraser I will sing nothing but praises of Squenix.

And, I see a little nugget tossed in there: "Re-examine automaton logic"

SE has radially changed pup on two prior occasions. The new heads and the legendary "Pupdate". It's time to start hoping that they might have fixed the healing AI. They don't take massive jumps like this on pup often, only twice in the game's history. If they are going to do it ever, this is one of the best chances we're going to get, I would think.

Edited, Oct 15th 2011 12:58am by Thydonon
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#10 Oct 15 2011 at 8:16 AM Rating: Decent
I wonder if the white mage head will be able to cast phalanx or it will be Stormwaker only. It does have Bio and poison despite being a white mage. Hmmm Can only hope. Still, dumbfoundly shocked they are making such a drastic change in the direction we been asking for, for years.
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#11 Oct 15 2011 at 2:21 PM Rating: Default
I hate to be that guy, but as impressive as these things are. Most of these adjustments should have existed from day one.




Also inb4 -na issue, casting silence on crabs, diremites, beetles, and drain and aspir at high % still all exist. Can't seem to fix those AI issues, but we can just throw more in there to make the PUPs go wild with joy.Overall, probably the biggest thing since they added the SW and SS heads.
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#12 Oct 15 2011 at 2:51 PM Rating: Excellent
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Hey bel, you know what sucks about being that guy? The fact that the things you just said aren't getting fixed, well they are. By getting separate spell timers you will still drain and aspir as much as before, BUT in between those because of the separate timers you will get nukes. Or in the case of -na and cures, in between -na you'll get cures.

Not to mention they said they were looking into changing the aspir on crabs and beetles, but even if they didn't, this is leaps and bounds in the right direction. Put on a smile and take it.

Edited, Oct 15th 2011 4:53pm by Camwin
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#13 Oct 15 2011 at 2:55 PM Rating: Excellent
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BelenosSwiftWater wrote:
I hate to be that guy, but as impressive as these things are. Most of these adjustments should have existed from day one.




Also inb4 -na issue, casting silence on crabs, diremites, beetles, and drain and aspir at high % still all exist. Can't seem to fix those AI issues, but we can just throw more in there to make the PUPs go wild with joy.Overall, probably the biggest thing since they added the SW and SS heads.

for drain and aspir, it would actually be preferred this time to be on a high % , the separate timer changes almost everything (tho a direct fix to AI logic wouldn't hurt ofc), Dark magic <> Elemental magic, what will happen if I'm not mistaken is the puppet will nuke first followed by another nuke or a dark magic, becuz the separate timer, the pet will choose a school of magic that off Cooldown, leading to some kind of rotation between schools depend on the MP usage and such, therefore the sooner the pet fill the gap using drain/aspir/etc between nukes the better.

even the -na issue will be lessened to some extinct with separate timers, mage pets will be very busy and responsive which what I hoped for , in a long time...I hate being a clowned BST.




edit: beaten :|


Edited, Oct 15th 2011 4:58pm by Bhujerba
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#14 Oct 15 2011 at 3:55 PM Rating: Excellent
Camwin wrote:
Hey bel, you know what sucks about being that guy? The fact that the things you just said aren't getting fixed, well they are. By getting separate spell timers you will still drain and aspir as much as before, BUT in between those because of the separate timers you will get nukes. Or in the case of -na and cures, in between -na you'll get cures.

Not to mention they said they were looking into changing the aspir on crabs and beetles, but even if they didn't, this is leaps and bounds in the right direction. Put on a smile and take it.

Edited, Oct 15th 2011 4:53pm by Camwin


Bhujerba wrote:
BelenosSwiftWater wrote:
I hate to be that guy, but as impressive as these things are. Most of these adjustments should have existed from day one.




Also inb4 -na issue, casting silence on crabs, diremites, beetles, and drain and aspir at high % still all exist. Can't seem to fix those AI issues, but we can just throw more in there to make the PUPs go wild with joy.Overall, probably the biggest thing since they added the SW and SS heads.

for drain and aspir, it would actually be preferred this time to be on a high % , the separate timer changes almost everything (tho a direct fix to AI logic wouldn't hurt ofc), Dark magic <> Elemental magic, what will happen if I'm not mistaken is the puppet will nuke first followed by another nuke or a dark magic, becuz the separate timer, the pet will choose a school of magic that off Cooldown, leading to some kind of rotation between schools depend on the MP usage and such, therefore the sooner the pet fill the gap using drain/aspir/etc between nukes the better.

even the -na issue will be lessened to some extinct with separate timers, mage pets will be very busy and responsive which what I hoped for , in a long time...I hate being a clowned BST.




edit: beaten :|


Edited, Oct 15th 2011 4:58pm by Bhujerba


this, mage automatons, will have a definitve use finally (for me), like real practical use (other than nuke-bot), can't beat having personal haste, dread spikes sounds awesome too, this days i prefer to go sharpshot for almost everything, even when the dmg needed is from afar (when you'll normally switch to spiritreaver), i just slap regain stuff and wait for it to get 100% get close and fire and retrieve
the defence down is huge and i let it reap hate if needed or if not Deactivate Activate (abyssea onry strategy of course), now with this changes i will actually consider using other automatons /le gasp, even when solo i prefer lower tier stuff for GOV and go /dnc with sharpshot.
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#15 Oct 16 2011 at 2:25 PM Rating: Default
Well it can't cast two spells at once is all I am thinking. I don't see the automaton chain casting like a player still, but we will see.

Personally I am envisioning a more controlled adventuring fellow.
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#16 Oct 16 2011 at 4:04 PM Rating: Decent
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And hear I was thinking I'd erase my character permanently. I'm gonna have to wait to see how these changes work out.
#17 Oct 16 2011 at 4:07 PM Rating: Good
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I'm wondering if the spell priority will stay the same though. Like, say you activate and deploy low HP, blinded, unbuffed. In what order will it start casting to meet your needs? As it stands it'd unblind you and then immediately cast cure, and then protect/shell or haste (whichever has priority over the other). There's going to be so much to test and relearn about how they behave. I can't wait.

I don't see what it won't be "chain casting" one spell after the other as the timers come up. It's still limited to one spell at a time and by its own MP pool. And more than likely we'll be able to control what it's casting with maneuvers, like putting a Wind on Soulsoother to force cast Haste. The only thing I'm worried about is how the puppet will handle casting haste, protect, and shell on a party of 6. That's a fairly big drain on MP and gives the puppet a lot of things to do that aren't watching HP. Maybe we'll get an MP oil, that'd be nice.

Also, people think we're going to get dread spikes? More likely that's something the puppet will only cast on itself. Which is fine. It'll make our Blm puppets much better at surviving hits when it draws hate. I can't tell you how often a little bit of lag made me deactivate a quarter second after the mob that Sancho just pulled hate on landed a hit.
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#18 Oct 16 2011 at 7:25 PM Rating: Good
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This is a brilliant tactic by SE, separating spell timers makes it so they don't even need to rework the AI. My bet is the priority goes -na>cure>buff.
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#19 Oct 16 2011 at 7:31 PM Rating: Decent
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I really hope its cure>na>buff.

If i get blindna while at 20 hp ill be mad.
#20 Oct 17 2011 at 8:18 AM Rating: Decent
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ShiftlessDrifter wrote:
Also, people think we're going to get dread spikes? More likely that's something the puppet will only cast on itself. Which is fine. It'll make our Blm puppets much better at surviving hits when it draws hate. I can't tell you how often a little bit of lag made me deactivate a quarter second after the mob that Sancho just pulled hate on landed a hit.


Dread Spikes is confirmed.

Quote:

The following spells will be added

Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members


The thing I wonder though... Phalanx and stoneskin are only cast on the master, and not on the puppet? Since those are self-target spells (yes, accessionable, but still self-target) does that mean dread spikes may possibly be cast on both the master and the puppet? Or maybe it will remain self-target only. I'd imagine they'd have mentioned it if they were going to allow it, but who knows...

Overall I love these changes, but I wonder about dispel... The crab uses scissor guard. Annalise uses Dark Maneuver. Koumei starts casting blind.

I wonder what they did with spell priorities and how they worked that out? That's going to be interesting.

I'm really looking forward to studying the job again when we get to play with this! I love how complex puppetmaster is

#21 Oct 17 2011 at 9:33 AM Rating: Decent
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I know Dread Spikes is confirmed, I'm saying that I've been reading a lot of hopeful talk in forums and in chat that has people think the puppet is going to cast it on us. It's probably a puppet only spell.
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#22 Oct 17 2011 at 9:39 AM Rating: Decent
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I think it makes sense to be puppet only. The stoneskin and phalanx being master only make it questionable, though.
#23 Oct 18 2011 at 2:05 AM Rating: Good
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Looks very very nice on the whole, I might have to get back into ffxi from my little break sooner than I thought... Still got a fair bit of skilling up to do on my mage frames.

Do have to wonder if they'll remember to have the automaton account for the effects of a vivi valve in selecting what cure to use, it's definitely a beefy enough bonus to affect that decision.
#24 Oct 18 2011 at 12:59 PM Rating: Decent
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Time to get off my *** and push from 90 to 95 and get those skills capped. PUP has improved greatly over the years and looks like it will continue to get better and better...
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#25 Oct 21 2011 at 2:27 PM Rating: Good
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Bayohne wrote:
We appreciate that so much feedback has been posted even though we have yet to make changes to the test server. I'm sure you can imagine these are major changes, so before implementation we have to perform a large number of QA tests.

We are working hard to get this ready for you as soon as possible, and hopefully you will able to try this out on the test server at the end of next week. Please continue to submit your feedback!
One more thing-
Camate wrote:
The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members

It seems that there are some players who are worried about the line “*Protect, Shell, and Haste will only be used on the master and party members” so I will clarify this a little bit.

Currently Protect, Shell, and Haste can only be used on the master and on party members in conjunction with water maneuvers and the Soulsoother C-1000 head. Thus, there is no need to worry about the automaton using enhancing magic willy-nilly.

http://forum.square-enix.com/ffxi/threads/16004-Questions-for-the-Community-Rep-Moogles?p=215667&viewfull=1#post215667
#26 Oct 28 2011 at 4:39 AM Rating: Good
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someone bring us the good news from test server ASAP... I'm refreshing this page every day..
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