Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
Attachments
Increased the effect boost based on number of maneuvers for the following attachments
Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
Lowered the required capacity from 2 to 1 for the following attachments
Reactive Shield/Scope/Schurzen/Volt Gun
Attachment adjustments as follows
Attachment
Adjustments
Reactive Shield
Added a bonus to the amount of spike damage dealt based on the frame’s skill level
Mana Booster
Effect changed from shortening recast times to that of a fast cast effect
Drum Magazine
Lessened the negative impact to accuracy
Replicator
Increased the number of shadows based on the number of wind maneuvers used
Shock Absorber
Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used
Armor Plate
Armor Plate II
Effect changed from increasing defense to decreasing the amount of physical damage taken
Analyzer
Tripled the amount of damage that can be mitigated
Hammermill
Shield Bash will be 100% accurate when Hammermill is equipped
Volt Gun
Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used
Heatsink
The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers
Damage Gauge
Shortened the recast time for cure spells
Eraser
Changed so that only light maneuvers are consumed to fix multiple status ailments
Automatons
Re-examine automaton logic
Add/adjust spells
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
*Cure, regen, status ailment recovery spells will each have their own recast times
The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members
Tier IV elemental spells will be added to Stormwaker Y-700
Cure IV or Cure V will be chosen based on remaining HP
Weapon skill adjustments
Magic Mortar will have a set amount for its minimum amount of damage
Sharpshot automaton adjustments
Distance adjustments will be removed for ranged attacks
Puppetmasters
A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
*Automaton oil+3 (Lv80+) will also be added.
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!
• Flame holder
We feel that the current stats and functionality aren’t reasonable when considering the space needed to equip this attachment. With this said, if we were to make so the power is shared with other attachments (for example, making it so it doesn’t consume a Fire Maneuver, as was suggested), we would have to increase the capacity cost to be higher than it is currently.
However, since I believe that attachment uses differ from person to person, instead of the above adjustment, we are looking in the direction of adding a different attachment that has similar stats to the Flame Holder so you will be able to choose the proper one to use based on the situation. (The addition of this attachment is planned for after the level cap increase to 99.)
Also, when there are changes made with Test Server updates, we also update the content posted in the “Testing In Progress” forum, but the development team and QA team have been testing and making adjustments up to the last minute, more than you can imagine.
As a result, there may be times that we cannot announce the specific changes right away and we appreciate your understanding. (Don’t worry, we aren’t trying to hide anything!)
I wish I knew a faster way to convert these posts into BBCODE, but sadly I don't and have to do it by hand :(
Code
[table cellpadding="5" cellspacing="0px"][tr][td colspan="2" style="color:#FFFFFF;background-color:#3E4464"] 10-14-2011 06:14 PM[table style="float:right" cellpadding="0"][tr][td style="font-size:x-small;"][b][[url=http://forum.square-enix.com/ffxi/threads/16004-Questions-for-the-Community-Rep-Moogles?p=212820#post212820]source[/url]][/b][/td][/tr][/table][/td][/tr][tr][td valign="top" align="center" style="width:110px;background-color:#A8D0D7"][table cellpadding="0" style="width:100%"][tr][td style="color:#FF0000;font-size:large;"]Camate[/td][/tr][tr][td style="font-size:x-small;"]Community Rep[/td][/tr][tr][td][img]http://forum.square-enix.com/ffxi/images/avatars/FFXI_sqex2.jpg[/img][/td][/tr][/table]
[/td][td width="660px" background="http://forum.square-enix.com/ffxi/images/elevenb/postadmin.gif" style="background-repeat: no-repeat;background-position:top right;background-color:#E3F0F2;"]Howdy!
Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
[ul]
[li][div style="font-size:large"][b]Attachments[/b][/div]
[ul][li]Increased the effect boost based on number of maneuvers for the following attachments
Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
[li]Lowered the required capacity from 2 to 1 for the following attachments
Reactive Shield/Scope/Schurzen/Volt Gun
[li]Attachment adjustments as follows
[div align="center"][table][tr][td style="background-color:black"][table][tr][th style="background-color:#A8D0D7" width="125px"]Attachment[/th][th style="background-color:#A8D0D7"]Adjustments[/th][/tr][tr][td style="background-color:#C6E9EF" align="center"]Reactive Shield[/td][td style="background-color:#EAF2F3"]Added a bonus to the amount of spike damage dealt based on the frame’s skill level[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Mana Booster[/td][td style="background-color:#F5FAFB"]Effect changed from shortening recast times to that of a fast cast effect[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Drum Magazine[/td][td style="background-color:#EAF2F3"]Lessened the negative impact to accuracy[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Replicator[/td][td style="background-color:#F5FAFB"]Increased the number of shadows based on the number of wind maneuvers used[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Shock Absorber[/td][td style="background-color:#EAF2F3"]Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Armor Plate
Armor Plate II[/td][td style="background-color:#F5FAFB"]Effect changed from increasing defense to decreasing the amount of physical damage taken[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Analyzer[/td][td style="background-color:#EAF2F3"]Tripled the amount of damage that can be mitigated[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Hammermill[/td][td style="background-color:#F5FAFB"]Shield Bash will be 100% accurate when Hammermill is equipped[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Volt Gun[/td][td style="background-color:#EAF2F3"]Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Heatsink[/td][td style="background-color:#F5FAFB"]The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Damage Gauge[/td][td style="background-color:#EAF2F3"]Shortened the recast time for cure spells[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Eraser[/td][td style="background-color:#F5FAFB"]Changed so that only light maneuvers are consumed to fix multiple status ailments[/td][/tr][/table][/td][/tr][/table][/ul][/ul]
[ul]
[li][div style="font-size:large"][b]Automatons[/b][/div]
[ul][li]Re-examine automaton logic
[li]Add/adjust spells
[ul][li]Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
[div style="color:red"]*Cure, regen, status ailment recovery spells will each have their own recast times[/div]
[li]The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
[div style="color:red"]*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members[/div]
[li]Tier IV elemental spells will be added to Stormwaker Y-700
[li]Cure IV or Cure V will be chosen based on remaining HP[/ul]
[li]Weapon skill adjustments
[ul][li]Magic Mortar will have a set amount for its minimum amount of damage[/ul]
[li]Sharpshot automaton adjustments
[ul][li]Distance adjustments will be removed for ranged attacks
[/ul][/ul][/ul]
[ul]
[li][div style="font-size:large"][b]Puppetmasters[/b][/div]
[ul][li]A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
[ul][li]Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
[li]The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
[div style="color:red"]*Automaton oil+3 (Lv80+) will also be added.[/div][/ul][/ul][/ul]
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you![/td][/tr][/table]
I will be adding this, along with other job updates for October, to [url=http://www.ffxiah.com/forum/topic/25984/test-server-update-job-adjustments-october]the compilation of job adjustments for October topic[/url].
Effect changed from shortening recast times to that of a fast cast effect
Not sure if want, unless it'll be shortening cast time AND global recast timer. I would like to think that's implied, but SE has been known to make questionable changes in the past (Battery Charge).
Effect changed from shortening recast times to that of a fast cast effect
Not sure if want, unless it'll be shortening cast time AND global recast timer.
I think it makes sense considering:
loldevs said:
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
*Cure, regen, status ailment recovery spells will each have their own recast times
The spells that they're adding to the robots gave me a bit of a stiffy coupled with the bit about them casting healing type spells on separate recast timers. If the automaton is capable of keeping a haste rotation of some description...
I wish I knew a faster way to convert these posts into BBCODE, but sadly I don't and have to do it by hand :(
Code
[table cellpadding="5" cellspacing="0px"][tr][td colspan="2" style="color:#FFFFFF;background-color:#3E4464"] 10-14-2011 06:14 PM[table style="float:right" cellpadding="0"][tr][td style="font-size:x-small;"][b][[url=http://forum.square-enix.com/ffxi/threads/16004-Questions-for-the-Community-Rep-Moogles?p=212820#post212820]source[/url]][/b][/td][/tr][/table][/td][/tr][tr][td valign="top" align="center" style="width:110px;background-color:#A8D0D7"][table cellpadding="0" style="width:100%"][tr][td style="color:#FF0000;font-size:large;"]Camate[/td][/tr][tr][td style="font-size:x-small;"]Community Rep[/td][/tr][tr][td][img]http://forum.square-enix.com/ffxi/images/avatars/FFXI_sqex2.jpg[/img][/td][/tr][/table]
[/td][td width="660px" background="http://forum.square-enix.com/ffxi/images/elevenb/postadmin.gif" style="background-repeat: no-repeat;background-position:top right;background-color:#E3F0F2;"]Howdy!
Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
[ul]
[li][div style="font-size:large"][b]Attachments[/b][/div]
[ul][li]Increased the effect boost based on number of maneuvers for the following attachments
Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
[li]Lowered the required capacity from 2 to 1 for the following attachments
Reactive Shield/Scope/Schurzen/Volt Gun
[li]Attachment adjustments as follows
[div align="center"][table][tr][td style="background-color:black"][table][tr][th style="background-color:#A8D0D7" width="125px"]Attachment[/th][th style="background-color:#A8D0D7"]Adjustments[/th][/tr][tr][td style="background-color:#C6E9EF" align="center"]Reactive Shield[/td][td style="background-color:#EAF2F3"]Added a bonus to the amount of spike damage dealt based on the frame’s skill level[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Mana Booster[/td][td style="background-color:#F5FAFB"]Effect changed from shortening recast times to that of a fast cast effect[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Drum Magazine[/td][td style="background-color:#EAF2F3"]Lessened the negative impact to accuracy[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Replicator[/td][td style="background-color:#F5FAFB"]Increased the number of shadows based on the number of wind maneuvers used[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Shock Absorber[/td][td style="background-color:#EAF2F3"]Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Armor Plate
Armor Plate II[/td][td style="background-color:#F5FAFB"]Effect changed from increasing defense to decreasing the amount of physical damage taken[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Analyzer[/td][td style="background-color:#EAF2F3"]Tripled the amount of damage that can be mitigated[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Hammermill[/td][td style="background-color:#F5FAFB"]Shield Bash will be 100% accurate when Hammermill is equipped[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Volt Gun[/td][td style="background-color:#EAF2F3"]Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Heatsink[/td][td style="background-color:#F5FAFB"]The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Damage Gauge[/td][td style="background-color:#EAF2F3"]Shortened the recast time for cure spells[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Eraser[/td][td style="background-color:#F5FAFB"]Changed so that only light maneuvers are consumed to fix multiple status ailments[/td][/tr][/table][/td][/tr][/table][/ul][/ul]
[ul]
[li][div style="font-size:large"][b]Automatons[/b][/div]
[ul][li]Re-examine automaton logic
[li]Add/adjust spells
[ul][li]Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
[div style="color:red"]*Cure, regen, status ailment recovery spells will each have their own recast times[/div]
[li]The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
[div style="color:red"]*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members[/div]
[li]Tier IV elemental spells will be added to Stormwaker Y-700
[li]Cure IV or Cure V will be chosen based on remaining HP[/ul]
[li]Weapon skill adjustments
[ul][li]Magic Mortar will have a set amount for its minimum amount of damage[/ul]
[li]Sharpshot automaton adjustments
[ul][li]Distance adjustments will be removed for ranged attacks
[/ul][/ul][/ul]
[ul]
[li][div style="font-size:large"][b]Puppetmasters[/b][/div]
[ul][li]A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
[ul][li]Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
[li]The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
[div style="color:red"]*Automaton oil+3 (Lv80+) will also be added.[/div][/ul][/ul][/ul]
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you![/td][/tr][/table]
I will be adding this, along with other job updates for October, to [url=http://www.ffxiah.com/forum/topic/25984/test-server-update-job-adjustments-october]the compilation of job adjustments for October topic[/url].
This is the aftermath, so what did it look like beforehand? Did you copy and paste from text or copy from the source code of the other forum?
I have a template that I made that looks "sorta" like the post frames on the official forums:
Very easy to figure out what part is what after you use it for awhile. There are five areas of this temlate that I use for every dev post:
Date & Time
Source
Community Rep Name
Community Rep Avatar
The post itself
I then proceed to copy the post on the official forums and then format it to how it should be. Most time consuming parts are tables, I hate tables :( and love them at the same time. My goal is just to try and make it look as close as the official post.
I can't really use the bbcode format over on the official forums, well because it would look like this:
Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
Increased the effect boost based on number of maneuvers for the following attachments
[INDENT]Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II[/INDENT]
Lowered the required capacity from 2 to 1 for the following attachments
[INDENT]Reactive Shield/Scope/Schurzen/Volt Gun[/INDENT]
Attachment adjustments as follows
<table width="580" border="0" cellpadding="4" cellspacing="1" align="center" class="ta01"><tr valign="middle" align="center" class="th01"><td width="20%" align="center" class="th01" bgcolor="#a8d0d7">Attachment</td><td width="80%" align="center" class="th01" bgcolor="#a8d0d7">Adjustments</td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Reactive Shield</td><td bgcolor="#eaf2f3"> Added a bonus to the amount of spike damage dealt based on the frame’s skill level </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Mana Booster</td><td bgcolor="#f5fafb"> Effect changed from shortening recast times to that of a fast cast effect </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Drum Magazine</td><td bgcolor="#eaf2f3"> Lessened the negative impact to accuracy </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Replicator</td><td bgcolor="#f5fafb"> Increased the number of shadows based on the number of wind maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Shock Absorber</td><td bgcolor="#eaf2f3"> Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Armor Plate<br>Armor Plate II</td><td bgcolor="#f5fafb"> Effect changed from increasing defense to decreasing the amount of physical damage taken </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Analyzer</td><td bgcolor="#eaf2f3"> Tripled the amount of damage that can be mitigated </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Hammermill</td><td bgcolor="#f5fafb"> Shield Bash will be 100% accurate when Hammermill is equipped </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Volt Gun</td><td bgcolor="#eaf2f3"> Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Heatsink</td><td bgcolor="#f5fafb"> The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Damage Gauge</td><td bgcolor="#eaf2f3"> Shortened the recast time for cure spells </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Eraser</td><td bgcolor="#f5fafb"> Changed so that only light maneuvers are consumed to fix multiple status ailments </td></tr></table>
[/LIST]
[SIZE="3"]Automatons[/SIZE]
Re-examine automaton logic
Add/adjust spells
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
[COLOR="red"]*Cure, regen, status ailment recovery spells will each have their own recast times[/COLOR]
The following spells will be added
[INDENT]Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
[COLOR="red"]*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members[/COLOR]
[/INDENT]
Tier IV elemental spells will be added to Stormwaker Y-700
Cure IV or Cure V will be chosen based on remaining HP
Weapon skill adjustments
Magic Mortar will have a set amount for its minimum amount of damage
Sharpshot automaton adjustments
Distance adjustments will be removed for ranged attacks
[SIZE="3"]Puppetmasters[/SIZE]
A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
[COLOR="red"]*Automaton oil+3 (Lv80+) will also be added.
[/COLOR]
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!
<blockquote class="postcontent restore ">
Howdy! <br>
<br>
Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.<br>
<br>
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.<br>
<ul><li><font size="3"><b>Attachments</b></font><ul><li>Increased the effect boost based on number of maneuvers for the following attachments<blockquote>Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II</blockquote></li>
<li>Lowered the required capacity from 2 to 1 for the following attachments<blockquote>Reactive Shield/Scope/Schurzen/Volt Gun</blockquote></li>
<li>Attachment adjustments as follows<br>
<br>
<table width="580" border="0" cellpadding="4" cellspacing="1" align="center" class="ta01"><tbody><tr valign="middle" align="center" class="th01"><td width="20%" align="center" class="th01" bgcolor="#a8d0d7">Attachment</td><td width="80%" align="center" class="th01" bgcolor="#a8d0d7">Adjustments</td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Reactive Shield</td><td bgcolor="#eaf2f3"> Added a bonus to the amount of spike damage dealt based on the frame’s skill level </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Mana Booster</td><td bgcolor="#f5fafb"> Effect changed from shortening recast times to that of a fast cast effect </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Drum Magazine</td><td bgcolor="#eaf2f3"> Lessened the negative impact to accuracy </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Replicator</td><td bgcolor="#f5fafb"> Increased the number of shadows based on the number of wind maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Shock Absorber</td><td bgcolor="#eaf2f3"> Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Armor Plate<br>Armor Plate II</td><td bgcolor="#f5fafb"> Effect changed from increasing defense to decreasing the amount of physical damage taken </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Analyzer</td><td bgcolor="#eaf2f3"> Tripled the amount of damage that can be mitigated </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Hammermill</td><td bgcolor="#f5fafb"> Shield Bash will be 100% accurate when Hammermill is equipped </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Volt Gun</td><td bgcolor="#eaf2f3"> Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Heatsink</td><td bgcolor="#f5fafb"> The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Damage Gauge</td><td bgcolor="#eaf2f3"> Shortened the recast time for cure spells </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Eraser</td><td bgcolor="#f5fafb"> Changed so that only light maneuvers are consumed to fix multiple status ailments </td></tr></tbody></table></li>
</ul></li>
</ul><br>
<br>
<br>
<font size="3"><b>Automatons</b></font><ul><li>Re-examine automaton logic</li>
</ul><ul><li>Add/adjust spells<ul><li>Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic) <br>
<font color="red">*Cure, regen, status ailment recovery spells will each have their own recast times</font></li>
</ul><ul><li>The following spells will be added<blockquote>Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV<br>
<font color="red">*Phalanx and Stoneskin will only be used on the master<br>
*Protect, Shell, and Haste will only be used on the master and party members</font><br>
</blockquote></li>
</ul><ul><li>Tier IV elemental spells will be added to Stormwaker Y-700</li>
</ul><ul><li>Cure IV or Cure V will be chosen based on remaining HP</li>
</ul></li>
<li>Weapon skill adjustments<ul><li>Magic Mortar will have a set amount for its minimum amount of damage</li>
</ul></li>
<li>Sharpshot automaton adjustments<ul><li>Distance adjustments will be removed for ranged attacks</li>
</ul></li>
</ul><br>
<ul><li><font size="3"><b>Puppetmasters</b></font><ul><li>A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)<ul><li>Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)</li>
<li>The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once<br>
<font color="red">*Automaton oil+3 (Lv80+) will also be added.<br>
</font></li>
</ul></li>
</ul></li>
</ul><br>
<br>
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!
</blockquote>
So really the only thing I can do is type out any formatting by hand after I copy&paste the post itself.
<table width="580" border="0" cellpadding="4" cellspacing="1" align="center" class="ta01"><tr valign="middle" align="center" class="th01"><td width="20%" align="center" class="th01" bgcolor="#a8d0d7">Attachment</td><td width="80%" align="center" class="th01" bgcolor="#a8d0d7">Adjustments</td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Reactive Shield</td><td bgcolor="#eaf2f3"> Added a bonus to the amount of spike damage dealt based on the frame’s skill level </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Mana Booster</td><td bgcolor="#f5fafb"> Effect changed from shortening recast times to that of a fast cast effect </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Drum Magazine</td><td bgcolor="#eaf2f3"> Lessened the negative impact to accuracy </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Replicator</td><td bgcolor="#f5fafb"> Increased the number of shadows based on the number of wind maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Shock Absorber</td><td bgcolor="#eaf2f3"> Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Armor Plate<br>Armor Plate II</td><td bgcolor="#f5fafb"> Effect changed from increasing defense to decreasing the amount of physical damage taken </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Analyzer</td><td bgcolor="#eaf2f3"> Tripled the amount of damage that can be mitigated </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Hammermill</td><td bgcolor="#f5fafb"> Shield Bash will be 100% accurate when Hammermill is equipped </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Volt Gun</td><td bgcolor="#eaf2f3"> Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Heatsink</td><td bgcolor="#f5fafb"> The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Damage Gauge</td><td bgcolor="#eaf2f3"> Shortened the recast time for cure spells </td></tr><tr valign="middle" class="td01"><td bgcolor="#c6e9ef" align="center">Eraser</td><td bgcolor="#f5fafb"> Changed so that only light maneuvers are consumed to fix multiple status ailments </td></tr></table></li>
[div align="center"][table][tr][td style="background-color:black"][table][tr][th style="background-color:#A8D0D7" width="125px"]Attachment[/th][th style="background-color:#A8D0D7"]Adjustments[/th][/tr][tr][td style="background-color:#C6E9EF" align="center"]Reactive Shield[/td][td style="background-color:#EAF2F3"]Added a bonus to the amount of spike damage dealt based on the frame’s skill level[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Mana Booster[/td][td style="background-color:#F5FAFB"]Effect changed from shortening recast times to that of a fast cast effect[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Drum Magazine[/td][td style="background-color:#EAF2F3"]Lessened the negative impact to accuracy[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Replicator[/td][td style="background-color:#F5FAFB"]Increased the number of shadows based on the number of wind maneuvers used[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Shock Absorber[/td][td style="background-color:#EAF2F3"]Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Armor Plate
Armor Plate II[/td][td style="background-color:#F5FAFB"]Effect changed from increasing defense to decreasing the amount of physical damage taken[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Analyzer[/td][td style="background-color:#EAF2F3"]Tripled the amount of damage that can be mitigated[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Hammermill[/td][td style="background-color:#F5FAFB"]Shield Bash will be 100% accurate when Hammermill is equipped[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Volt Gun[/td][td style="background-color:#EAF2F3"]Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Heatsink[/td][td style="background-color:#F5FAFB"]The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Damage Gauge[/td][td style="background-color:#EAF2F3"]Shortened the recast time for cure spells[/td][/tr][tr][td style="background-color:#C6E9EF" align="center"]Eraser[/td][td style="background-color:#F5FAFB"]Changed so that only light maneuvers are consumed to fix multiple status ailments[/td][/tr][/table][/td][/tr][/table][/ul][/ul]
Might be possible to write up some translation app that changes the format of the HTML to BBCode(if there isn't one already online somewhere). Obviously it'd change the < > of HTML to [ ] of BBCode and a few other things. Probably a couple of other differences between the two, but doesn't look too dissimilar.
Online HTML to BBCode converter does a bit of the work(if you select output to be SMF instead of BBCode), but still butchers the outputted color backgrounds, leaving colors blank. It might alleviate some of the work though. I'm sure you're already doing it, but can also just do some Replace All < td > -> [ td ], etc.
Test..
Attachment
Adjustments
Reactive Shield
Added a bonus to the amount of spike damage dealt based on the frame’s skill level
Mana Booster
Effect changed from shortening recast times to that of a fast cast effect
Drum Magazine
Lessened the negative impact to accuracy
Replicator
Increased the number of shadows based on the number of wind maneuvers used
Shock Absorber
Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used
Armor Plate
Armor Plate II
Effect changed from increasing defense to decreasing the amount of physical damage taken
Analyzer
Tripled the amount of damage that can be mitigated
Hammermill
Shield Bash will be 100% accurate when Hammermill is equipped
Volt Gun
Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used
Heatsink
The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers
Damage Gauge
Shortened the recast time for cure spells
Eraser
Changed so that only light maneuvers are consumed to fix multiple status ailments
this is sick!
granted puppetmaster will be broken for a few weeks as they fix it in emergency maint but by time they clear this up...SICK! somewhat makes up for the disgusting stagger-fest of VW
independent cast time on spells is so beyond awesome i never thought they would be able to do it (cuz they lazy u know)
the new spells is a nice bonus too, especially the haste one!
the fix to attachments are actually the weakest of the whole fix, which is funny since they kept making mention of attachments being the main change.
Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
[size=3]Attachments[/size]
Increased the effect boost based on number of maneuvers for the following attachments
Quote:
Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
Lowered the required capacity from 2 to 1 for the following attachments
Quote:
Reactive Shield/Scope/Schurzen/Volt Gun
Attachment adjustments as follows
Attachment
Adjustments
Reactive Shield
Added a bonus to the amount of spike damage dealt based on the frame’s skill level
Mana Booster
Effect changed from shortening recast times to that of a fast cast effect
Drum Magazine
Lessened the negative impact to accuracy
Replicator
Increased the number of shadows based on the number of wind maneuvers used
Shock Absorber
Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used
Armor Plate
Armor Plate II
Effect changed from increasing defense to decreasing the amount of physical damage taken
Analyzer
Tripled the amount of damage that can be mitigated
Hammermill
Shield Bash will be 100% accurate when Hammermill is equipped
Volt Gun
Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used
Heatsink
The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers
Damage Gauge
Shortened the recast time for cure spells
Eraser
Changed so that only light maneuvers are consumed to fix multiple status ailments
[size=3]Automatons[/size]
Re-examine automaton logic
Add/adjust spells
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
[color=red]*Cure, regen, status ailment recovery spells will each have their own recast times[/color]
The following spells will be added
Quote:
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
[color=red]*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members[/color]
Tier IV elemental spells will be added to Stormwaker Y-700
Cure IV or Cure V will be chosen based on remaining HP
Weapon skill adjustments
Magic Mortar will have a set amount for its minimum amount of damage
Sharpshot automaton adjustments
Distance adjustments will be removed for ranged attacks
[size=3]Puppetmasters[/size]
A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
[color=red]*Automaton oil+3 (Lv80+) will also be added.
[/color]
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!
Would work too, just have to get rid of some of the nonsense and change it to this sites bbcode.
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members
I'm very happy about this. I can't wait to test it in the test server =D I'm going to need to get into a group to test the haste/pro/shell on party members.
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
Holy *** they are actually giving us a semi reasonable adjustment that should've been coming...well a lot sooner than this, that's for sure, lol.
All in all this looks amazing, now if only we can get some JA's that force maton in/out max range of target... /looks @ mage frames that love to run up to mobs to say hi
Puppet Master AI and therof has been ignored since they relased Aht Urghan. Im glad SE is considering a revamp of the way the job is played. hopefully they will change a few other inconsistency's with aht urghan areas as well, ie: alex*99 adding GoV and Abyssea warps ect...
I don't like the change to Mana Booster, but everything else...*** YEAH!!
Armor plate is suddenly amazing. Enhancing magic!! SEPARATE RECAST TIMERS!!! And that new JA is very nice too.
Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
Attachments
Increased the effect boost based on number of maneuvers for the following attachments
Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
Lowered the required capacity from 2 to 1 for the following attachments
Reactive Shield/Scope/Schurzen/Volt Gun
Attachment adjustments as follows
Attachment
Adjustments
Reactive Shield
Added a bonus to the amount of spike damage dealt based on the frame’s skill level
Mana Booster
Effect changed from shortening recast times to that of a fast cast effect
Drum Magazine
Lessened the negative impact to accuracy
Replicator
Increased the number of shadows based on the number of wind maneuvers used
Shock Absorber
Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used
Armor Plate
Armor Plate II
Effect changed from increasing defense to decreasing the amount of physical damage taken
Analyzer
Tripled the amount of damage that can be mitigated
Hammermill
Shield Bash will be 100% accurate when Hammermill is equipped
Volt Gun
Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used
Heatsink
The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers
Damage Gauge
Shortened the recast time for cure spells
Eraser
Changed so that only light maneuvers are consumed to fix multiple status ailments
Automatons
Re-examine automaton logic
Add/adjust spells
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
*Cure, regen, status ailment recovery spells will each have their own recast times
The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members
Tier IV elemental spells will be added to Stormwaker Y-700
Cure IV or Cure V will be chosen based on remaining HP
Weapon skill adjustments
Magic Mortar will have a set amount for its minimum amount of damage
Sharpshot automaton adjustments
Distance adjustments will be removed for ranged attacks
Puppetmasters
A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
*Automaton oil+3 (Lv80+) will also be added.
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!
• Flame holder
We feel that the current stats and functionality aren’t reasonable when considering the space needed to equip this attachment. With this said, if we were to make so the power is shared with other attachments (for example, making it so it doesn’t consume a Fire Maneuver, as was suggested), we would have to increase the capacity cost to be higher than it is currently.
However, since I believe that attachment uses differ from person to person, instead of the above adjustment, we are looking in the direction of adding a different attachment that has similar stats to the Flame Holder so you will be able to choose the proper one to use based on the situation. (The addition of this attachment is planned for after the level cap increase to 99.)
Also, when there are changes made with Test Server updates, we also update the content posted in the “Testing In Progress” forum, but the development team and QA team have been testing and making adjustments up to the last minute, more than you can imagine.
As a result, there may be times that we cannot announce the specific changes right away and we appreciate your understanding. (Don’t worry, we aren’t trying to hide anything!)