Sounds more like it was meant to affect only ranged attacks, and instead affected both ranged and melee.Originally Posted by Elcura
Sounds more like it was meant to affect only ranged attacks, and instead affected both ranged and melee.Originally Posted by Elcura
The only attachment that helped ranged anything up to now was wind based. melee accuracy is thunder based.. Target marker is thunder. so its probably meant to be for melee.Originally Posted by Khamsin
I dunno I just hoppe it doesnt affect the promsing info ive seen here.
I know that. But there isn't really any proof suggesting otherwise, and there aren't any further RACC attachments. Maybe I'm just being hopeful but I kinda figured it would affect RACC too since RACC is buggy to begin with.Originally Posted by Tahngarthor
On a side note, I ran around for awhile trying to test the MAB on Loudspeaker I and Loudspeaker II, how much of a bonus MAB Ice Maneuver adds and how much AF gloves adds to that. The different with gloves seems.. marginal at best. Like a .. .05% bonus about. Anyway; All tests were done on tunnel worms that had Burn casted on them and I deployed at 50% hp to always go for nuke. Automaton has 68INT as of now.
No attachments on;
245 - Base damage, no maneuvers
246 - 1 Ice Maneuver
247 - 2 Ice Maneuvers
248 - 3 Ice Maneuvers
247 - 1 Ice maneuver w/ AF gloves
249 - 2 Ice maneuvers w/ AF gloves
251 - 3 Ice Maneuvers w/ AF gloves
Loudspeaker I on; 5% MAB
257 - Base damage, no maneuvers
270 - 1 Ice Maneuver
284 - 2 Ice Maneuvers
297 - 3 Ice Maneuvers
271 - 1 Ice maneuver w/ AF gloves
286 - 2 Ice maneuvers w/ AF gloves
301 - 3 Ice Maneuvers w/ AF gloves
Loudspeaker II on; 10% MAB
269 - Base damage, no maneuvers
282 - 1 Ice Maneuver
296 - 2 Ice Maneuvers
310 - 3 Ice Maneuvers
284 - 1 Ice maneuver w/ AF gloves
298 - 2 Ice maneuvers w/ AF gloves
313 - 3 Ice Maneuvers w/ AF gloves
Loudspeaker I & Loudspeaker II on;
281 - Base damage, no maneuvers
307 - 1 Ice Maneuver
333 - 2 Ice Maneuvers
359 - 3 Ice Maneuvers
308 - 1 Ice maneuver w/ AF gloves
336 - 2 Ice maneuvers w/ AF gloves
363 - 3 Ice Maneuvers w/ AF gloves
I'm really tired and can't make any sense of how much the bonus each Ice Maneuver gives nor how much the AF gloves enhances. (Although it looks pretty minimal.) Help. ._.
About the update on Attuner and Target Marker. I guarentee this is a good patch and Target Marker will now affect ranged accuracy as well as melee.
I'm confident in this because if you look at my list last page on the description of all the new attachments... ice attachment gives haste? water attachment gives magic attack? dark attachment increases evasion? While light/fire/lightning ones seem pretty normal in what stats they affect, I would not surprised at all if Target Marker was meant to also help ranged accuracy because if none of the new attachments helped out Sharpshooter frame in the Accuracy department, that would render it pretty much obsolete against HNMs and such. Not to mention lightning attachments (until now perhaps) have never done much for Sharpshooter frame at all besides help with TP gain for missing Arcuballista. Now they would have a use for one.
I hope I'm wrong... but I'm leaning towards the only thing the AF gloves enhance is the amount of INT your automaton is getting from each ice maneuver. That's the only thing I've observed with these gloves, is that you get STAT+2 for each maneuver. I'm going to make a few Tension Spring I & II with and without AF gloves vs. Sarutabaruta Bumblebees sometime today. It might explain why your numbers are barely more with the gloves, being INT+6 over INT+3 with three ice maneuvers.Originally Posted by Enitsu
Not to mention I'm going to check the ranged accuracy with Target Marker.
P.S. My condolences for the 0/2... :(
--edit--
I just recalled some numbers I was observing while exping on Eruca the other night.
I usually use Stormwaker frame in exp pts when I'm not using the Sharpshooter because Valoredge acc and atk were really lacking on exp mobs (NOT ANYMORE TARGET MARKER!). I pretty much stick to only using light and dark maneuvers the entire pt.
Dark Maneuvers only = opens up with Slow (silence if mob has mp)
Light Maneuvers only = opens up with Bio II
Dark & Light Maneuvers = 90% of the time its highest Elemental spell it has (which has been Thunder II for a long time) sometimes it will cast Poison for some reason.
So, that's all I do and I started seeing an obvious cap to its Thunder II dmg (when not on thunder/earth days).
Of the unresisted hits, it was doing 211 dmg almost every time, with the very occasional 215 dmg. Now, sometimes if I got bored, and also to drop its overload rate a little bit, I'd throw in an Ice Maneuver right as it began casting Thunder II (as Enitsu said, unless mob is at 50% HP or lower, ice maneuver tends to prioritize enfeebles so be aware). This bumped its max dmg done with Thunder II up in the 230s with the following gear:
Loudspeaker
Loudspeaker II
1 Ice Maneuver
AF Gloves
That sounds pretty significant little boost from 1 maneuver on IT exp mobs.
He posted without getting ridiculed, you people are slacking.Tahn leveled PUP?
At least you have an excuse for doing gimp melee damage with your pet out the entire time, you can't do anything else.
PUP != SMN.Originally Posted by Priran
you kinda people make it hard to turn non-believers into believers.
Welcomde to the world of DRG and prepatch DRKOriginally Posted by Elcura
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We only have SE to thank for putting in a very fun and interesting job that was also very incomplete. Not sure when we'll hear the end of it. Maybe when I get Attuner and do some Melee dmg on Kirin.Originally Posted by Jooeetheplatypus
--sidenote-- "Enhances "Repair" effect" on AF boots increases duration of the regen from 1.5 minutes to 2 minutes. That is all, unless it removes enfeebles as well.
Yeah, but I kinda expected it from the beginning, playing an underdog job is fun, even more fun when said job is actually good >.>Originally Posted by Jooeetheplatypus
Thats been the DRKs secret for a while. Now with Abs-TP though people are givin our deserved respect. DRG is also underrated, though they still need HNM usability.Originally Posted by Elcura
lol makes sense. It's easier to bash a job when you don't know much about it and aren't willing to learn. Only job I actively bash is rng, cause I fucking hate the bastards.Originally Posted by Jooeetheplatypus
So sorry to hear that EnitsuThis is precisely the reason why I am very concerned about these being ENM drops. A dedicated PUP gets screwed again, SE. I am eagerly awaiting my next try but the random nature of it is terrible. Maybe the upcoming patch will add them somewhere else (even a ICBCNM would be fine) as well. The only hope is that since everyone will be doing when their PUP is 60, then there should be some market....where the pieces the high lvls need will be bought by spoiled lvl 20 PUPs with gil from who knows where.
Oh and much thanks for the data on Loudspeaker. The Tier IIs certainly add some nice damage.
Ironically, the one thing I never even bothered to check was how much the INT was. >.> I guess all AF gloves do is give you 2 of the stat instead of 1.. since that seems to make all the numbers finally make sense.![]()
My original goal was to figure out how much a maneuver adds to the function, and if it does like.. 50% bonus to all attachments on. (You know, Loudspeaker 1 and 2 giving 15MAB.. so Ice maneuver adding on an extra 7?) And seeing how that correlates to other attachments. And as for the testing of tension spring.. good luck. The automaton doesn't appear to be able to hit a damage cap - so you'll be parsing for awhile. I've seen hits range from 90-250 on worms/rabbits... and then I gave up on figuring it out.
Edit: The maneuvers don't last longer with gloves on.. do they? >.>
If the effects are as good as what seems to have been observed, I would seriously be happy this is the way they picked, sure its random but what isn't random in this game? I would praise SE forever if they made P.Harpe a 5% drop off a solo ENM, 0/52 for mine is a drop rate taken right out of the retard dimension.
Just be happy the items seem very powerful
If they allowed PUP to use Spharai I would have levelled the job right from release regardless of its limitations, I think I'd feel too sad using HTH with Indras at 75 though.
The maneuvers definitely don't last longer with gloves unfortunately. With Auto-Repair Kit, one light maneuver regenned 20hp with or without the gloves.Originally Posted by Enitsu
This is mostly for Elcura~
I am out in Sarutabaruta at the moment with Tension Spring II and Sharpshooter frame and here's the current dmg averages.
Lv.68 Sharpshooter
Ranged Skill: 213/217
Base STR: 61
All taken at maximum ranged attack distance vs Bumblebees.
(slight variation probably due to human error or mobs moving)
No attachments
Average dmg: 459
Tension Spring II
Average dmg: 450
Tension Spring II
2~3 Fire Maneuvers (STR: 63~64)
Average dmg: 464
Tension Spring II
2~3 Fire Maneuvers (STR: 65~67)
AF Gloves
Average dmg: 466
My conclusion is that Tension Springs do not affect your automaton's ranged attack and that the STR from the fire maneuvers and distance are the only variables that increase their ranged dmg. This might make Attuner that much more awesome if SE is fixing it to affect both melee and ranged dmg. Still need to test Tarket Marker ranged accuracy before and after this upcoming patch, although I may be out of town after class today until tuesday night. :(
QFT.Originally Posted by Nagamaki
Give pup spharai!
Or a least, maybe, perhaps, a relic animator ^^ IF they made a relic animator, i might want to level pup, and complete a second relic. :D PUP starting to look appealing again...
Here's to hoping![]()
The closer and closer I get to 75 and the more that's revealed about PUP being possibly utilized for reliable DD on HNMs, the more I realize I'm going to be subbing WHM and not meleeing Cerberus for misses and 0s...
I've come to terms that, as PUP, I highly doubt I'm going to be closing Light SC on Faf/Hogg with Dragon Kick. The lack of DD gear PUP has access to is bugging me less and less the more powerful the automaton is getting... which, I think, should be the point of PUP.
Excuse my 'zam' while I say in terms of relic, it better be a Frame. Having expensive crap like that it so undermined if it's not visible outside of /check. Aside from that superficial comment, I don't really see what awesomeness could come from an Animator ( in fact, I'm still not really sure what Turbo Animator does, although I'm assuming it's a weak haste effect ). Having a badass/unique-looking multi-purpose frame with increased skill caps, HP, MP, etc with huge elemental capacities to allow you to equip any combination of 12(or more!) attachments... is, in my opinion, the only thing I can see worthy for PUP Stage-5 Relic. :/
Frame would be nice too.Originally Posted by miokomioko
You'll have to forgive me, i've been AFK since the update, so i have no idea about that turbo animator. I just thought, since there isn't just "animator" now that perhaps more animators will be released, which give abilities/stats etc, and a relic animator could be nice. Relic frame could be cool too, of course![]()