POL NEWS : Battle Adjustments part 2(08/23/2007)

Also, unless SE seriously fails to deliver on the new PUP heads, it could make them very useful for end-game events.

Salvage in particular comes to mind. A job with natural H2H skill and martial arts trait, with a pet that basically have unlimited MP to cure your party (hopefully whole alliance). Could be very helpful on bosses, and could really speed the fights up, as well as giving the WHMes an easier job.
 
Also, unless SE seriously fails to deliver on the new PUP heads, it could make them very useful for end-game events.

Salvage in particular comes to mind. A job with natural H2H skill and martial arts trait, with a pet that basically have unlimited MP to cure your party (hopefully whole alliance). Could be very helpful on bosses, and could really speed the fights up, as well as giving the WHMes an easier job.

that would only be possible if they sped up the delay time in between casts, just because the whm version now can heal pt members doesnt mean it will do it efficiently or cure alliances
 
Or intelligently, it might cure the wrong people or have one of the other failures of automated actions.
 
Maybe this COR update will get people to stop putting up with primadonna and/or incompetent BRDs.
 
Maybe this COR update will get people to stop putting up with primadonna and/or incompetent BRDs.
COR are significantly rarer though, so doubtful.
 
That's why I said "unless SE screws it up".

The idea in itself is good, but that highly depends on how SE decides to do it. Considering its a pure White Mage version, one can assume it have at least a bit better AI then the current one.

The way it currently work is good enough for one person. It would remove status effects on itself first, since the puppetmaster relies on it to heal them. It would cast Cure spell on itself or the master every X second, if the master or himself were under X% HP.

The nuking one works the same way. If the mob just reaches camp, it would attempt to cast an enfeebling spell. Every X seconds it would cast a nuke that its current MP could afford, and if the mob is under X% HP, it would go in to "Destroy" mode and cast its strongest spell that it can afford, and sometimes one it can not afford if the appropriate attachment is attached, in an attempt to kill the mob.

The AI used works fine for solo playing, and would work good for party play. Not perfect, but it would still be good enough for backup healing. Assuming the pure WHM head is smarter, which is likely since the current one is basically a RDM head which doesn't focus on WHM nor BLM spells, it could be great.

btw, the "X second" is dependant on the combination you use. I don't remember the exact times, but mage head + mage body was something like 15 sec waiting time between spells assuming the attachment to affect this is not used. Mage head + Harlequin body is 20 sec I believe?

So I'd guess WHM or BLM head + mage body is 10 sec wait in-between spells, which is long but still manageable as a backup healer.
 
Or intelligently, it might cure the wrong people or have one of the other failures of automated actions.

i would imagine that the whm version would has a similar system to the wyvern with drg/whm. the master has priorities in cures and then whoever has the next lower health would get healed. Only advantage I see with this new head is the WHM having curaga spells and protect/shell, which is more beneficial even in solo'n standards
 
Maybe this COR update will get people to stop putting up with primadonna and/or incompetent BRDs.
There's a huge ammount of primadonna COR's, and horribly bad or gimped COR's as well. Such as COR's that refuse to actually use their guns, or the kind that want to melee with loldagger or lolsword to get TP and then use slug shot.
 
i would imagine that the whm version would has a similar system to the wyvern with drg/whm. the master has priorities in cures and then whoever has the next lower health would get healed. Only advantage I see with this new head is the WHM having curaga spells and protect/shell, which is more beneficial even in solo'n standards
If the WHM head have Haste, that's a huge increase in performance for PUP's playing solo
 
That's why I said "unless SE screws it up".

The idea in itself is good, but that highly depends on how SE decides to do it. Considering its a pure White Mage version, one can assume it have at least a bit better AI then the current one.

The way it currently work is good enough for one person. It would remove status effects on itself first, since the puppetmaster relies on it to heal them. It would cast Cure spell on itself or the master every X second, if the master or himself were under X% HP.

The nuking one works the same way. If the mob just reaches camp, it would attempt to cast an enfeebling spell. Every X seconds it would cast a nuke that its current MP could afford, and if the mob is under X% HP, it would go in to "Destroy" mode and cast its strongest spell that it can afford, and sometimes one it can not afford if the appropriate attachment is attached, in an attempt to kill the mob.

The AI used works fine for solo playing, and would work good for party play. Not perfect, but it would still be good enough for backup healing. Assuming the pure WHM head is smarter, which is likely since the current one is basically a RDM head which doesn't focus on WHM nor BLM spells, it could be great.

btw, the "X second" is dependant on the combination you use. I don't remember the exact times, but mage head + mage body was something like 15 sec waiting time between spells assuming the attachment to affect this is not used. Mage head + Harlequin body is 20 sec I believe?

So I'd guess WHM or BLM head + mage body is 10 sec wait in-between spells, which is long but still manageable as a backup healer.

status removing would be a plus if that becomes available.... but the automaton is as useless as a rock when it is not in combat mode
 
i would imagine that the whm version would has a similar system to the wyvern with drg/whm. the master has priorities in cures and then whoever has the next lower health would get healed. Only advantage I see with this new head is the WHM having curaga spells and protect/shell, which is more beneficial even in solo'n standards
That would be part of unintelligent, the master having priority over more important jobs(PUP is going to be the least important role) would definitely hinder their usefulness.
 
**drool** I love this update more and more
 
That would be part of unintelligent, the master having priority over more important jobs(PUP is going to be the least important role) would definitely hinder their usefulness.

if the master doesnt get hit then the master doesnt get cured does he. anyways we would have to see this whm head in action in order to see what it can truly do. But imo, if the Automaton still stands there while not in combat and its thumb up its ass, then the whm head is as useless as the rdm one
 
status removing would be a plus if that becomes available.... but the automaton is as useless as a rock when it is not in combat mode
The nuker is actually effective in situations, but the range and melee one usualyl out damage it. The healer one is good for solo plays.

Also, I don't remember what the attachment is called, but the Automaton have one that allows it to remove status effects from itself or the master. If both you and the puppet gets silenced, it will remove Silence from itself so that it can continue to keep you alive.
 
That's why I said "unless SE screws it up".

The idea in itself is good, but that highly depends on how SE decides to do it. Considering its a pure White Mage version, one can assume it have at least a bit better AI then the current one.

The way it currently work is good enough for one person. It would remove status effects on itself first, since the puppetmaster relies on it to heal them. It would cast Cure spell on itself or the master every X second, if the master or himself were under X% HP.

The nuking one works the same way. If the mob just reaches camp, it would attempt to cast an enfeebling spell. Every X seconds it would cast a nuke that its current MP could afford, and if the mob is under X% HP, it would go in to "Destroy" mode and cast its strongest spell that it can afford, and sometimes one it can not afford if the appropriate attachment is attached, in an attempt to kill the mob.

The AI used works fine for solo playing, and would work good for party play. Not perfect, but it would still be good enough for backup healing. Assuming the pure WHM head is smarter, which is likely since the current one is basically a RDM head which doesn't focus on WHM nor BLM spells, it could be great.

btw, the "X second" is dependant on the combination you use. I don't remember the exact times, but mage head + mage body was something like 15 sec waiting time between spells assuming the attachment to affect this is not used. Mage head + Harlequin body is 20 sec I believe?

So I'd guess WHM or BLM head + mage body is 10 sec wait in-between spells, which is long but still manageable as a backup healer.

20 sec at best recast atm
 
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The nuker is actually effective in situations, but the range and melee one usualyl out damage it. The healer one is good for solo plays.

Also, I don't remember what the attachment is called, but the Automaton have one that allows it to remove status effects from itself or the master. If both you and the puppet gets silenced, it will remove Silence from itself so that it can continue to keep you alive.

uh unless its Tranquilizer, Condenser, Economizer, or Schurezen, then the automaton doesnt not have a part that remove status effects. i have all but the 4 i listed, and i know what 2/4 do.
 
uh unless its Tranquilizer, Condenser, Economizer, or Schurezen, then the automaton doesnt not have a part that remove status effects. i have all but the 4 i listed, and i know what 2/4 do.

Eraser, need a light maneuver up for it to use it, and it removes effects from itself first, only things doesn't work on is Doomed and I think fomors Dancing Chains drown.
 
That would be part of unintelligent, the master having priority over more important jobs(PUP is going to be the least important role) would definitely hinder their usefulness.
The Pupptmaster just have to stand out of range and not get hit. It could be something like:
if{master HP <80%} then Cure III Master
else if {ally HP < 80%} then Cure III Ally

in which case it would cure the master first after a large AoE, and if the master have over 80% HP, then it'll cure an ally. Could also make it slightly more advanced in and do
if {me status = Silence} then Erase me
if {master HP < 10%} then Cure IV Master
if {ally HP < 10%} then Cure IV Ally
if {me HP < 10%}then Cure IV me
if {me status = Paralyze} then Paralyna me
if {master HP < 50%} then cure IV Master
if {ally HP < 50%} then Cure IV ally
if {me HP < 50%} then Cure IV me
if {me = Status} then Remove (shorten it down, basically all "negative" ones)
if {master = Status} then Remove
if {ally = ally} then Remove
if {master HP <80%} then Cure III Master
if {ally HP < 80%} then Cure III Ally
if {me HP < 80%} then Cure III me

Basically, master have priority, since if master dies, the pet dies. After that it proceeds to cure allies, and then itself. The puppets Cure IV is basically hate-free, so the chance the puppet will take hate isn't that large The master can also swap hate in case the puppet DO take hate. The only priority that goes above all others is removing Silence from itself through Eraser.
if the master doesnt get hit then the master doesnt get cured does he. anyways we would have to see this whm head in action in order to see what it can truly do. But imo, if the Automaton still stands there while not in combat and its thumb up its ass, then the whm head is as useless as the rdm one
The WHM one would be more effective if it doesn't get in melee range, since that would only cause damage to itself.

Automated AI can be better then human intelligence when it comes to games, solving problems and making moves etc. An example of that is chess, in which the computer can beat the best human in the world on Chess without much effort.

A computer is only limited by what its master programmes it do it, since it follows the laws set up by its creator. I highly doubt they'll program it to be better then the best in-game WHM, bu they by no means have to make it stupid just because its a puppetmaster's pet.
 
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Eraser, need a light maneuver up for it to use it, and it removes effects from itself first, only things doesn't work on is Doomed and I think fomors Dancing Chains drown.

either i dont have eraser(which i should) or ive just never seen it effective enough to use it. since still the automaton stands there doin nothing noncombative mode
 
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