Anyone's figured out what this thing does?
Anyone's figured out what this thing does?
1. Animator+1 yields +4 DEX
2. Animator+1 yields +60HP to any frame
wow was really hoping it would be something extremely awesome.
It is awesome.
Just not for 15ooo points....
I guess when you're a PUP, you'd have pretty fucking low benchmark of "awesome"Originally Posted by Starr
No noticed improvements to overloading (read: reductions)?
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That's what I was getting at.Originally Posted by Zilong
Necro bump, if anyone still cares, but I finally got my Animator+1 last night after defeating Odin. Here's what I've found out so far, hope it helps.
Let's begin with these "hidden effects". Much like AF body, which gives a % of extra HP/MP to the automaton, the Animator+1 must be equipped before activation. Upon activating, any HP/MP bonus will then be calculated and added. These bonuses are not a %, but more a set and specific number of extra boosts depending on frame.
http://www.elite.uk.com/james/ffxima...matortest1.jpg
This chart I composed and uploaded to the FFXI Wiki explains these boosts to all frames with photographic evidence. These were recorded without AF Body and 0 Attachments. Also note WHM and BLM heads on the Stormwaker frame gained the same amount of boosts as their RDM head counterpart:
* Harlequin: HP+50, MP+50
* Valoredge: HP+60
* Stormwaker: HP+40 MP+60
* Sharpshot: HP+45
The myth of HP/MP+60 to every frame is false. However, in addition to this, the master does indeed attain +4 DEX as a hidden effect.
Lastly, the "more directly relayed orders" line made me wonder if recast time has shortened. After messing around in Caedarva on leeches and birds, I noticed E100 would Cure V a lot more often, sometimes before I even hit yellow HP (with Damage Gauge, of course). Which is strange since I'm used to getting maybe 1-2 Cure V's per minute. With this, I noticed up to 3-4 Cure V's one after the other. This really needs to be tested by someone who can do maths and ha a lot more patience than me. ; ;
Wow, thanks for testing this out! :D
I'm just happy to actually be able to own one let alone test it out!
I tried Spirit/Waker in Limbus today, his recast speed for Teir IV spells is noticeably faster. Aside from that i have a lot of RL things to do this weekend and won't be able to do much else. ; ; I'll report back on any new findings if I have time for a spare Campaign here and there.
I updated BGwiki info with the confirmed stats, I'm curious to see more detailed stats on casting frequency etc. :D Granted, my own PUP is only 16, but I find it a very interesting job :DOriginally Posted by Jkun
Thanks very much.Originally Posted by Lexa
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Don't take this the wrong way, because I appreciate the time you've taken to test the Animator +1 thus far... but when the Turbo Animator came out, lots of people insisted that it sped up spell recast time, or reduced cooldown time on maneuvers, or a whole host of things. Except, it didn't. It's very easy to fall into the trap that something "feels" faster if you are looking for it to be. I'd like to see some timed tests with the Turbo Animator vs. the Animator +1 before we accept as fact that spell recast time is reduced.
Actually if you check the mage capes, they only give +1 stat over existing gear (INT or MND) and penalties (MP or HP) so +2 dex compared to turbo animator is not that bad (+ some hp/mp for the puppet). It all depends if you have jobs that would make use of other "better" items like Omega ring or Morgana's choker.Originally Posted by Starr
The capes also aren't worth it IMO, if you're any mage but SMN get Omega Ring > Choker > then a cape if you have no other jobs IMO.
Originally Posted by Ceiyne
It's also why I didn't add that to the wiki, only the proven stats.Originally Posted by Jkun
It sure as hell doesn't reduce Overload activation or cooldown that's for sure. If anything I seem to recall one moment sitting around 100 HP, trying to get off more than 4 Light Maneuvers in a row before it kept breaking. ;/ So take my word for it, Overloads are still plentiful if you're spamming and dying for the Automaton to do something. (Since I was only using light for this test in that case.)Originally Posted by Ceiyne
As for the tests I downloaded a Timestamp plugin and ran a few during dinner.
http://www.elite.uk.com/james/ffxima...matortest2.jpg
Now before everyone gets thier knickers in a twist, let me explain some things.
This test is pretty hard to carry out, mainly due to the fact if you target mobs that hit too fast and too hard, 1 Cure V/IV every 45~ secs is very dangerous. Yes I understand I could have had people help me, but here's the cold hard truth: My LS hates PUPs and do not wish to take part in trying to improve them. Anyway, I used Attercops because there's a chance they'll dish out 450~ DMG Sickle Slashs and hit me for 70-80 every attack round, with 120~ Critical Hits.
When my HP was within the correct target for curing (60-50%, with Damage Gauge, Automaton at full HP so I would be prioritized), I would use a single Light Maneuver unless one was already up (They kept getting erased due to Poison or Slow).
As always, Soul/Waker would Cure/Erase on command, whereas Valor/Waker would take his sweet time to do anything. This being said, here's some of the factors that have to be considered when testing:
- Those timestamps are in GMT. Yes it's that late and I'm very sleepy.
- If the Automaton is in range, it will gain TP and at 100% will prioritze WSs over spells. (This can be altered with Inhibitor, however. A method I used to stop E100 from using WSs)
- Evasion! Finding the correct mob to test on is hard. Some miss up to 7 times, others crit for twice in a row. So it could be that the 26 second Cure Vs were victims of just bad evasion luck. It's too early in the morning to remember, but I'm pretty sure I didn't notice anything significant.
- Other spells. If you're poisoned, the automaton will Poisona you. I've never seen a Cure go off right before or after a -na spell, at least not within a noticeable 5-10 second window. I can't find the thread that has the list of seperate timers, either.
Hope this helps, I'd like to test some more though, just incase this is all fluke. If anyone has screenshots with Timestamp of fast Turbo Animator recasts that would help a ton.
Let's say that the Animator +1 really does increase the speed of cure casting time. Assuming that's true I would expect that it would speed up the casting time of other spells, too. It doesn't make sense to me that they would speed up only cures and nothing else, considering the versatility of the automaton.
So, if other spells are sped up as well, then you could try it with the BLM head and time nukes. Or, if that would put you in danger you could try plain old Stormwaker.
Yes, I realize that if the nuking test doesn't show any differences that it will not prove anything about cure recasts.But if it does show a difference then we will have learned something.
Why not try it with offensive magic, enfeebles or nukes? Could go to Aydeewa or Alzadaal and fight RNG QQs for safety.
ARG BEATEN
Maybe it's just me, but taking BLM Head and myself to QQs just now got me killed in about 5 mins. The THF Triple Attack one shotted E100 and then I died soon after. As for the RNG, they kept interrupting E100's casting. I could try with stoneskin on but it seems a pain if anything. You can go test on these, I don't think I will. Back to spiders. <_>Originally Posted by Bagel
Edit: lol, oh, you can attack the RNG ones from far away. DURR HURR. You can tell I'd make a GREAT solo BLM rite. Doing some more tests now in between getting high on Bagel's sig and it being 5am.