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  1. #121
    ٩๏̯͡๏)۶

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    Re: March 10th Puppetmaster WS testing~

    Quote Originally Posted by miokomioko
    Saving up 100tp yourself and 300tp on your automaton for a skillchain Magic Mortar can yield about 4000 damage as well as a potential 500~8000 damage Light skillchain but will immediately result in the death of your automaton unless you are on the fuckin ball and manage to Ventrilloquy and GTFO quick enough, wich is pretty unlikely to be honest because my Automaton was dead from a 1200 damage boosted melee hit before I even saw the animation for Magic Mortar.

    Like Toth mentioned, and I mentioned as well, probably the best thing to do realistically and damage output on a mob that won't AoE or hurt anyone up close that's not pulling hate (aka: Jailer of Love, Goldentongue, maybe a small handful of others) is to remove the Inhibitor so it never waits to use Magic Mortar and never uses anything besides Magic Mortar when others are using weaponskills. Inbetween big skillchain attempts for trying to impress the LS and justify the job I came to Jailer of Love on, I just had it meleeing up to 107~115% and with 3 Fire Maneuvers would unleash about 1200~1300 damage ever time. 3/5 Melee Skill merits and Melee Skill capped otherwise, combined with Target Marker and I think Heat Seeker, it's acc was significantly better than mine. Always doing about 15~40 damage per hit with some 60~70 critical hits. Automaton storing TP on Jailer of Love was not an issue whatsoever. My accuracy for using Souleater to bring my HP down and to get 100%+ TP was more of an issue. The only time it drew hate off the 2 RDM/NIN that were tanking was when it did like 4000 damage in one shot.

    I think my best was 3600-ish with almost 1000 Light. Other than that, it was consistantly 1200-1300 safe Magic Mortars. It was fun... now to work a little harder for that Animator +1 (6000/15000), try and get some Gem Sainti crafted, and finish those last two melee skill merits. :/

    ::edit:: can two PUPs get together and store their Automatons to 300% and both Deploy and one use Dragon Kick... I would like to know if every Automaton engaged will try to skillchain with that one Dragon Kick. If so, an alliance of Puppetmasters could easily and literally do about... 70,000~90,000 damage to any single mob in about 3 seconds if they all have 300% with Inhibitor when they see that Dragon Kick being used and proceed to try and Magic Mortar.

    Are there even 18 PUPs lv.37+ on any given server?
    JOL has about 150,000 HP if I remember right, so all it would take would be 2 volleys. Also I think AV has only 100,000 HP , so 18 pup vs JOL deployed off a lone dragon kick would drop it down very fast.

  2. #122
    Old Merits
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    Re: March 10th Puppetmaster WS testing~

    Quote Originally Posted by Lordwafik
    JOL has about 150,000 HP if I remember right, so all it would take would be 2 volleys. Also I think AV has only 100,000 HP , so 18 pup vs JOL deployed off a lone dragon kick would drop it down very fast.
    I remember someone joked about "The secret to beating JoL is PUP!"

    Could it actually be true now? rofl

  3. #123
    Wincest Princess
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    Re: March 10th Puppetmaster WS testing~

    Would have to do whatever trick it takes to stop AV from benedictioning.

  4. #124
    Genoslut
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    Re: March 10th Puppetmaster WS testing~

    Quote Originally Posted by Gaea
    Would have to do whatever trick it takes to stop AV from benedictioning.
    omg, a worthwhile use for overdrive!

  5. #125
    RIDE ARMOR
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    Re: March 10th Puppetmaster WS testing~


  6. #126
    Sea Torques
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    Re: March 10th Puppetmaster WS testing~

    Quote Originally Posted by datacorpse
    lol I was looking for this old photo, SE has disturbed the balance! / 0 inc

  7. #127
    Wincest Princess
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    Re: March 10th Puppetmaster WS testing~

    Quote Originally Posted by datacorpse
    Greatest post ever.

  8. #128
    RIDE ARMOR
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    Re: March 10th Puppetmaster WS testing~

    I actually just just started laughing at work and everyone is looking at me thank god my whole office plays this damn game . I want that my sig. Its actually nice to find a reason to come pup instead of blu or blm once in a while since I just dinged 74 I have something too look forward too in about 40k xp.

  9. #129
    Ridill
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    Re: March 10th Puppetmaster WS testing~

    Since Damage Gauge is what allows the automaton to cure itself in the first place, why not leave it off and not have to waste MP in the first place? Without it, it can't cure itself no matter how low it's own HP is, according to it's description. Unless I missed a change somewhere along the way.

    Also, given mage automaton accuracy on HNMs (without TP mobs nearby), would it be better to deploy from a distance and have it spam nukes until 300% TP, or would it still get 300% faster by meleeing?

  10. #130
    Wincest Princess
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    Re: March 10th Puppetmaster WS testing~

    damage guage jsut changes priority.

    but the valor/harly only has enough for 3 cure4s anyways so gtting its mp down is just a natural process of getting its hp down. having it "solo" ep does the trick.

    You can use ventriloquy when its in the double digit range of hp. If you want to max its damage by taking it down to single digit HP you are probably better off doing that with Venom potions and Role Reversal ;/

  11. #131
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    Re: March 10th Puppetmaster WS testing~

    Quote Originally Posted by Khamsin
    Since Damage Gauge is what allows the automaton to cure itself in the first place, why not leave it off and not have to waste MP in the first place? Without it, it can't cure itself no matter how low it's own HP is, according to it's description. Unless I missed a change somewhere along the way.

    Also, given mage automaton accuracy on HNMs (without TP mobs nearby), would it be better to deploy from a distance and have it spam nukes until 300% TP, or would it still get 300% faster by meleeing?
    Valorquin doesn't nuke. Just Cure 4's. Also iirc Damage Gauge just increases what HP% it'll cure you at, more light maneuvers = higher HP%. You need as much light slots as possible for Auto Repair Kits.

  12. #132
    Wincest Princess
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    Re: March 10th Puppetmaster WS testing~

    Quote Originally Posted by Jkun
    Quote Originally Posted by Khamsin
    Since Damage Gauge is what allows the automaton to cure itself in the first place, why not leave it off and not have to waste MP in the first place? Without it, it can't cure itself no matter how low it's own HP is, according to it's description. Unless I missed a change somewhere along the way.

    Also, given mage automaton accuracy on HNMs (without TP mobs nearby), would it be better to deploy from a distance and have it spam nukes until 300% TP, or would it still get 300% faster by meleeing?
    Valorquin doesn't nuke. Just Cure 4's. Also iirc Damage Gauge just increases what HP% it'll cure you at, more light maneuvers = higher HP%. You need as much light slots as possible for Auto Repair Kits.
    yep. i think the threshold without damage guage equipped is 25% and its 50 with it. 60 with a light maneuver followed by an additional 10%? for each extra light maneuver.

  13. #133
    Old Merits
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    Re: March 10th Puppetmaster WS testing~

    Quote Originally Posted by Gaea
    Quote Originally Posted by Jkun
    Quote Originally Posted by Khamsin
    Since Damage Gauge is what allows the automaton to cure itself in the first place, why not leave it off and not have to waste MP in the first place? Without it, it can't cure itself no matter how low it's own HP is, according to it's description. Unless I missed a change somewhere along the way.

    Also, given mage automaton accuracy on HNMs (without TP mobs nearby), would it be better to deploy from a distance and have it spam nukes until 300% TP, or would it still get 300% faster by meleeing?
    Valorquin doesn't nuke. Just Cure 4's. Also iirc Damage Gauge just increases what HP% it'll cure you at, more light maneuvers = higher HP%. You need as much light slots as possible for Auto Repair Kits.
    yep. i think the threshold without damage guage equipped is 25% and its 50 with it. 60 with a light maneuver followed by an additional 10%? for each extra light maneuver.
    Looks about right, when I hit 750HP with it on and light I usually always get a cure.

    Also, speaking of which, I found out mortar is pretty good for soloing also. Just keep Soulsoother/waker setup at 45-50% HP without Gauge, that way he won't cure himself and only you. He was doing 1,300 Mortars in Campaign and never healed himself once.

  14. #134
    Wincest Princess
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    Re: March 10th Puppetmaster WS testing~

    Yep. I've been sticking on Mana Converter for that effect ^^

  15. #135
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    Re: March 10th Puppetmaster WS testing~

    Quote Originally Posted by Gaea
    Yep. I've been sticking on Mana Converter for that effect ^^
    Isn't it just so sexy? D;

  16. #136
    E. Body
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    Re: March 10th Puppetmaster WS testing~

    could always equip berserker's torque (if you can find one. too bad pup doesn't get frenzy... yeah... i just said it...) and engage w/o being inside melee distance. will eat your HP down at 50/3 seconds (and give you 1 tp/3 seconds, lol...) priming you to easily use role reversal to plug your pet down to within 50 HP of death. also, something that occurs to me, though i'm not sure where it would be useful, it might make sense to TP up w/ your pet to 100 TP wearing an accuracy geared weapon, then moving your pet to fight the target you want to hit and swap out your accuracy weapon for adaman punchies. end result is you lose TP which as i understand it should unlock the inhibitor from holding and fire the WS. correct me if i'm wrong.

  17. #137
    the whitest knight u' know
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    Re: March 10th Puppetmaster WS testing~

    It's been so long since I've tested, but doesn't Automaton Max HP Boost equipment only take effect when you use Activate? Thus, Activate with Puppetry Tobe, Adaman/Gem Sainti, et cetera, then switch to Pahluwan and Hades Sainti for storing TP? Because I'm pretty sure that equipping the gear while your Automaton is out does not affect it.

    But, yes, Automatons with Inhibitor will only store their TP for skillchaining if their master has at least 100% TP (possibly a bit less?). Either way, dropping your TP to 0 will cause your Automaton to WS immediately.

  18. #138
    Chram
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    Re: March 10th Puppetmaster WS testing~

    I only WISH that the HP boost stayed on after activation, but instead, you can equip it after activating and it takes place right away. This has gotten me killed on more than one occasion from swaping tp to ws then reqquipping AF body... then having oni not at full hp to DDA -_-;

    I don't know about animator +1 but i personally know that adaman sainti and AF body are this way.

  19. #139
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    Re: March 10th Puppetmaster WS testing~

    Quote Originally Posted by miokomioko
    It's been so long since I've tested, but doesn't Automaton Max HP Boost equipment only take effect when you use Activate? Thus, Activate with Puppetry Tobe, Adaman/Gem Sainti, et cetera, then switch to Pahluwan and Hades Sainti for storing TP? Because I'm pretty sure that equipping the gear while your Automaton is out does not affect it.

    But, yes, Automatons with Inhibitor will only store their TP for skillchaining if their master has at least 100% TP (possibly a bit less?). Either way, dropping your TP to 0 will cause your Automaton to WS immediately.
    Activating without +HP gear THEN putting it on, increases HP. Trust me, in Salvage, I activated BLM head then got a body cell, popped it on, ran out of MP, decativated only to find...dun dun dunnnn.... he was missing a tiny fragment of HP.

  20. #140
    Banned.

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    Re: March 10th Puppetmaster WS testing~

    Was it nerfed? Wasn't in update details.

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