vs wild rabbits, no choke because my blm is level 4
STR92 DEX96 Skill 260/270
597 -> 606
STR99 DEX96 Skill 260/270
615 -> 624
STR100 DEX96 Skill 260/270
615 -> 624
STR106 DEX96 Skill 260/270
630 -> 639
STR108 DEX96 Skill 260/270
633 -> 642
STR113 DEX96 Skill 260/270
633 -> 642
- Strange outlier of 160 damage... Not really sure wth happened there, but I couldn't repeat it. Happened with 3 FM up.
STR116 DEX96 Skill 260/270
633 -> 642
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Something from the wiki just struck me,
Quote:
The threshold is passed after about 32~33 burden. This means you can apply two "good" maneuvers without overloading (15+15=30 burden).
this was from Nateypoo's testing, waaaaaay the hell back in '08, and my own in '10, both of which held true in all of our tests. Essentially, so long as your dSTAT was ≥ 0, you would never overload until the 3rd maneuver. Of course, this is outside of the activate burden. Also I'm going to keep calling it burden despite whatever name is supposed to be official because I've been calling it burden since 2006-7. It's too ingrained in me to suddenly change the name.
One thing I noticed very quickly after I started playing with it again is that I'm overloading a lot faster now than I did the first time around, so just from this I'm pretty confident that they have definitely tweaked how overloading works since I first tested it, and they've done so significantly.
Unfortunately, I haven't been able to find any of my original test data, beyond what I posted in my thread on alla, so I can't compare much as precisely as I would like, but I can point out some other things I've noticed;
Firstly, as I mentioned, I'm overloading more now with the same set up than I did then, and one of the most obvious differences I noticed relates to activate. Specifically, while I was working with activate, I got a lucky string of 4 overloads at the exact same maneuver count (2), at different points (3 seconds after, 16 seconds, 31 seconds, 45 seconds). Each of these overloads happened on the second maneuver applied, and each of them had a noticeably different duration. They all occured exactly 11 seconds after the first maneuver:
Activate -> 3Seconds
- 2nd FM Overload
20:58:21 -> 20:58:52: 31 seconds
Activate -> 16 seconds
- 2nd FM Overload
20:59:55 -> 21:00:22: 27 seconds
Activate -> 31 seconds
- 2nd FM Overload
21:01:27 -> 21:01:49: 22 seconds
Activate -> 46 seconds
- 2nd FM Overload
21:02:56 -> 21:03:13: 17 seconds
All were done using Animator (the level 1 newbie one), and Harlequin frame (98 STR). Puppet had no attachments, I wore no pet-related gear, only armor that could boost my str so all the fire maneuvers would be good maneuvers, having 117 str, (Yes, I miscounted, but I was only short if I got past 3 manuevers, and I caught it almost immediately after this).
Now, the key difference here, is that when I tested activate's extra burden the first time around, it didn't matter whether you overloaded at 11 seconds after, or 59 seconds after; if you got the same number of maneuvers off, the overload would be the same duration (±1 second) until 60 seconds had passed. At least, that's how it worked for me, using the same animator/puppet/maneuver/stat difference (not sure I have the same amount for the dSTAT, since I obviously wasn't 99 at that time, but still). I know this because I ALWAYS tested using harlequin and animator, in addition to any of the other frames (usually VE) if was testing something specific that harlequin wasn't ideal for, because I remembered that natey's testing suggesting that the different puppets reacted differently to different maneuvers, though I never got around to working with that last time.
Basic gist of what I'm talking about: During my testing, burden did not decay at all for the first minute after using activate (or deus ex automata), but presently, it DOES decay during the first minute.