Puppet Mastery

Cleofis said:
Question. I put my puppet in for the mage upgrade. The next day real life thing, does that mean till JP midnight? Or is it exactly 24 hours from when you put it in for upgrade?

JP midnight
 
Cleofis said:
Question. I put my puppet in for the mage upgrade. The next day real life thing, does that mean till JP midnight? Or is it exactly 24 hours from when you put it in for upgrade?

JP midnight
 
Also, the final upgrade at lvl 30 requires 1 GOLD coin
 
/dances I can't wait. Sadly i've got dinner to eat not long after that. I'm guessing low level gear is hard to come by? If so it'll be CP spending for a tunic or something.
 
My Harlequin Serenade just started using Bio after reaching Magic skill level 33.
I leveled at the same time, so can't be certain if level matters as well.
 
is it possible to put on more of the same kind of attachemnts? and when do the element thingies go up?
 
Koutetsu said:
is it possible to put on more of the same kind of attachemnts? and when do the element thingies go up?

The elements change depending on which model puppet you have. Mage can equip 5 ice for example.
 
Cleofis said:
Anyone know what the crafted not npc bought attachments do?

I have 5 of them, I'll note the effects from memory.

Strobe: Increases enmity, Causes Puppet to use Provoke.

Note: The provoke message says "The mob's target switches to Muffin(my puppet name)" THis leads me to believe that the puppet's provoke may contain infinite hate and may be able to pull hate from anything. Its just too bad that even melee cant tank IT mobs, the stoneskin wears off in like 2-3 hits.

Heat Seeker: Detects enemy evasion patterns and increases accuracy over time.

Very nice for accuracy obviously.

Mana Converter: Converts Hp into Mp over time.

Seems nice but I havent tested it.

Analyzer: Increases chance of mitigating effects of special abilities previously used by the enemy.

No idea how this works.

Scanner: Occasionally identifies enemy elemantal weakness.

Again, no idea what it does.

Now I'm missing Heatsink, Patter Reader, and Lightbulb.
 
Ok so~ Its Wacky Crazy Kari Idea time!

I have a theory! And I could be 100 percent wrong but like I said, a theory. I've been trying to think outside of the "we get mage gear because the puppet is so powerful" theory. There has got to be a better reason, I say!

I've also been trying to figure out what kind of stats to aim for when purchasing gear. There is no "buy it because thats all you can have" scenerio with any other job. There is always a reason for what any job equips whether it be great or small, a ws modifier or dps enhancement etc etc. (I would like to mention right now that I am a horrible overthinker, and I tend to see an obvious answer and think that couldn't possibly be it then over do it lol so bare with me.)

I started at the basics, our maneuvers. Each maneuver being elemental based effects the elemental attatchment that corrisponds with it so on and so forth. Its already been determined that our own base stats and hp/mp do not effect the maton whatsoever. But what if what we had equiped elemental wise (random hat giving +5 to ice for example) effects how well the maneuver that matches that element enfluences the maton? I would even go so far as to say beefing up on INT would transfer over to ice based maneuvers some how. This is where I think I over do it in the thinking department for a couple of reasons.

One is this would be horrible on inventory, and I don't think even SE is that cruel. Having sets of 8 different elemental gear would be horrid. Although, this would give use to those many pieces of equipment that simply and only give elemental+. (You know, all that gear that noone buys because it only gives +10 to water and +6 to light, etc etc) Then I also thought of elemental staves. A weapon that when not in attack mode stays on the back, hands free for "puppeteering" and also give +10%/+15% elemental+ to corresponding maneuvers (in theory.).

Discussing this theory with my friend, Rappa, he pointed out "wouldn't that be the same effect as barspells?" which led me to another thought. I dont buy the "equiping MP gear just because thats all we get" thing, as I said. And while we do have H2H skill it is merely a C at best. What if we're meant to have whm or rdm subs? And as we progress we get barspells to boost up our maneuver power. This would also be helpful as a back up emergency healer, or later on a dispeller. There could be many other subs other than just war or mnk. Look at BRD. BRD could of had /war as well, they have no base MP that I'm aware of (I could be wrong.) And thier melee dmg isn't that great, as I assume ours won't be as we progress. I could be very wrong though. About just that, or everything.

But as I said, it was merely a theory, my own thoughts of the job that I wanted to share. ^^

EDIT: Something I forgot to write. Even though we can melee, I wonder if we are meant to in party situations. Compare it to a RDM if you will, who have higher sword skill than we do H2H. Yeah, some melee in parties. But I wonder if later on a melee Puppetmaster will be looked down upon as Melee RDM's are for the most part. Also, looking at DD and Acc+ gear, we don't get anything. If all our gear is meant for the mage role, maybe we are meant to be for backline purposes in parties, rather than front line.
 
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So far i am really enjoying puppet master! i cant wait to get my full fledged Melee DoomBot~
 
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Skaw said:
1000 IS is easy bro.

Did I say it wasnt? I just put it in capitals to signify that it was different from the other upgrades.
 
Got my melee bot and noticed STR VIT and hp went up. I lost all magic and ranged skill. Melee skill only went up by 1 point. Next on the list for upgrades is magic bot.

PUP15
 
Tyrath said:
Did I say it wasnt? I just put it in capitals to signify that it was different from the other upgrades.

Ah, I thought you put it in capitals to signify that it was an apocolyptic feat to attempt.
 
Nice tidbit of information regarding magic skill.

Spells Learned and Skill Level

Blind Skill 27
Water Skill 30
Bio Skill 33
Slow Skill 42
Aero SKill 45

Edit: With double Light maneuver, Sprocket just Cure II'd himself at skill of 45. Not sure when exactly he learned it or if it was the double light.

I'm writing all this down as I progress so I will update regularly.
 
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You might want to add Poison at magic 18 to that list.

Actually... Looking again at your list and comparing to what I have seen before, it would seem that the puppets learn a new magic spell every 3 skill levels.
More testing needed to confirm this of course.
 
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As far as the gear, I hate to be pessimistic but, there is example of jobs having mage gear or not that great gear other then pup. Mnk I have only lvl'd to the teans but most of the gear I have seen for it in the first 20 lvls is all either mage gear or very weak melee gear. Now they make up for it in vit+ from job and as awsome melee DD later but sorta lame early gear.

More specifically though is Sumoner. The jobs have many similarities and basically smn uses mp gear but gets no real observable benefit from mnd or int since their avatar stats are based on your smn magic skill not gear. Also the mp+ of mage gear is not that big a deal for a job with insane mp+, mp regen, and mp+resting traits. The only gear for the job that really gives you much benefit that I've seen so far is the AF set and the Austere set both of which give you job specific bonuses making BP's faster or smn magic skill+ for example.

Not that there might be some grand hidden scheme to the armor for pup, especially since SE likes hidden variables, but I suspect that the reason just boils down to balance. If they think the armors are too weak I'm sure there will be stronger additions down the line.

BTW I love the job and plan on lvling it as a main after finishing smn for cop static.
 
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