Nasomi Community FFXI Server
https://na.nasomi.com/forum/

Puppetmaster - What works, and what doesn't.
https://na.nasomi.com/forum/viewtopic.php?f=40&t=1062
Page 15 of 18

Author:  frobo [ Thu Jul 04, 2019 3:39 pm ]
Post subject:  Re: Puppetmaster - What works, and what doesn't.

silentjaguar wrote:
Maintenance just happened and now my puppet casts Cure II when I'm at around 70% hp, so it seems like he adjusted damage gauge



RNG auto WS are now working :o

if anyone has any spare time, go check the attachments!

i'm so excited, i even got a pt like 5 mins after logging in

Author:  frobo [ Thu Jul 04, 2019 4:24 pm ]
Post subject:  Re: Puppetmaster - What works, and what doesn't.

frobo wrote:
silentjaguar wrote:
Maintenance just happened and now my puppet casts Cure II when I'm at around 70% hp, so it seems like he adjusted damage gauge



RNG auto WS are now working :o

if anyone has any spare time, go check the attachments!

i'm so excited, i even got a pt like 5 mins after logging in



i'll keep any things i see updated in here in a list:

Repair no longer works (however you can equip both animator + oils together now)

daze hits ~450 on 55 birds. (awesome, penta doesn't do much more than that)

overload now has 5? minute max duration, maneuver's are much less forgiving to use, we either have less burden capacity or each maneuver causes more burden, keeping 2 maneuvers up and re-using at 20s left usually lets you do it infinitely, now it will give me a long ass overload.

maneuvers now have an animation that take up time sorta like how deploy does.

even with the things not being perfect i'm super happy with rng WS

Author:  silentjaguar [ Thu Jul 04, 2019 4:56 pm ]
Post subject:  Re: Puppetmaster - What works, and what doesn't.

Around the time of the pup update, my ranged skill went from 50~ to 0. Now in the log it says my skill level is 63, but on the equipment screen says 4. I believe it is the lower number because she's not hitting for much.

Author:  popsiclestick [ Fri Jul 05, 2019 7:39 am ]
Post subject:  Re: Puppetmaster - What works, and what doesn't.

Yeah my pup's magic skill went from 60->0 now. My range is ok, so maybe whatever we had before the update is reset or wiped out. Hours and HOURS of skilling up :(

Author:  frobo [ Fri Jul 05, 2019 11:21 am ]
Post subject:  Re: Puppetmaster - What works, and what doesn't.

popsiclestick wrote:
Yeah my pup's magic skill went from 60->0 now. My range is ok, so maybe whatever we had before the update is reset or wiped out. Hours and HOURS of skilling up :(


just change an attachment and resummon, it should be fixed. it's just a bug that's always happened sometimes when you summon puppet.

Author:  silentjaguar [ Fri Jul 05, 2019 1:58 pm ]
Post subject:  Re: Puppetmaster - What works, and what doesn't.

frobo wrote:
popsiclestick wrote:
Yeah my pup's magic skill went from 60->0 now. My range is ok, so maybe whatever we had before the update is reset or wiped out. Hours and HOURS of skilling up :(


just change an attachment and resummon, it should be fixed. it's just a bug that's always happened sometimes when you summon puppet.


This appears to be the case, as my level shows as what the log says and I'm doing what seems to be an appropriate amount of damage

Author:  Plop [ Mon Jul 08, 2019 6:38 am ]
Post subject:  Re: Puppetmaster - What works, and what doesn't.

things I've noticed.:

If Automaton is too far away from target to use ws, it loses tp.

Automaton doesn't want to cast buffs.

Overload seems worse with Heatsink equipped( this is just a observation, anybody else notice same?)

Author:  Louiscool [ Mon Jul 08, 2019 4:47 pm ]
Post subject:  Re: Puppetmaster - What works, and what doesn't.

Plop wrote:
things I've noticed.:

If Automaton is too far away from target to use ws, it loses tp.

Automaton doesn't want to cast buffs.

Overload seems worse with Heatsink equipped( this is just a observation, anybody else notice same?)


Overload rate is ridiculously broken right now. Single Fire - 4 minute overload. 11 lights in a row, no problem, 12th light - 15s overload.

I'm not sure if heatsink hurts or helps, so I'm just not using it now. There should be no circumstance that warrants a 3-4 minute overload, nevermind from using an unrelated element with no burden yet.

Author:  Tiberon [ Tue Jul 09, 2019 12:49 am ]
Post subject:  Re: Puppetmaster - What works, and what doesn't.

Volt gun appears to still be broken - no activations in 30 mins with thunder up the majority of the time

Author:  popsiclestick [ Tue Jul 09, 2019 8:14 am ]
Post subject:  Re: Puppetmaster - What works, and what doesn't.

Tiberon wrote:
Volt gun appears to still be broken - no activations in 30 mins with thunder up the majority of the time

"Too many changes to list"
Every update we have to go through and see what isnt fixed.

Page 15 of 18 All times are UTC
Powered by phpBB® Forum Software © phpBB Limited
https://www.phpbb.com/