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Test Server Update - Puppetmaster
Cerberus.Jafah
Server: Cerberus
Game: FFXI
Posts: 35
By Cerberus.Jafah 2011-11-02 04:48:45
Ill have to try it on the test server later cause I can't really say I've noticed it
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2011-11-02 05:10:04
kk, thx
Cerberus.Jafah
Server: Cerberus
Game: FFXI
Posts: 35
By Cerberus.Jafah 2011-11-02 06:08:37
any specific mob u want it tested on? lol
Cerberus.Jafah
Server: Cerberus
Game: FFXI
Posts: 35
By Cerberus.Jafah 2011-11-02 09:44:31
I just tested it out with Barrier Module and without on Alamastor in abyssea - la theine and the surrounding gigas. It would never use shield bash with less then 2 earth manuevers with the attachment, without barrier module it used it as it normally would.
But someone else needs to do their own test so we have Confirmation and maybe try it with harly head/valoredge body with and without BM.
Cerberus.Jafah
Server: Cerberus
Game: FFXI
Posts: 35
By Cerberus.Jafah 2011-11-02 09:45:31
also Vally seemed to spam tp moves pretty fast without a regain atma but im not gonna complain lol
Cerberus.Wojo
Server: Cerberus
Game: FFXI
Posts: 416
By Cerberus.Wojo 2011-11-02 10:04:28
Need more posts from Jafah. Just one word per post is all thats required.
Cerberus.Jafah
Server: Cerberus
Game: FFXI
Posts: 35
By Cerberus.Jafah 2011-11-02 10:07:39
I'm sorry I'll keep it all in 1 post next time lol
Edit: Is this better? :P
Carbuncle.Wulfshadow
Server: Carbuncle
Game: FFXI
Posts: 486
By Carbuncle.Wulfshadow 2011-11-02 10:20:05
Your post count is getting ridiculously high Jafah, seriously, cut that ***out
[+]
Cerberus.Wojo
Server: Cerberus
Game: FFXI
Posts: 416
By Cerberus.Wojo 2011-11-02 10:27:13
I was serious.
Cerberus.Jafah
Server: Cerberus
Game: FFXI
Posts: 35
By Cerberus.Jafah 2011-11-02 10:42:09
man I suck at sarcasm when I've been up all night. But w/e I already apologized
Carbuncle.Wulfshadow
Server: Carbuncle
Game: FFXI
Posts: 486
By Carbuncle.Wulfshadow 2011-11-02 10:42:43
I smell Cerberus drama, I know the smell all too well
It is not a pleasant smell
I'd suggest refraining from nitpicking, as any PUP research in this thread is highly appreciated, and to stagger posts in order to bump the thread when new information has been obtained is key if you're testing certain elements throughout the day.
[+]
Carbuncle.Wulfshadow
Server: Carbuncle
Game: FFXI
Posts: 486
By Carbuncle.Wulfshadow 2011-11-02 10:43:19
man I suck at sarcasm when I've been up all night. But w/e I already apologized There's no need to apologize, please keep posting any findings you have.
Edit: WOAH GOD, DOUBLE POST, WOJO GUNNA TELL ME TO SLOW MY ROLL
Cerberus.Wojo
Server: Cerberus
Game: FFXI
Posts: 416
By Cerberus.Wojo 2011-11-02 10:43:55
Lol I just like his avatar.
Cerberus.Jafah
Server: Cerberus
Game: FFXI
Posts: 35
By Cerberus.Jafah 2011-11-02 10:50:07
Carbuncle.Wulfshadow said: »I smell Cerberus drama, I know the smell all too well
It is not a pleasant smell
I'd suggest refraining from nitpicking, as any PUP research in this thread is highly appreciated, and to stagger posts in order to bump the thread when new information has been obtained is key if you're testing certain elements throughout the day.
I'm actually born and raised Asuran, just moved to this server a few months ago :P
Lol I just like his avatar. You know I've been waiting for a straight guy to say something about my Avatar but your the first lol
you get a cookie!
Server: Cerberus
Game: FFXI
Posts: 2269
By Cerberus.Wolfshadow 2011-11-02 11:03:14
Cerberus.Jafah
Server: Cerberus
Game: FFXI
Posts: 35
By Cerberus.Jafah 2011-11-02 11:32:09
w/e movie that image is from I gotta watch thats all Ill say before this thread derails anymore lol
Cerberus.Jafah
Server: Cerberus
Game: FFXI
Posts: 35
By Cerberus.Jafah 2011-11-02 11:47:42
Speaking of the Shield Bash note: Anybody having an issue with shield bash in general? It seems my puppet won't really bash AT ALL with barrier module on...
Id like some more info so I can do a proper test before I submit feedback, cause I don't want to look like an idiot for a false bug
What mob/attachments/animator/number of manuevers and which manuevers did u have up at the time?
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2011-11-02 13:52:20
Mobs: Any really... animator, I have the AF animator still (VNM is being STINGY with the deluxe), and I always try to keep 1 earth up for the shield bashing... it used to work just fine in the past :(. Attachments I usually set for valoredge.... Hammermill, barrier mod, Coiler, Percolator (since i need to cap melee), attuner, flame holder, tension spring 2, the new dispel piece, auto repair 2, flash bulb.. and a mana jammer 2 if i can fit it...thats typically what i set.
for maneuvers, i usually try to keep 1 light for flashes, 1 earth for bashes and i switch between 1 thunder for acc and 1 water for skill ups/MDB
Cerberus.Jafah
Server: Cerberus
Game: FFXI
Posts: 35
By Cerberus.Jafah 2011-11-02 14:24:53
see I tried it with 1 earth and 1 light and all it did was flash other then ws
By Shiroineko 2011-11-02 14:53:34
So, anyone actually been able to figure out which frame and what triggers dread spikes <.<? Tried dif frames/combinations and no such luck yet =/ I heard something about how your Spiritreaver needs to have hate. Have you tried this? I would try it on DC mobs as well as EM mobs to see if mob level matters. It makes sense to me that dread spikes would work in the same way that regen spells are programmed. Go solo Cuelebre!
Yea I was just eyeballing it the other day, and my BLM did dread spikes while it was tanking a bomb. I don't believe it had any meanuevers at that moment (or if it did, maybe an ice. i had just called it out)
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-11-07 14:05:02
Small dev posting today:
11-07-2011 01:43 PM | Camate | Community Rep | |
| Puppetmaster adjustments cont.
• Flame holder
We feel that the current stats and functionality aren’t reasonable when considering the space needed to equip this attachment. With this said, if we were to make so the power is shared with other attachments (for example, making it so it doesn’t consume a Fire Maneuver, as was suggested), we would have to increase the capacity cost to be higher than it is currently.
However, since I believe that attachment uses differ from person to person, instead of the above adjustment, we are looking in the direction of adding a different attachment that has similar stats to the Flame Holder so you will be able to choose the proper one to use based on the situation. (The addition of this attachment is planned for after the level cap increase to 99.)
Also, when there are changes made with Test Server updates, we also update the content posted in the “Testing In Progress” forum, but the development team and QA team have been testing and making adjustments up to the last minute, more than you can imagine.
As a result, there may be times that we cannot announce the specific changes right away and we appreciate your understanding. (Don’t worry, we aren’t trying to hide anything!) |
Will update the OP as well
Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2011-11-07 14:16:23
Flame holder consuming maneuvers is fine, and normal actually, it's like the Ice maker, Barrage turbine, etc. I'm not sure I understand what they mean by different attachment with similar stats.
Server: Shiva
Game: FFXI
Posts: 27982
By Shiva.Spathaian 2011-11-07 14:23:08
Only assumption I can make from the way they worded it is they're making another Flame Holder that just doesn't erase maneuvers but will have a higher elemental cost to equip. I don't know what else they could be implying.
Honestly, it seems somewhat poorly written. I'm sure a better explanation will be edited in within the next day or two.
Server: Fenrir
Game: FFXI
Posts: 202
By Fenrir.Surgator 2011-11-13 16:59:18
does is it put on game or still not?
Server: Shiva
Game: FFXI
Posts: 27982
By Shiva.Spathaian 2011-11-13 17:12:50
It's still on the test server. Give it time, I wouldn't expect it before the 99 cap update unless we're really lucky.
Quetzalcoatl.Brayenn
Server: Quetzalcoatl
Game: FFXI
Posts: 306
By Quetzalcoatl.Brayenn 2011-11-15 18:01:48
"During last week’s test server update, we implemented an adjustment to automatons so that curing is prioritized when you have one light maneuver.
Please check it out on the test server and let us know your feedback! "
just saw this on the official forums idk how to make it pretty like Kali so sry!
Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2011-11-24 14:16:24
Ok I've played with the new AI only for 5 minutes and I already can't describe how awesome this is. Soulsoother is amazing.
[+]
By Inuyasha 2011-11-24 14:37:47
as for the Flame Holder thing...was that the attatchment that was suppose to not consume fire manuevers after an update but it does anyway...or was that the instaTP one?
Im so escited for this Pupdate >:)
-New AI
-WS adjustments
-increased effectiveness on attatchments
-Cures taking priority over -nas
*squee* :~
10-14-2011 06:14 PM | Camate | Community Rep | |
| 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
Attachment | Adjustments |
---|
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)
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! |
11-07-2011 01:43 PM | Camate | Community Rep | |
| Puppetmaster adjustments cont.
• Flame holder
We feel that the current stats and functionality aren’t reasonable when considering the space needed to equip this attachment. With this said, if we were to make so the power is shared with other attachments (for example, making it so it doesn’t consume a Fire Maneuver, as was suggested), we would have to increase the capacity cost to be higher than it is currently.
However, since I believe that attachment uses differ from person to person, instead of the above adjustment, we are looking in the direction of adding a different attachment that has similar stats to the Flame Holder so you will be able to choose the proper one to use based on the situation. (The addition of this attachment is planned for after the level cap increase to 99.)
Also, when there are changes made with Test Server updates, we also update the content posted in the “Testing In Progress” forum, but the development team and QA team have been testing and making adjustments up to the last minute, more than you can imagine.
As a result, there may be times that we cannot announce the specific changes right away and we appreciate your understanding. (Don’t worry, we aren’t trying to hide anything!) |
I will be adding this, along with other job updates for October, to the compilation of job adjustments for October topic.
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