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Animator's Workshop: A Puppetmaster's Guide 2.0
Asura.Cicion
Serveur: Asura
Game: FFXI
Posts: 211
By Asura.Cicion 2016-06-01 15:10:56
Ya not sure what im gonna use with that extra free slot from armour plate 3. Fast cast attach for less interupts, macc acc attach to land that para and addle with that idris langour? Absorb attri attach could be coo mabey steal something from teles when she super buffs. New attachments idk mabey we will see a galvinzer II, ma eva attachs i hope isnt under light/water. Optic fiber II?! Or we get icespikes and shock spikes attachs
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2016-06-01 15:23:30
Yeah, I don't have Thurandaut Ring so I will keep on AP3
Fenrir.Svens
Serveur: Fenrir
Game: FFXI
Posts: 132
By Fenrir.Svens 2016-06-01 16:03:53
I think the biggest implication from this discovery is that you can now reach the highest values of pdt/mdt at only 100 JP instead of 1200, losing out on only AR1 and using Mana Jammer 4+1 instead of 4+3 on a SS/VE setup. While those might be necessary for the highest tier of content, this might lead to more people using a pup tank for easier things or let them try out the role without having to grind out 1200 JP.
Also, looking at the attachments now available, the biggest improvement seems to be in the other earth attachments now that we have spare elemental capacity.
Shock Absorbers: With 2+3 and 1 light maneuver+optic fiber, you get a 655? stoneskin effect (only quickly tested it). Unfortunately, recast is 3 minutes, but it might be useful when you know heavy damage is incoming or hp drops dangerously low since it's instant.
Barrier modules: Since equalizer doesn't prevent much damage, perhaps using both shield block+ attachments might be a better alternative. *** testing this one though, but at least it doesn't need earth maneuvers to be active.
Analyzer+Resister: Unfortunately, it looks like the data regarding testing analyzer has been deleted and the only information regarding it is from the March 2012 udpate notes. The testing stated it only stores data on the last special attack, so it's only useful for an NM spamming one attack. However, it might have changed, although if Equalizer hasn't, this probably hasn't either.
Regulator+Disruptor was discussed in my last post.
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Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10088
By Asura.Sechs 2016-06-01 17:33:19
Yeah, I don't have Thurandaut Ring so I will keep on AP3 If the calculations on the previous page are correct you don't need AP3 to be able to remove AP3.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10088
By Asura.Sechs 2016-06-01 17:36:45
This discussion got me interested in testing exactly how much PDT/MDT the puppet actually has thanks to Tru mentioning that Chariot in Abyssea - Grauberg. I reached the same conclusion where Equalizer didn't appear to have any effect on MDT. At the same time, I verified the automaton having 9% DT from Stout Servant III and an innate 12.5% DT on the valoredge frame. Unfortunately, I didn't save the notepad I was recording this on, so if someone wants to reverify, feel free as my values weren't 100% accurate, but they were close. Is the one on Valoredge frame DT and not simply PDT? That's awesome if true.
Don't forget to keep into account Vorseal's 3% DT as well (if you're in vorseals zones of course)
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2016-06-01 17:45:17
Yeah, I don't have Thurandaut Ring so I will keep on AP3 If the calculations on the previous page are correct you don't need AP3 to be able to remove AP3.
Think he was saying 44% PDT from gear
Which is 5 from h2h + 10 from Anwig, 2 from Sheperd's, 1 from Rimice, 4 PDT from Handler's, 16 from remaining Taeon or Rao +1, and 3 from Isa.
Which is 41%(37 DT)
Unless I read that wrong
Fenrir.Svens
Serveur: Fenrir
Game: FFXI
Posts: 132
By Fenrir.Svens 2016-06-01 17:56:16
Stamos is correct, and like always, completely forgot about Vorseals...so capped PDT and 64.5%MDT in Escha zones without AP3. I was wondering why my values were slightly off while doing tests on Sabotender Royal.
The valoredge frame should be providing DT and not just PDT thanks to the discoid test.
By Ruaumoko 2016-06-01 17:56:52
So, in light of the new information these are the two setups I will be using for tanking Teles. There's certainly something to using the Disruptor and Regulator against her I think.
ItemSet 344037
<frame>Harlequin Frame</frame>
<head>Soulsoother Head</head>
<slot01>Strobe</slot01>
<slot02>Strobe II</slot02>
<slot03>Armor Plate III</slot03>
<slot04>Armor Plate IV</slot04>
<slot05>Mana Jammer III</slot05>
<slot06>Mana Jammer IV</slot06>
<slot07>Disruptor</slot07>
<slot08>Regulator</slot08>
<slot09>Optic Fiber</slot09>
<slot10>Flashbulb</slot10>
<slot11>Auto-Repair Kit IV</slot11>
<slot12>Auto-Repair Kit</slot12>
Fire/Light/Water.
Fire/Light/Dark after Clarsach Call.
-----------------------
<frame>Valoredge Frame</frame>
<head>Valoredge Head</head>
<slot01>Strobe</slot01>
<slot02>Strobe II</slot02>
<slot03>Armor Plate III</slot03>
<slot04>Armor Plate IV</slot04>
<slot05>Equalizer</slot05>
<slot06>Mana Jammer</slot06>
<slot07>Mana Jammer IV</slot07>
<slot08>Optic Fiber</slot08>
<slot09>Flashbulb</slot09>
<slot10>Auto-Repair Kit IV</slot10>
<slot11>Disruptor</slot11>
<slot12>Regulator</slot12>
-52.5% Damage Taken (Valoredge DT, Stout Servant III, 31% Equipment), -35% Physical Damage Taken (Armor Plate III and IV with x0 Earth Maneuver) = -87.5%
Fire/Fire/Light or Fire/Light/Light depending on situation.
Fire/Light/Dark after Clarsach Call or when I see her cast Shell V.
Fire/Light/Water or Earth/Light/Water during Overdrive and Heady. Barrier Module II might be better depending on the target.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10088
By Asura.Sechs 2016-06-01 19:52:07
I still have to try to tank Teles.
What are the pros and cons of using Harle/SS vs full Valoredge?
Asura.Cicion
Serveur: Asura
Game: FFXI
Posts: 211
By Asura.Cicion 2016-06-01 20:21:20
pro5 shell 5 regen 4 self nas erases cure 6 under 50% occ enfeebles valoredge is just meh also the xtra light capacity
Quetzalcoatl.Trulusia
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-01 20:28:17
So what do we use for our new additional slot? At the moment, I've taken a fancy to both regulator and disruptor as they both remove buffs and in the case of regulator, buff the puppet. Not only that, but they appear to have very high chances of working as I was able to steal buffs from SR Arciela2 while she was in her ascension/antimagic stance. I haven't used either much though due to attachment capacity, so I'm not sure if they're both 100% accurate or not.
This bares testing! I think it's easier for me to do things like this against 140-145 content than for most, so I'll see if I can get Falkirk to go with me at some point and see how these things function.
Fenrir.Svens
Serveur: Fenrir
Game: FFXI
Posts: 132
By Fenrir.Svens 2016-06-01 22:23:27
Luckily, I was able to tank Teles today and try out regulator (we were going to do Schah, but switched after building up maneuvers, so I couldn't add on Disruptor) and the results were..mixed. Regulator was stealing her buffs 100%, but I didn't know which ones. The weird part was when Teles used magic finale on Lobo, it would always have no effect, so either the buffs from call don't last long or the puppet isn't getting the buffs and simply dispelling them. (Edit: Lobo might have been resisting finale as well, apparently she has been casting death on Lobo and I never realized it until this attempt since it always resists.)
As for automaton setup, I've grown to like Soulsoother/Valoredge. It has the hp of full valoredge with less melee skill and the light capacity of SS/HQ. While I do miss shell/protect/cures/nas, for the fights I get to pup, the puppet usually spends time silenced or dispelled.
A neat little trick you can do in Reisenjima is use regulator to steal a shell4 off the light pixies near flux4. They only show up during the day, but they only buff after engaged, so you will know when shell is taken. If anyone knows of any other normal monsters in the zone that casts ShellV, that would be much better. (You can also steal their 100 tp regain from summer breeze to relive the glory days of Burattinaios for a minute or 2.)
By Ruaumoko 2016-06-01 23:29:29
Luckily, I was able to tank Teles today and try out regulator (we were going to do Schah, but switched after building up maneuvers, so I couldn't add on Disruptor) and the results were..mixed. Regulator was stealing her buffs 100%, but I didn't know which ones. The weird part was when Teles used magic finale on Lobo, it would always have no effect, so either the buffs from call don't last long or the puppet isn't getting the buffs and simply dispelling them.
As for automaton setup, I've grown to like Soulsoother/Valoredge. It has the hp of full valoredge with less melee skill and the light capacity of SS/HQ. While I do miss shell/protect/cures/nas, for the fights I get to pup, the puppet usually spends time silenced or dispelled.
A neat little trick you can do in Reisenjima is use regulator to steal a shell4 off the light pixies near flux4. They only show up during the day, but they only buff after engaged, so you will know when shell is taken. If anyone knows of any other normal monsters in the zone that casts ShellV, that would be much better. (You can also steal their 100 tp regain from summer breeze to relive the glory days of Burattinaios for a minute or 2.) Gajashima casts Shell V on itself. Can pop that, steal it, then run out.
Quetzalcoatl.Trulusia
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-02 00:07:30
Luckily, I was able to tank Teles today and try out regulator (we were going to do Schah, but switched after building up maneuvers, so I couldn't add on Disruptor) and the results were..mixed. Regulator was stealing her buffs 100%, but I didn't know which ones. The weird part was when Teles used magic finale on Lobo, it would always have no effect, so either the buffs from call don't last long or the puppet isn't getting the buffs and simply dispelling them.
As for automaton setup, I've grown to like Soulsoother/Valoredge. It has the hp of full valoredge with less melee skill and the light capacity of SS/HQ. While I do miss shell/protect/cures/nas, for the fights I get to pup, the puppet usually spends time silenced or dispelled.
A neat little trick you can do in Reisenjima is use regulator to steal a shell4 off the light pixies near flux4. They only show up during the day, but they only buff after engaged, so you will know when shell is taken. If anyone knows of any other normal monsters in the zone that casts ShellV, that would be much better. (You can also steal their 100 tp regain from summer breeze to relive the glory days of Burattinaios for a minute or 2.) Gajashima casts Shell V on itself. Can pop that, steal it, then run out.
Those require coffers to pop though. What happens if you pop Tentacle face and let him steal shell V off of you from a trust? Can the puppet turn around and take that? In fact, what all CAN the puppet steal with that attachment?
Fenrir.Svens
Serveur: Fenrir
Game: FFXI
Posts: 132
By Fenrir.Svens 2016-06-02 00:33:35
I don't see why you can't transfer buffs around. I mean, in Ambuscade I had a funny moment where the demon casted dread spikes, Lobo stole it, then the demon stole it back with absorb-attri. Maybe there's something in Reisenjima that casts absorb-attri instead?
As for what they can steal, I'm guessing just general, non-specialized, non-2hr buffs. A few things that can't be stolen include counterstance, airy shield, magic barrier, and naraka stances. I've seen it steal regen/refresh/regain, haste/protect/shell, buffs from preying posture/Clarsach Call, and spikes.
In the short amount of time I've used the attachment, there has only ever been one attempt where it had "no effect", and that was on the ambuscade demon when it casted dread spikes. I'm not sure if it was resisted, but at the time, Lobo used regulator almost immediately after dread spikes was casted, so maybe the buff wasn't even applied yet.
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Fenrir.Svens
Serveur: Fenrir
Game: FFXI
Posts: 132
By Fenrir.Svens 2016-06-06 21:47:58
So Barrier Modules work even on Schah, these are a few of the procs that occurred near the end of the fight that I could save from the chat log. Normal attacks usually hit for 45-55, and earth maneuver was never used.
I felt a lot safer helping erase the cotank, although since I was using triple light initially, there was an instance where I built up enough hate to pull Schah away from Lobo. Even during the final phase with 2 fire and 1 light, Lobo's HP was not in any danger.
Also, another forgotten attachment that could be useful for tanking is steam jacket. Unfortunately, testing has also been deleted, but from my quick testing, it didn't seem to have any effect on damage at capped pdt, but I would like to be wrong.
Serveur: Shiva
Game: FFXI
Posts: 1328
By Shiva.Siviard 2016-06-07 00:28:22
Quote: Puppetmaster
New attachments have been added.
Speedloader
A fire attachment that confers a skillchain bonus and encourages the automaton to focus on skillchains.
Speedloader II
A fire attachment that confers a skillchain bonus and encourages the automaton to focus on skillchains.
Looks like our new attachments are for extra skillchain damage. I don't get the "encourages the automaton to focus on skillchains" part thougt. Don't we already have Inhibitors for that?
Quetzalcoatl.Trulusia
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-07 00:57:34
I'm about to petition these *** to at least credit me on that ***. Rename the thing Truloader and I'll be happy.
Pretty ***' stoked that they actually made my attachment though.
Fenrir.Svens
Serveur: Fenrir
Game: FFXI
Posts: 132
By Fenrir.Svens 2016-06-07 00:58:48
Maybe it's going to use the AI from Ayame where instead of following up weaponskills, it will ready the target with one based off your most recently used WS? Probably not, considering it would contradict the skillchain bonus, but would be neat to prevent the automaton from ever WSing.
Quetzalcoatl.Trulusia
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-07 01:06:44
My hope is that they are 1 and 2 fire, otherwise they become hard to set. But really the major thing here is that they are the last piece needed to make Overdrive especially heinous. It's going to depend on the values, but depending on what they are, Overdrive zergs could become a ligit way to kill things that do not outright resist magic damage. We'll see!
By Ruaumoko 2016-06-07 01:30:02
Speedloader I is x1 Fire
Speedloader II is x2 Fire
Serveur: Shiva
Game: FFXI
Posts: 1328
By Shiva.Siviard 2016-06-07 02:41:11
Initial tests are really promising. We've seen some BIG numbers in our testing.
What we've been doing is having a SAM doing some basic skillchains solo, to see what kind of damage we see. And there's a definite pattern.
I'm using both Speedloaders for this test btw
If puppet closes a 2-step SC, the skillchain damage is roughly twice the damage of the weaponskill, assuming unresisted.
It's the same for 3-step SC. SC dmg is around x3 the damage of the WS. And so on.....
We did up to 5-steps with the puppet closing the final step, and we saw a 25k Darkness SC off a 5k String Shredder.
This definitely has potential
Fenrir.Svens
Serveur: Fenrir
Game: FFXI
Posts: 132
By Fenrir.Svens 2016-06-07 02:43:22
Quick testing with speedloader II
-If you have <1000 tp, the automaton will WS freely based on active maneuvers (same as Inhibitor)
-If you have >1000 tp, the automaton will hold TP to skillchain (same as inhibitor)
-Upon use of a weaponskill or immanence spell, the automaton will wait to weaponskill near the end of the skillchain window, allowing a sch to complete their fusion or gravitation skillchain, which the automaton will continue into light or darkness. (Inhibitor forces the automaton to weaponskill near the beginning of the window, preventing skillchains which use longer casting helixes)
This requires more testing as all I did was try a fusion and gravitation skillchain macro on my mule to see how the automaton reacted. With speedloader, both continued into light and darkness. With inhibitor, light was made, but due to the longer cast time of noctohelix, gravitation was interrupted with Scission instead.
By Ruaumoko 2016-06-07 02:54:02
That's quite promising.
Quetzalcoatl.Trulusia
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-07 03:00:24
Tested on both Apex Crawlers and Efts in Moh Gates, and Belphagor in Reisenjima.
Truloader 1
1x Fire = 1.30
2x Fire = 1.40
3x Fire = 1.60
Truloader 2
1x Fire = 1.45ish
2x Fire = 1.60
3x Fire = 1.80
This is what I am getting from averaging my ***. The numbers are not clean at all, they are all off by a few percent one direction or the other, and I don't really know why. But the values are pretty close to what I have posted.
For OD testing I did my buddy Belph.
Either the attachment just doesn't work on him specifically, or NMs period. I do not recall him taking reduced magic damage, but it's totally possible he does? Either way, I got a flat 1.05 boost in skillchain damage every single time on that piece of ***. This is with OD up, and I haven't had the chance to test it again yet, so once I have the chance to do more testing with OD, I will.
Edit: Another odd point is that if you stack both together, you'd think you would have 2.4 mod to SC damage with triple fire, but every single WS I have done thus far has given me very close to 2.3.
Serveur: Shiva
Game: FFXI
Posts: 1328
By Shiva.Siviard 2016-06-07 03:17:59
POIDH
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By Ruaumoko 2016-06-07 03:20:00
POIDH
Holy crap.
Quetzalcoatl.Trulusia
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-07 03:58:18
Did another round of Overdrive against an Apex Eruca to make sure there wasn't a weird bug. There isn't, but interestingly enough my earlier hypothesis about a possible cap seems right. I know Optic Fiber affects the attachment from other tests, but during overdrive all my WS were still returning about 2.3 times skillchain damage. All single steps obviously. This leads me to believe that Skillchain Damage+ is capped at 230%.
Anyway, Inundation can be used to boost the damage even higher. Assuming Belph just has some kinda special ***to him, this is a very nice tool for dealing damage on PUP.
Shiva.Rickis
Serveur: Shiva
Game: FFXI
Posts: 59
By Shiva.Rickis 2016-06-07 08:02:57
where to get those new attachments?
By dustinfoley 2016-06-07 08:16:46
read the patch notes.
same place you get all attachments (nashmau merchant)
Under Construction
Node 122
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