String Theory: A Puppetmaster's Guide *NEW* |
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String Theory: A Puppetmaster's Guide *NEW*
I like refresh if youre spamming up in arms. It makes for zero down time pup/blm warps
Antisense said: » I tried this Fire/Light/Wind thing with Analyzer and Steam Jacket (+ Mana Jammer IV since I didn't want to die) and Necronura did this magic damage in the order shown: Code 539 Firaja 2706 Quenching Hammer 316 Waterja 159 Waterja 361 Firaga IV 1623 Quenching Hammer 348 Waterja 354 Firaja 178 Firaja 186 Firaja 1587 Quenching Hammer 317 Waterga IV 415 Firaga IV 316 Waterja 361 Firaga IV 166 Waterja 1592 Quenching Hammer 348 Waterja 1623 Quenching Hammer 361 Firaga IV This time around I managed to see low Quenching Hammer damage aside from one apparent anomaly, but still not sure what conditions cause Quenching Hammer to be consistently high (maybe relative positioning of affected targets + buffs active? Autos don't have buffs with VE/VE though) Locked equipment slots and increased MDT from -28% to -39% for this last attempt, but used Light/Fire/Water instead of Light/Fire/Wind. 331 Quenching Hammer damage would be expected to be around 485 without Mana Jammer IV (1.466x going from 136 MDB to 61 MDB), to compare with situations where Mana Jammer IV isn't used at all Code - Before Overdrive - 292 Waterga IV (Automaton off-target) 331 Quenching Haammer (Off target COR took 6613 damage at the edge of QH radius) 431 Firaja 316 Firaga IV 222 Quenching Haammer 400 Waterja 198 Quenching Haammer 408 Firaga IV 134 Firaga IV 134 Firaga IV 135 Firaja 1591 Quenching Haammer (???) 365 Waterga IV 120 Waterga IV 431 Firaja - Overdrive - 2 Firaja 239 Waterja 273 Firaga IV 151 Quenching Haammer 273 Firaga IV 2 Firaja 239 Waterga IV 2 Waterga IV 2 Waterja 151 Quenching Haammer 251 Waterga IV 151 Quenching Haammer 251 Waterja 146 Quenching Haammer 268 Firaja For the consecutive Waterga IVs before Overdrive, 120/365 = .3287, which is consistent with Steam Jacket reducing damage by ~67.5% (Optic Fiber I/II under 1 light maneuver corresponding to +50% increase in effect, so -45% damage with Steam Jacket under 1 water maneuver increased to -67.5%) For the Quenching Hammer damage prior to Overdrive, 198/331 = .598 (indicating Analyzer -40% took effect). Then 198 damage was further cut to 151 under Overdrive. MDB prior to Overdrive was 136 and increased to 201 under Overdrive. 1 - 151/198 = .237, which is close to the expected damage reduction of .217 (discrepancy can be due to rounding +/- dSTAT changes during Overdrive). For consecutive Waterga IVs during Overdrive, 2/239 = .00837, which is consistent with Steam Jacket functionally reducing damage to 0 (-80% with 3 maneuvers + 75% increase from Optic Fiber I/II under Overdrive). Again still not sure why Quenching Hammer damage was lower (Mana Jammer IV + Overdrive and using Water Maneuver instead of Wind Maneuver is not enough to bring damage down from the 1600s to 151) I see sporadic big spikes in Quenching Hammer damage as well. Most of them hit for ~220 on my current setup but it will sometimes hit for 1800. I'd just been assuming it was the difference between a successful and failed resistance check.
Regarding Inhibitor behavior I'd seen people mention it causes a delay and at first I thought that meant it was associated with some kind of increased decisionmaking delay inherent to the puppet. But observing a Valoredge frame attacking a single target on it's own I think I now understand what's happening / what people meant.
Using Light/Fire/Water maneuvers the VE frame will start with Bone Crusher. It will then prioritize making the only skillchain it can which is Distortion by using String Shredder. But then it cannot create any other skillchain - so I think the Inhibitor forces it to wait until the window has closed before it starts again with a Bone Crusher. Probably not really an issue normally but in this frog ambuscade with overdrive active I've seen my puppet have up to ~2k TP before Bone Crusher goes off (which sometimes ends up being wiped out by Hammer) but it never seems to affect the follow-up String Shredder. So I think the delay is not so much the puppet being 'slow' but rather it's just not allowed to interrupt skillchains when equipped with an Inhibitor. Just thought that was neat and made what I observed make a lot more sense lol. Folks might be interested in what Shudax is up to re: the h2h prime and heady artifice for mighty strikes.
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I had no idea that Sharpshot Head on Valoredge Body uses Mighty Strikes. Cool!
Well it has no crossbow to EES, so it has to default to MS
Asura.Eiryl said: » Not sure what the point would be in using SS head instead of VE, no need for more wind. Overdrive + Mighty Strikes I would assume. Yeah realized after I typed VE would get invincible, harle gets the MS
The reason SS is better than harle is 2 extra light 1 extra fire, that's what I meant to say, not VE At 10:55 where Quenching Hammer is used, Mao (automaton) takes only 414 damage with neither Mana Jammer IV nor Analyzer (used fire/light/wind maneuvers), so there is no need for either attachment if you somehow avoid increasing QH damage on the auto (only Brygid used to force Quenching Hammer here, not rolls)
Equipment and attachments used in the final part of the video (9:40) with Sharpshot Head/Valoredge Frame Varga Purnikawa Animator P +1 Taeon Chapeau (pet: attack/DA/damage taken) Nyame Mail Path D (substituted for Pitre Tobe +3) Pitre Dastanas +3 Nyame Flanchard Path D (substituted for Taeon Tights) Taeon Boots (pet: attack/haste/damage taken) Shulmanu Collar Isa Belt Visucius's Mantle (Pet haste/attack/accuracy/magic damage taken) Enmerkar Earring Karagoz Earring +2 Cath Palug Ring Fickblix's Ring (substituted for Varar Ring +1) Attuner Magniplug Magniplug II Flame Holder Speedloader II Inhibitor II Coiler II Turbo Charger II Auto-Repair Kit IV Optic Fiber Optic Fiber II Inhibitor (substituted for Mana Jammer IV) For a budget PUP (focusing on automaton dmg):
How does Sakpata's (R0) compare to Pitre Fists (R20 Path C)? It doesnt. Sakpatas is an alright nuke swap i think but path c is best for anything ws related
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